v1.2

Hybrid Competition Rules

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Effective: June 2026 · Format: Alternating mat rounds and chess games with a single, scaled clock link. Supersedes v1.1.

1. Overview

ROLL CHESS is a hybrid competition where mat performance sets the clock you take to the board. Competitors alternate between a Mat Phase (timed BJJ sparring or positional rounds) and a Board Phase (standard chess, rapid or blitz per tier). One mat score drives one clock adjustment — no second penalty system.

2. Equipment

3. Match Structure

3.1 Default Format (Standard Hybrid)

SegmentDurationNotes
Mat Round 15 minNeutral positional start
Board Game 110+5 baseClock adjusted by Mat 1
Mat Round 25 minNeutral positional start
Board Game 210+5 baseClock adjusted by Mat 2

3.2 Sprint Format

One 4-minute mat round → one 5+3 blitz game. Used for brackets and open mat nights.

4. The Clock Engine

4.1 One mat score (RMS)

Each mat round produces a single Round Mat Score from −25 to +20. This is the only mat output.

Round outcomeRMS
Dominant control / clean submission attempt+15 to +20
Solid positional maintenance+5 to +10
Neutral round0
Repeated defensive errors−5 to −10
Tap, stalling, or safety violation−15 to −25

4.1.1 Tap timing (anti-gaming)

A tap is scored on a clock so it cannot be used to skip a hard round cheaply. An immediate tap is the maximum −25; the penalty eases the longer you genuinely defend, down to a floor of −15 for a tap in the final stretch of the round.

RMS_tap = −25 + 10 × ( time survived ÷ round length )

You can never tap your way to a soft landing — bailing early costs the most.

4.2 Conversion to board time

The RMS converts continuously into a starting-time adjustment, expressed as a fraction of the game's base time — so it scales correctly across every time control and has no band cliffs.

Δt = base × cap × ( RMS ÷ max )
  max = 20 for gains, 25 for losses
  cap = the tier swing (gain cap on +RMS, loss cap on −RMS)
TierGain capLoss cap
Light+3% of base−5% of base
Medium+5% of base−8% of base
Heavy+6% of base−12% of base

The loss cap is deliberately larger than the gain cap: a mistake on the mat costs more than dominance pays. The asymmetry is fixed and bounded — it can no longer stack into a runaway deficit.

4.3 Scaling examples (Medium tier)

Time controlBaseMax gainMax loss
5+3 blitz300s+15s−24s
10+5 rapid600s+30s−48s
15+10 rapid900s+45s−72s

Worked example, Medium, 10+5: a dominant Mat 1 (RMS +18) gives Δt = 600 × 5% × (18÷20) = +27s, so Board 1 starts at 10:27. A tap in Mat 2 (RMS −20) gives 600 × 8% × (20÷25) = −38s, so Board 2 starts at 9:22.

4.4 Floor

Starting time never drops below 60% of base. Every board game stays real chess.

4.5 Heavy-tier increment clause (optional)

On a tap at Heavy tier, the first 5 board moves earn no increment, so the deficit cannot be instantly refilled.

5. The Readiness Spectrum (display & tiebreak)

A 0–100 readiness gauge starts at 50 and is nudged by RMS ÷ 2 each round (clamped 0–100). In v1.2 it is a running picture of your night and a tiebreaker only — it no longer sets the clock. The Clock Engine (Section 4) owns time. This removes the v1.1 problem where the spectrum and a separate penalty table both taxed the same mat event.

6. Carryover

7. Winning the Match

Most board points (win = 1, draw = 0.5 each). Tiebreakers, in order: aggregate spectrum, total RMS, then an Armageddon blitz.

8. Divisions

DivisionMatBoard baseTier
YouthPositional, 3 min5+3Light
Adult Rec5 min roll10+5Light / Medium
Competitive5 min roll10+5Medium
Open6 min roll5+3Medium / Heavy

9. Trainer Alignment

The ROLL CHESS Trainer v0.6 simulates these rules. Training Mode is consequence-free; Recovery Mode applies the Clock Engine at the chosen tier with live RMS readout.

ROLL CHESS v1.2 — One mat score, one scaled clock. Mat performance is board preparation.