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FIDE Laws of Chess
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The FIDE Laws of Chess cover
over-the-board play.
The English text
is the authentic version of the Laws of
Chess, which was adopted at the 75th
FIDE Congress at Calvia (Mallorca),
October 2004, coming into force on 1
July 2005.
In these Laws the
words `he`, `him` and `his` include
`she` and `her`.
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PREFACE
The Laws of Chess
cannot cover all possible situations
that may arise during a game, nor can
they regulate all administrative
questions. Where cases are not precisely
regulated by an Article of the Laws, it
should be possible to reach a correct
decision by studying analogous
situations, which are discussed in the
Laws. The Laws assume that arbiters have
the necessary competence, sound
judgement and absolute objectivity. Too
detailed a rule might deprive the
arbiter of his freedom of judgement and
thus prevent him from finding the
solution to a problem dictated by
fairness, logic and special factors.
FIDE appeals to all chess players and
federations to accept this view.
A member federation is free to introduce
more detailed rules provided they:
a. do not conflict in any way with the
official FIDE Laws of Chess
b. are limited to the territory of the
federation in question; and
c. are not valid for any FIDE match,
championship or qualifying event, or for
a FIDE title or rating
tournament.
BASIC RULES OF PLAY
Article 1: The nature and
objectives of the game of chess
1.1
The game of chess is played between two
opponents who move their pieces
alternately on a square board called a
`chessboard`. The player with the white
pieces commences the game. A player is
said to `have the move`, when his
opponent`s move has been ’made’.
1.2 The objective of each
player is to place the opponent`s king
`under attack` in such a way that the
opponent has no legal move. The player
who achieves this goal is said to have
`checkmated` the opponent`s king and to
have won the game. Leaving one’s own
king under attack, exposing one’s own
king to attack and also ’capturing’ the
opponent’s king are not allowed. The
opponent whose king has been checkmated
has lost the game.
1.3
If the position is such that neither
player can possibly checkmate, the game
is drawn.
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Article 2: The initial position of the
pieces on the chessboard |
| 2.1 |
The chessboard is
composed of an 8x8 grid of 64 equal
squares alternately light (the `white`
squares) and dark (the `black` squares).
The chessboard is placed between the
players in such a way that the near
corner square to the right of the player
is white.
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| 2.2 |
At the beginning of
the game one player has 16
light-coloured pieces (the `white`
pieces); the other has 16 dark-coloured
pieces (the `black` pieces):
These pieces are as follows:
| A white king, usually
indicated by the symbol |
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| A white queen, usually
indicated by the symbol |
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| Two white rooks, usually
indicated by the symbol |
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| Two white bishops, usually
indicated by the symbol |
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| Two white knights, usually
indicated by the symbol |
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| Eight white pawns, usually
indicated by the symbol |
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| A black king, usually
indicated by the symbol |
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| A black queen, usually
indicated by the symbol |
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| Two black rooks, usually
indicated by the symbol |
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| Two black bishops, usually
indicated by the symbol |
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| Two black knights, usually
indicated by the symbol |
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| Eight black pawns, usually
indicated by the symbol |
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| 2.3 |
The initial position
of the pieces on the chessboard is as
follows:

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| 2.4 |
The eight vertical
columns of squares are called `files`.
The eight horizontal rows of squares are
called ranks`. A straight line of
squares of the same colour, touching
corner to corner, is called a
`diagonal`.
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Article 3: The moves of the pieces
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| 3.1 |
It is not permitted
to move a piece to a square occupied by
a piece of the same colour. If a piece
moves to a square occupied by an
opponent`s piece the latter is captured
and removed from the chessboard as part
of the same move. A piece is said to
attack an opponent`s piece if the piece
could make a capture on that square
according to Articles 3.2 to 3.8. A
piece is considered to attack a square,
even if such a piece is constrained from
moving to that square because it would
then leave or place the king of its own
colour under attack.
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| 3.2 |
The bishop may move
to any square along a diagonal on which
it stands.

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| 3.3 |
The rook may move to
any square along the file or the rank on
which it stands.

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| 3.4 |
The queen may move to
any square along the file, the rank or a
diagonal on which it stands.

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| 3.5 |
When making these
moves the bishop, rook or queen may not
move over any intervening pieces.
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| 3.6 |
The knight may move
to one of the squares nearest to that on
which it stands but not on the same
rank, file or diagonal.

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| 3.7 |
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The pawn may move
forward to the unoccupied square
immediately in front of it on the
same file, or
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on its first move
the pawn may move as in (a);
alternatively it may advance two
squares along the same file provided
both squares are unoccupied, or
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the pawn may move
to a square occupied by an
opponent`s piece, which is
diagonally in front of it on an
adjacent file, capturing that piece.

