SUMMER TEAM QUICKPLAY - 2017

Newport retain the quickplay trophy - Shropshire Star 13/06/2017

Newport A were the class of the field as they cruised to victory in the Shropshire chess team quickplay tournament, retaining the trophy.

They beat a very strong Telepost A outfit in the final and it wasn't even close, with Newport quickly surging into an unassailable 3-0 lead in the running score over the five boards. Final result was: Newport A 4, Telepost A 1.
Newport's cause was aided by the recruitment of a guest player on top board, Nick Arkell, of Stourbridge, but even so they were outgraded overall against their Shrewsbury-based opponents, who had a strong guest themselves in the shape of Richard Bryant.
Detailed result was: Nick Arkell 1, Trevor Brotherton 0; Nat Paul 0.5, Nigel Ferrington 0.5; Ian Jamieson 1, Richard Bryant 0; Athar Ansari 1, Phil Zabrocki 0; Chris Lewis 0.5, John Bashall 0.5.
Shrewsbury beat Wellington 4.5-0.5 to take third place.
Six teams took part in the event at the Wrekin Housing Trust in Telford.

There was a poignant backdrop to Newport's triumph, as it came shortly after the death of one of their players, Warren Lewis, and a minute's silence was held for him before the start of play. Warren had returned to play for Newport last season after being away for over 40 years and played several games for both the club's A and B teams before his illness. He died in hospital on June 2.

 

The 2017 summer team quickplay event has been fixed for Sunday, June 11, at the Wrekin Housing Trust, Telford, with play starting at 10am prompt

Please put in your diaries and start to canvass players.

It will be run on similar lines to previous years with a league/s followed by knockout stages and the final. I am hoping that we can have matches on a ‘home' and ‘away' basis to get in as much chess as possible.

Below are the rules although as always exact format will depend on how many teams enter.

I'll be looking to have details of confirmed entries about a week before the competition, to enable the tournament schedule to be drawn up. Please don't enter a team speculatively in the hope that you will get enough players – last minute withdrawals would cause a real problem. It would be better to have a team/s you know you have enough players for, and if you have any extras use them as substitutes (or, if they agreed, they could fill in gaps elsewhere).

Toby Neal 15/05/2017


SHROPSHIRE QUICKPLAY RULES 

1 Teams will be of FIVE players. 

2 Unless the competition is run with matches on a ‘home' and ‘away' basis, in each round team captains will toss for choice of having the white pieces on board one. 

3 Players can only play for ONE team in the competition. 

4 Subject to the above rule, teams can play substitutes from their club ranks during the competition. The intention of this is that if, say, a club has six or seven players interested in playing, those ‘extras' will have, at their captain's discretion, a chance to play in later rounds. 

5 In the case of time control disputes, the arbiters in the first instance will be the two team captains. If they are actually involved in the dispute, the arbiter will be the competition organiser, consulting and taking advice as necessary from experienced players. (My default interpretation of the rules will be that a player whose flag falls automatically loses unless:  1. The opponent does not have mating material – and a pawn is mating material as it could promote; 2. The opponent is not trying to win i.e. is just messing about running the clock down). 

6  Draws are permitted in the league/group matches (i.e. no need for board count tiebreaker). If necessary to determine which team progresses to the knockout stages,  ‘goal difference' will be used to separate teams on equal points. If  points and goal difference are identical, the teams will play a five minute blitz decider. 

7 In the semi final and final, if the match result is a draw, the result on the bottom board will be discounted, repeatedly if necessary, until a decisive result is achieved. If all the games are drawn, the team which played black on board one will be declared winner . 

8 Team names should reflect the strength of the team. If, for instance, a club enters a C team, but in practice intends to play A team players in that C team (because its A team has not entered), then the C team should be redesignated as the A team. 

9 There may be some players who would like to take part, but whose clubs have not entered a team. To ensure that they are not denied the opportunity to join in, they may arrange to play for a different club as a guest player. The rule of thumb will be that they are not fielded in such a way as to bring the competition into disrepute. For example, a strong A team player should not be fielded in a D team as a guest. 

10 If a team turns up unexpectedly short-handed, sympathetic consideration will be given to ad hoc arrangements on the day in which they rope in any grade-appropriate “spares” from another club, or to create a mixed or scratch team from various spare players to ensure an even number of teams are taking part – and so avoiding byes. The intention of this is to avoid the disappointment to opponents of defaulted boards and to ensure everyone who wants to play, can play, the rule of thumb again being that such arrangements do not bring the competition into disrepute. 

Link to previous years