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
- Standard chess set and clock (digital required for sub-second scaling)
- BJJ gi or no-gi per event rules
- Mat area and board area separated but visible to both competitors
- ROLL CHESS clock card or trainer app to compute the adjustment
3. Match Structure
3.1 Default Format (Standard Hybrid)
| Segment | Duration | Notes |
|---|---|---|
| Mat Round 1 | 5 min | Neutral positional start |
| Board Game 1 | 10+5 base | Clock adjusted by Mat 1 |
| Mat Round 2 | 5 min | Neutral positional start |
| Board Game 2 | 10+5 base | Clock 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 outcome | RMS |
|---|---|
| Dominant control / clean submission attempt | +15 to +20 |
| Solid positional maintenance | +5 to +10 |
| Neutral round | 0 |
| 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.
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.
max = 20 for gains, 25 for losses
cap = the tier swing (gain cap on +RMS, loss cap on −RMS)
| Tier | Gain cap | Loss 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 control | Base | Max gain | Max loss |
|---|---|---|---|
| 5+3 blitz | 300s | +15s | −24s |
| 10+5 rapid | 600s | +30s | −48s |
| 15+10 rapid | 900s | +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
- The mat resets to a neutral start every round.
- Each board game's time adjustment comes only from the mat round immediately before it. Adjustments do not stack across the match.
- The readiness spectrum is the one value that accumulates across the night, for display and the aggregate-spectrum tiebreak.
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
| Division | Mat | Board base | Tier |
|---|---|---|---|
| Youth | Positional, 3 min | 5+3 | Light |
| Adult Rec | 5 min roll | 10+5 | Light / Medium |
| Competitive | 5 min roll | 10+5 | Medium |
| Open | 6 min roll | 5+3 | Medium / 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.