Online Chess Clock — Full Screen Blitz & Rapid Timer
A two-player countdown clock for over-the-board games. Set the time per side, tap your half of the screen after each move to pass the clock to your opponent, and add a Fischer increment if you like — a fixed number of seconds added back after each move. Whoever's clock reaches zero first loses on time. Free, full screen, no sign-up.
About the chess clock
A chess clock gives each player their own countdown timer. Only one runs at a time — tapping your side after a move pauses your clock and starts your opponent's. Running out of time first ends the game (a "flag fall").
A chess clock gives each player their own time budget. Choose 5, 10, 15 or 30 minutes per side or a custom length, plus an optional Fischer increment: a few seconds added back after every move, which rewards quick play without letting the game drag on.
Standard chess time controls
| Name | Time per side | Typical use |
|---|---|---|
| Bullet | Under 3 min | Very fast online-style games |
| Blitz | 3-5 min | Quick casual and club games |
| Rapid | 10-15 min | Club play with real thinking time |
| Classical | 30+ min | Serious, tournament-style games |
Chess time controls explained
A time control is minutes per player plus seconds added per move: 3+2 is three minutes each with a two-second increment. Under the FIDE Laws of Chess, blitz is 10 minutes or less per player, and rapid is more than 10 but less than 60, counting 60 moves of increment. Bullet is an informal online term for games under about three minutes; longer games are classical.
Popular settings: 1+0 or 2+1 for bullet, 3+2 and 5+0 for blitz, 10+5 and 15+10 for rapid, and 90+30 in many classical tournaments.
Increment, delay and why they matter
Fischer increment, which this clock uses, adds fixed seconds after each move. It lets you finish a won position without losing on time and rewards quick, simple endgame moves.
With US-style delay, your clock waits a few seconds before counting down; with Bronstein delay, you get back the time used, up to the delay. Delay never builds extra time; increment can. Many US clubs use delay; most online and FIDE events use increment.
How to use this online chess clock at the board
Set minutes per side and the increment, put the device beside the board, and the player with Black starts White’s clock. After each move, tap your own half to stop your clock and start your opponent’s. Space pauses the game, R resets it.
On a phone, lay it flat between the players. Keep the screen on: the clock runs in the background, but you need to see it.
A player whose clock hits zero usually loses, unless the opponent cannot checkmate by any legal series of moves, which is a draw. In friendly games, agree house rules first.
Tips for managing your clock
In 5+0 blitz, keep at least as much time as your opponent through the opening. In 15+10 rapid, spend time at critical middlegame moments and use the increment to move quickly in simple endings. Practise with the control you will play in events.
When to use it
- Casual or club games where you want a real time limit without a physical clock.
- Blitz and rapid games over the board, using one shared phone or tablet between both players.
- Practicing faster decision-making under a ticking clock.
- Other two-player turn-based games — checkers, Scrabble, backgammon.
How to use it
- Pick a starting time per side and an optional increment, then start the game.
- After you make your move, tap your own half of the screen — this pauses your clock and starts your opponent's.
- Keep alternating until a player runs out of time or the game ends another way.
Tips
- A small increment (2-5 seconds) prevents a completely won position from being lost purely on time.
- Full screen mode makes the tap targets larger and easier to hit quickly during a fast game.
FAQ
How does a chess clock work?
Each player gets their own countdown timer. Only one clock runs at a time — whoever's turn it is. After you make your move, tap your side to stop your own clock and start your opponent's. If your time reaches zero before you move, your flag falls and you lose on time.
What is Fischer increment?
It adds a fixed number of seconds to your clock after every move, so quick moves can build up extra time. Set it to 0 for a plain countdown.
What time control should I pick — bullet, blitz, rapid or classical?
Bullet is under 3 minutes a side, blitz 3-5 minutes, rapid 10-15 minutes (the usual club choice) and classical 30 minutes or more. If unsure, start at 10 minutes with a 3 second increment.
Does it support Bronstein delay as well as increment?
This clock uses Fischer increment, which adds the bonus time after every move. Bronstein delay works slightly differently — it only returns time actually used, up to the delay amount — so the two behave the same when you use your full delay each move, and Fischer is more forgiving when you move fast.
Can I set a custom starting time?
Yes — pick 5, 10, 15 or 30 minutes per side, or choose Custom and enter any whole number of minutes from 1 to 180.
Can I use a chess clock for other board games?
Yes. Any two-player turn-based game benefits — checkers, Scrabble, backgammon, Go. The clock does not know or care what game you are playing.
What happens when a player runs out of time?
Their flag falls and, under standard rules, they lose — provided the opponent has enough material to deliver checkmate. In casual games most people simply call it a loss on time.
Do I need two devices?
No. One phone or tablet placed between both players is the normal setup: each player taps their own half of the screen after moving.
What does 3+2 mean in chess?
Each player starts with 3 minutes and gains 2 seconds after every move they complete. It is one of the most popular blitz time controls.
What is the difference between blitz and rapid?
Under FIDE rules, blitz gives each player 10 minutes or less, and rapid gives more than 10 but less than 60 minutes, counting 60 moves of increment in the total.
Can I use this chess timer on one phone for both players?
Yes. Lay the phone between the players; each player taps their own half after moving, and only the active side counts down.