Free tool
Time control converter
How it works
Type a time control as base+increment, like 15+10. The tool classifies it the way FIDE does, by the total time a 60-move game gives each player: 60 minutes or more is standard (classical), more than 10 and under 60 is rapid, and 10 or less is blitz.
FIDE category
Classical
Based on total time for a 60-move game per player
60-move game, per player
2h 0m
Both players: 4h 0m max
40-move game, per player
1h 50m
Typical club game length
FIDE classifies by the time a 60-move game would give each player: 60 minutes or more is standard (classical), more than 10 and under 60 is rapid, 10 minutes or less is blitz. Multi-phase controls (such as 40 moves in 90 minutes, then 30 minutes) need the phases added together.
The method behind the numbers
60-move time per player = base minutes + 60 x increment seconds
A time control written 90+30 means each player starts with 90 minutes and gains 30 seconds after every move. The increment is why a "90-minute" game can comfortably exceed three hours on the wall clock once both players’ time is counted.
The category matters for ratings: federations rate standard, rapid, and blitz separately, so the same student legitimately has three FIDE ratings. Academies scheduling internal events should also budget the doubled wall-clock time, plus a buffer for setup and result entry.
For class planning, the 40-move line in the output is the realistic one: most club games finish around move 40, so a 15+10 ladder game fits inside a one-hour slot including the handshake and a quick scan of the scoresheet.
Frequently asked questions
What do the two numbers in a time control mean?
The first number is each player’s starting time in minutes, the second is the increment in seconds added after every move they make. So 3+2 is three minutes plus two seconds per move, and 25+10 is twenty-five minutes plus ten seconds per move.
Where is the line between rapid and blitz?
FIDE draws it at 10 minutes of 60-move total time per player: more than 10 and under 60 minutes is rapid, 10 or less is blitz. That is why 10+0 is blitz but 10+5 (15 minutes of 60-move time) is rapid.
How long should our academy schedule for a 15+10 event round?
Budget about 65 to 70 minutes per round: a 40-move game uses up to about 22 minutes per player, both clocks together can approach 45 minutes, and you need margin for longer games, setup, and recording results. Three rounds fit a half-day comfortably.
Keep going
Start building a smarter academy
Early access — we set up your academy with you: roster import, Lichess and Chess.com connections, batches, and fee plans.