It is vital that this process is managed carefully to ensure the smooth running of the tournament. Players like to tell the TD 'Oh I am not playing in the next round', or write corrections to the spelling of their name on the register. However the TD is usually too busy to repond or to remember such requests and the action does not get taken or the wrong action gets taken. In order to manage these changes to the register we have developed a system whereby a player fills in a pink slip with the details of any changes that need to be made, including dropping any rounds.
The pink slips are placed in a box below the published register. Fifteen minutes before the draw for the next round the pink slips must be collected by the pink slip monitor and given to the drawmaster. The drawmaster then updates the computer with this information, marks the pink slip as 'done', and places it in the register change box sitting on the drawmaster's desk. If there have been several changes the register should be republished, but after the draw is done and published.
Ideally you should have 1 ghost for each round, but in any event you will need to allocate a ghost if necessary before the draw is done each round. The program complains and will not do the draw if there is an odd number of players. If no one is prepared to volunteer to ghost for a round then the TD will just have to choose some local London player below 15k if possible to be the ghost.
Once the pink slips are processed, and the ghost sorted, the draw can be produced. Check the top boards for any seeding issues and check the lower boards for same club games - the program identifies these.
Once the draw is done and checked, print three copies and publish them in exactly the same place as was done in round 1.
Five minutes after the start of the round, take down the spare copies and sharpen the pencils attached to the result sheet holders.
The referee monitors the state of the results sheets and brings completed sheets to the drawmaster's desk. Normally one can wait till all the sheets are completed before entering them into the program. It is vital to get the results checked by reading out your version of the results to an assistant who verifies that your input agrees with the handwritten sheet.
Once the results are entered and verified, print a rank list and publish it in the information centre. The next step will be a return to the section headed Corrections to the register. Do not do the draw in the evening: people do tend to drop out by the morning; and you will get interrogated at the bar!
Players on the lower boards start finishing games quite early - sometimes within half an hour from the start. They should be encouraged to record their game and then ask the professional teacher for analysis. Some coaxing may be needed at first.
Now and then check in on the teacher in the Nash room. Ensure there are enough refreshments and that everyone is getting a fair crack at having their games analysed.
People who record games are heros. Every now and then check to see if the recorder needs refreshment.
The Pair Go event is the first of the side events and occurs on the second evening. Any kind of pairs are allowed and the tournament format is usually 4 rounds with time limits of 20 minutes sudden death. You will find a suggested set of rules referenced in Appendix D.
The Lightning occurs on the third evening, and where there are cash prizes, the entry is based on current McMahon score (rather than grade) to lessen the impact of any sandbagging. The format is usually a round robin elimination session of 5 rounds to provide 8 finalists who then play a 3 round knockout to determine the winner. Aids to running this tournament are referenced in Appendix D.