| Email Play Sites : Introduction | ||||||||||
| Email chess play via a server is an evolution of email play, which is an evolution of postal play. | ||||||||||
It's not news that a lot of chess is played over the Internet and the Web.
If you enjoy playing on ICC, FICS, Yahoo, or similar, perhaps you haven't discovered that there is an alternative to these services : chess via an email server.
Just like over-the-board (OTB) play can be controlled by a server, with moves transmitted instantaneously between the players, email play can also be controlled by a server, with moves transmitted by email.
Email chess play via a server is an evolution of email play, which is itself an evolution of postal play.
Email chess and postal chess are often grouped together under the term correspondence chess.
It's possible to play email chess without any special external services.
You send your move to an opponent using email software and later receive your opponent's move via email.
What could be simpler?
While more than adequate for a friendly game, unsupervised email chess has some serious drawbacks for organized competitive chess.
Here are a few.
1) Counting elapsed time : In classic postal chess, time is counted using days.
When you send a move, your postal service cancels the stamp on your card or envelope with a timestamp showing the date it was received by the postal service. A few days later, your opponent receives your move. After thinking a few more days, your opponent sends a response to your move, which is also timestamped.
The elapsed time allowed for thinking about a move is limited by the rules of the competition. Both players may have 3 days to make 1 move -or- perhaps 30 days to make 10 moves. If either player fails to respond in the time allowed, the game is lost by time forfeit.
In email chess, messages can be delivered almost instantaneously. You send a move via email and your opponent's email service provider usually receives it a few seconds later. The next time your opponent retrieves new mail, your move is there with the rest of the messages. Counting elapsed time using days has little meaning and can even be confusing when the opponents live in different time zones, as they often do.
2) Lost messages : Just like postal mail, email rarely gets lost.
When it happens, there is no reliable trail to determine whether a message was really sent, whether it was delivered, or whether it was received.
Some email players have observed that moves sent by email seem to be lost far more often than messages that have nothing to do with email chess!
3) Different positions : Sometimes the opponents, usually through a clerical error by one player, end up playing different positions. This might be hard to understand if you've never played correspondence chess, but it happens all too often. Here's a typical scenario:
One player sends an ambiguous move (like Rd1, meaning Rad1 instead of Rfd1); the other player fails to notice the ambiguity and records the other move (Rfd1 in our example). Although neither player suspects that there is a problem, suddenly the positions are different for the two players.
A few moves later one of the players makes a move which the other player considers illegal. After exchanging more messages to find out what happened, the game gets rolled back or an arbiter gets called in to settle a nasty dispute.
Using an email server to supervise the recording and transmission of moves, all of these problems disappear.
Using a Web interface you make your move. The move is recorded by the server and then transmitted to your opponent via email.
You, in turn, receive an email message when your opponent has moved.
1) Counting elapsed time : Your thinking time stops when you make your move on the server; your opponent's thinking time starts at the same time. Your thinking time starts again when your opponent makes a move on the server. The server operates like a big digital chess clock : a player moves, presses the clock, and the clock starts immediately for the other player.
2) Lost messages : It's no excuse if one player or the other fails to receive a message. The server knows that a move was made and a message was sent. That's all that matters.
3) Different positions : The server validates each move, transmits the moves unambiguously, and keeps track of the game. Both players can consult the current position on the server.
Playing with an email server is like having an arbiter constantly watching your game.
The link in the upper right corner of this article leads to a list of email servers. While preparing this article, we identified 16 email server sites. We'll be looking at most of these sites in more depth for future articles in this series. Without an in-depth look, it's not easy to differentiate the sites, but we did check a few characteristics which we noted in the annotation to each link.
Other factors worth considering are the total number of active games on the site, the number of simultaneous games allowed to each player, annual vacation time allowed, and how ratings are calculated. We'll detail these in future articles. Finally, two sites that stand apart from the others are eChess.org and PostcardChess.com. There is no registration required for these sites. To start a game, you enter your email address and the email address of your opponent, then you make White's first move. When one player moves, the other player receives an email message containing a link to the current board position. When you're ready, you click the link in the email and make the next move. This is an ideal setup if you just want to play a casual email game with a friend. If you've never tried email play, go ahead. You're in for a treat! |
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