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Chess

Chess time controls explained: bullet, blitz, rapid, classical and daily

Quick answer. A time control is how much thinking time each player gets. The clock runs only on your turn, and reaching zero loses on time unless the opponent cannot possibly checkmate. A Fischer increment adds seconds after each move. Delay waits before the clock starts, and unused delay is not kept.

A time control is the clock rule a chess game is played under, and it changes the game more than any opening choice. This guide explains the categories, the notation, increment versus delay, and which to choose.

By Andrew O'Riordan · Last reviewed 15 October 2026 · 7 min read

What a time control is

A time control is the rule for how much thinking time each player gets. Each player has their own clock, only one runs at a time, and it runs while it is that player’s turn. Make your move, press the clock, and your opponent’s time starts running instead. If your clock reaches zero, you lose on time — unless your opponent could not possibly checkmate you with the pieces left, in which case it is a draw. Time controls exist because without them a losing player can simply refuse to move, and because a game of ten minutes and a game of five hours are, in practice, different sports.

The rules of play do not change with the clock. What changes is how much you can calculate, how much you must rely on instinct, and how often mistakes decide the result. The rules guide covers the game itself.

How to read 5|3 and 15+10

A time control is written as two numbers. The first is the starting time per player in minutes. The second is the increment in seconds: the time added back to your clock after every move you make. The separator varies — a vertical bar, a plus sign or a space — but the meaning is the same:

Long over-the-board events use multi-stage controls such as “90 minutes for 40 moves, then 30 minutes for the rest, with a 30-second increment from move one”. Daily or correspondence chess is written in days per move rather than minutes per game: “3 days” means you have three days to make each move.

The five categories

The World Chess Federation classifies a game by the total time it would take a player to make sixty moves: starting time plus sixty times the increment. The boundaries used in official play, and the informal category below them, are:

Chess time-control categories. Bullet is an informal category with no official definition; the other three follow FIDE’s thresholds.
CategoryTime per player (start plus 60 × increment)Typical examples
BulletUnder 3 minutes1|0, 2|1
Blitz10 minutes or less3|2, 5|0, 5|3
RapidMore than 10 and less than 60 minutes10|0, 15|10, 25|10
Classical60 minutes or more60|30, 90|30, tournament multi-stage controls
Daily / correspondenceDays per move1 day, 3 days, 7 days per move

The sixty-move calculation is why 5|3 counts as blitz: five minutes plus sixty threes is eight minutes, under the ten-minute line. It is also why 15|10 is rapid rather than classical: fifteen plus ten is twenty-five minutes.

What is the difference between a Fischer increment and delay?

Bare countdown clocks have a flaw: a player who is completely winning can lose because they physically cannot make twenty obvious moves in five seconds. Two fixes exist.

Fischer increment, named after Bobby Fischer, who patented the idea, adds a fixed number of seconds to your clock after each move. If you move faster than the increment, your clock actually grows. It is the standard in online play and most modern tournaments, and it means a game can never be lost purely to the mechanics of moving quickly, since every move buys you time for the next.

Delay waits for a fixed number of seconds at the start of each move before your clock begins to run. Time you do not use during the delay is not carried forward, so your clock can never grow; it can only fall more slowly. A variant called Bronstein delay achieves the same effect by adding back the time you used, up to the delay, after the move. Delay is common in American tournament play; increment dominates everywhere else.

The practical difference: under increment a fast player can build a cushion in a long endgame; under delay they cannot. Increment games are slightly longer and slightly more forgiving.

Losing on time, and the exception

When your clock hits zero you lose — the position on the board does not matter, even if you were a queen up and about to mate. The one exception is when your opponent has no possible way to checkmate you with the material they have, such as a bare king or king and bishop. Then the game is a draw, not a loss, because a win must be achievable by legal play for the flag to count. Most online platforms and apps apply this exception automatically.

Which control to pick

Always choose an increment. Whatever the speed, a control with a few seconds added per move — 5|3 rather than 5|0, 15|10 rather than 15|0 — removes the ugliest way to lose a game of chess: being unable to play out a won endgame before the flag falls. There is no good reason to play without one unless the format forces it.

How does Piece of Cake play it?

Piece of Cake games are asynchronous by design, so chess in the app starts untimed: a table can sit for days while everyone gets on with their lives, and you take a turn now and the next one tomorrow. A clock is something you opt into when you create the table, and when you do it is a tournament-standard Fischer increment clock. Each side starts with a set time, your clock runs only on your own turn, and the increment is added back after every move you make. Run out and you lose on time, unless your opponent has no way to checkmate you, in which case it is a draw. The named controls on offer are:

There is no delay option; every timed control in the app is an increment control. An AI opponent can be added from the table settings if nobody is around to take the other seat.

The guides that sit next to this one are Gin Rummy rules and Farkle rules and scoring.

Frequently asked questions

What does 5|3 mean in chess?

Five minutes per player at the start, with three seconds added to your clock after every move you make. It is a blitz control: five minutes plus sixty moves of three seconds comes to eight minutes, under the ten-minute blitz threshold.

What is the difference between blitz and rapid chess?

The amount of time per player. Blitz is ten minutes or less, counting the starting time plus sixty times the increment; rapid is more than ten minutes and less than sixty. 5|3 is blitz, 15|10 is rapid. Rapid gives you time to calculate; blitz relies more on instinct and pattern recognition.

What is Fischer increment?

A fixed number of seconds added to your clock after each move you make, so a player who moves quickly can build up time rather than run out of it. It is the standard in online chess and most modern tournaments, and it is the type of clock Piece of Cake uses for all of its timed controls.

Do you lose if you run out of time but are winning?

Yes, normally. The position does not matter once the flag falls. The one exception is when your opponent has no possible way to checkmate you with the pieces they have left, in which case the game is drawn rather than lost.

Can you play chess in Piece of Cake without a clock?

Yes, and that is the default. Chess starts untimed, so a game can stretch over days. Blitz 5|3, Rapid 15|10, Classical 60|30 and Daily 3 days +1 are all optional Fischer-increment clocks you choose when creating the table.

Play it with friends, tonight

Piece of Cake plays these games in real time with friends or against AI opponents, with every move validated server-side so nobody can cheat. One subscription covers every game in the catalogue, with a 7-day free trial.

Independent guide: the rules described here are the traditional versions of each game; where Piece of Cake plays a variant, the guide says so explicitly. TritonApps is not affiliated with any games publisher.