When you look for an opponent on the online page, the first choice you make is not about the game at all — it is about time. The time control decides how long you can think, how much pressure you feel and, more than most players admit, what kind of player you become. This guide explains the options and helps you choose.
Reading a time control
A time control is written as two numbers, like 5+3:
- The first number is the minutes each player starts with.
- The second number is the increment: the seconds added to your clock after every move you make.
So in 5+3, each player starts with five minutes, and every move you make gives you three seconds back. A game of 40 moves each adds two extra minutes to each player's total time.
A time control with a zero increment, such as 1+0, means your clock only goes down. When it reaches zero, you lose on time.
Why the increment matters so much
The increment is the difference between a game and a panic. Without it, a player low on time can lose a winning position simply because there is no time to make the moves. With even a two-second increment, you can always make a simple move in time, and the final phase of the game is decided more by the position than by the clock.
That is why most of the options on this site include an increment. Only 1+0 does not, and it is meant for players who explicitly want pure speed.
The options on this site
1+0 — bullet
One minute each, no increment. Very fast, very fun, and not a good way to improve. Games are decided by reflexes and by who runs out of time first. Play it for fun once you know the game well.
3+2 — blitz
Three minutes plus two seconds per move. Fast enough to feel like a lively sidewalk game in Vietnam, but the increment gives you time to think in critical moments. A good choice for experienced players who want many games.
5+3 — fast rapid
Five minutes plus three seconds. The default on this site, and a good balance: you can play a real game with some thinking, and still finish in fifteen minutes or so.
10+5 — rapid
Ten minutes plus five seconds. The best choice for learning. You have time to count cannon screens, check horse legs and calculate a few moves ahead. Slower games like this are widely recommended for players who want to improve, because you have time to notice your own mistakes.
15+10 — slow rapid
Fifteen minutes plus ten seconds. The closest thing to a serious game online. Ideal for players who want to think properly, or who find faster games stressful.
No clock — invite games only
When you invite a friend, you can play with no clock at all. Great for teaching, for relaxed games between friends and for trying out new openings without pressure.
Which one should you choose?
- You are learning the rules: play the computer on the home board first, then invite a friend with no clock.
- You know the rules and want to improve: 10+5 or 15+10.
- You want a quick, fun game: 5+3.
- You are experienced and want many games: 3+2.
- You want pure adrenaline: 1+0 — but don't judge your progress by it.
Time management tips
- Move quickly in the opening. Standard opening moves — the central cannon, bringing out horses — do not need long thought. Save your time for the middlegame.
- Spend time at the critical moment. When the position changes — a trade, an attack starting, a piece hanging — slow down. That is where games are won and lost.
- Use the increment. When you are low on time, simple safe moves keep your clock alive while the increment tops it up.
- Don't premove in your head. Deciding on a move before your opponent has played it, and then playing it without looking, is how most blunders in fast games happen.
- Watch both clocks. If your opponent is short of time, keep the position complicated; if you are short, simplify.
The first move rule
On this site, the clocks start once both players have made their first move. But you must make your first move within 45 seconds, or the game is cancelled without a result. This keeps the matchmaking queue free of abandoned games.
Time and disconnection
If your connection drops, you have 60 seconds to return — and your clock keeps running. In a 1+0 game, a short disconnection can cost you the game on time. On unreliable connections, choose a slower time control. See playing xiangqi on your phone.
Building a time-control routine
Players who improve fastest usually mix time controls with a purpose:
- Most games at 10+5 or 15+10, where you have time to think and your mistakes are real mistakes rather than panic.
- A few faster games at 3+2 or 5+3 to train pattern recognition — the openings and mating patterns you know should come instantly.
- Very occasional 1+0 games for fun, not for learning.
- A review after each slow game, using the replay in your account.
If you only ever play fast games, you practise playing quickly, not playing well. If you only play slow games, you may struggle when a real clock is running. A mix gives you both.
How long a game takes
As a rough guide to how much time to set aside, including thinking and the increment:
- 1+0: about two minutes.
- 3+2: around eight to ten minutes.
- 5+3: around twelve to fifteen minutes.
- 10+5: around twenty-five to thirty minutes.
- 15+10: often forty minutes or more.
Pick a time control that fits the time you actually have. Leaving a game halfway because you ran out of real-world time is frustrating for your opponent.
Frequently asked questions
What does 5+3 mean?
Each player starts with five minutes, and three seconds are added to your clock after every move you make.
Which time control is best for improving?
Slower ones: 10+5 or 15+10. They give you time to calculate and to notice your own mistakes.
Why do most time controls here have an increment?
Because the increment prevents games from being lost only because there is no time left to make moves, which makes games fairer.
Can I play without a clock?
Yes, in games where you invite a friend. Matchmaking with random opponents always uses a clock.
What happens if my time runs out?
You lose the game on time. That is why the increment, and a little time kept in reserve, matter so much in fast games.