Time controls
| Control | Time | Increment | Type | Best for |
|---|---|---|---|---|
| 1+0 | 1 minute | — | bullet | experienced, reflexes |
| 3+2 | 3 minutes | +2 s per move | blitz | fast without flagging |
| 5+0 | 5 minutes | — | blitz | the most popular |
| 10+0 | 10 minutes | — | rapid | beginners, time to think |
What an increment is
3+2 means 3 minutes each plus 2 seconds added after every move. Move quickly and your time even grows, so flagging is rare in 3+2 and long endgames get played out. 1+0, 5+0 and 10+0 have no increment: the clock only runs down.
When time runs out
- The player who runs out of time loses, even with a winning position.
- Exception: if the opponent has no mating material (bare king, king + bishop, king + knight), it is a draw.
- Your clock runs only on your turn; if the opponent is disconnected for 45 seconds, you win.
Fast-game strategy
- A simple, known opening (London, Italian): spend 20 seconds on the first 8 moves, no more.
- Think while the opponent thinks: prepare a reply to their most likely move.
- Spend time evenly: in a 5-minute game, about 7 seconds per move over 40 moves.
- In bullet, play safe moves rather than deep combinations and let the opponent’s clock run out.
- On a phone, two taps are faster than dragging.
FAQ
Does bullet count towards the rating?
Yes, all online controls share one Elo rating.
Which control suits a beginner?
10 minutes: time to think without the game dragging. 3+2 is the next step.
What if the opponent plays on time in a lost position?
That is within the rules: mate quickly or offer a draw. In 3+2 the increment works for you too.

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