Time Control Planner

5+3 is a Blitz control. Each player's typical 40-move budget is 7:00, so a full game runs roughly 14 minutes.
ControlCategoryEst. game length
1+0Bullet2 min
3+0Blitz6 min
3+2Blitz9 min
5+0Blitz10 min
5+3Blitz14 min
10+0Rapid20 min
15+10Rapid43 min
30+0Classical60 min
90+30Classical220 min

Estimates assume a 40-move game and both players using most of their clock. Fast, forcing games finish sooner; long grinds can run well past this.

How it works

A time control is written as base+increment, like 5+3: five minutes on the clock plus three extra seconds added after every move you make. The planner above turns that shorthand into something more concrete: how much thinking time you actually get, and roughly how long the whole game will last.

The math models a typical 40-move game. Your per-player budget is the base time in seconds plus 40 times the increment, since a 40-move game means roughly 40 increments added back to your clock over the course of play. Take 5+3: five minutes is 300 seconds, plus 40 times 3 seconds of increment is another 120 seconds, for a budget of 420 seconds, or 7 minutes, per player. Double that for both players and round to the nearest minute, and a 5+3 game runs about 14 minutes start to finish.

That same budget number sorts the control into a speed category, using the same ranges Lichess and most online platforms use: under 29 seconds is UltraBullet, under 179 seconds is Bullet, under 479 seconds is Blitz, under 1499 seconds is Rapid, and anything above that is Classical. A 5+3 game lands at 420 seconds, squarely in Blitz. Push the increment up to 15+10 and the budget jumps to 1300 seconds, putting it in Rapid instead, even though the base time only tripled.

FAQ

Why does increment matter so much for the category?

Because a 40-move game accumulates a lot of it. Ten extra seconds a move sounds small, but over 40 moves that's over six extra minutes added back to the clock, which is often more time than the base allotment itself at faster controls. A 15+10 game spends more of its total length on increment than on the starting 15 minutes.

What time control should a beginner actually play?

Rapid, somewhere around 15+10, gives you enough time to check for tactics before you move without the game dragging for hours. Bullet and blitz are fun once you know the rules, but they reward pattern recognition and reflexes over the calculation habits a newer player needs to build. Save the faster controls for after you're comfortable finding threats without a clock screaming at you.

Why is my bullet rating so different from my rapid rating?

Different time controls test different skills, and platforms track them as separate ratings for that reason. A strong blitz player can misjudge a rapid endgame that rewards patience, and a strong rapid player can get outplayed in bullet by someone with faster pattern recognition. A gap of a few hundred points between your fastest and slowest ratings is completely normal.

Does the estimate change if a game ends early by checkmate or resignation?

Yes, this is only a planning estimate for a "typical" full-length game. A quick tactical win or an early resignation finishes well under the estimate, while an endgame that goes past move 40 runs longer, since both players usually still have time left on the clock at that point.

For the full breakdown of bullet, blitz, rapid, and classical and which one suits your style, read Chess Time Controls Explained. Once you've picked a control, our guide to managing your clock covers how to actually budget that time move by move, and where to play chess online for free will get you a game at whatever control you land on.