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Ad. A pawn
attacking a square crossed by an
opponent`s pawn which has advanced
two squares in one move from its
original square may capture this
opponent`s pawn as though the latter
had been moved only one square. This
capture is only legal on the move
following this advance and is called
an `en passant` capture.

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When a pawn
reaches the rank furthest from its
starting position it must be
exchanged as part of the same move
for a new queen, rook, bishop or
knight of the same colour. The
player`s choice is not restricted to
pieces that have been captured
previously. This exchange of a pawn
for another piece is called
`promotion` and the effect of the
new piece is immediate.
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| 3.8 |
a. There
are two different ways of moving the
king, by:
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moving to any
adjoining square not attacked by one
or more of the opponent`s pieces.
or
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`castling`. This
is a move of the king and either
rook of the same colour on the same
rank, counting as a single move of
the king and executed as follows:
the king is transferred from its
original square two squares towards
the rook, then that rook is
transferred to the square the king
has just crossed.

(1) The right for castling has
been lost:
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if the king
has already moved, or
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with a rook
that has already moved
(2) Castling is prevented
temporarily
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if the square
on which the king stands, or the
square which it must cross, or
the square which it is to
occupy, is attacked by one or
more of the opponent`s pieces.
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if there is
any piece between the king and
the rook with which castling is
to be effected.
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| 3.9 |
The king is said to
be `in check` if it is attacked by one
or more of the opponent`s pieces, even
if such pieces are constrained from
moving to that square because they would
then leave or place their own king in
check. No piece can be moved that will
either expose the king of the same
colour to check or leave that king in
check.
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Article 4: The act of moving the pieces
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| 4.1 |
Each move must be
made with one hand only.
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| 4.2 |
Provided that he
first expresses his intention (e.g. by
saying "j`adoube" or "I adjust"), the
player having the move may adjust one or
more pieces on their squares.
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| 4.3 |
Except as provided in
Article 4.2, if the player having the
move deliberately touches on the
chessboard
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one or more of
his own pieces, he must move the
first piece touched that can be
moved, or
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one or more of
his opponent`s pieces, he must
capture the first piece touched,
which can be captured, or
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one piece of each
colour, he must capture the
opponent`s piece with his piece or,
if this is illegal, move or capture
the first piece touched which can be
moved or captured. If it is unclear,
whether the player`s own piece or
his opponent`s was touched first,
the player`s own piece shall be
considered to have been touched
before his opponent`s.
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| 4.4 |
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If a player
deliberately touches his king and
rook he must castle on that side if
it is legal to do so.
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If a player
deliberately touches a rook and then
his king he is not allowed to castle
on that side on that move and the
situation shall be governed by
Article 4.3(a).
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If a player,
intending to castle, touches the
king or king and rook at the same
time, but castling on that side is
illegal, the player must make
another legal move with his king
which may include castling on the
other side. If the king has no legal
move, the player is free to make any
legal move.
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If a player
promotes a pawn, the choice of the
piece is finalised, when the piece
has touched the square of promotion.
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| 4.5 |
If none of the pieces
touched can be moved or captured, the
player may make any legal move.
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| 4.6 |
When, as a legal move
or part of a legal move, a piece has
been released on a square, it cannot
then be moved to another square. The
move is considered to have been made
when all the relevant requirements of
Article 3 have been fulfilled.
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in the case of a
capture, when the captured piece has
been removed from the chessboard and
the player, having placed his own
piece on its new square, has
released this capturing piece from
his hand;
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in the case of
castling, when the player`s hand has
released the rook on the square
previously crossed by the king. When
the player has released the king
from his hand, the move is not yet
made, but the player no longer has
the right to make any move other
than castling on that side, if this
is legal;
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in the case of
the promotion of a pawn, when the
pawn has been removed from the
chessboard and the player`s hand has
released the new piece after placing
it on the promotion square. If the
player has released from his hand
the pawn that has reached the
promotion square, the move is not
yet made, but the player no longer
has the right to play the pawn to
another square.
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| 4.7 |
A player forfeits his
right to a claim against his opponent`s
violation of Article 4.3 or 4.4, once he
deliberately touches a piece.
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Article 5: The completion of the game
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| 5.1 |
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The game is won
by the player who has checkmated his
opponent`s king. This immediately
ends the game, provided that the
move producing the checkmate
position was a legal move.
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The game is won
by the player whose opponent
declares he resigns. This
immediately ends the game.
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| 5.2 |
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The game is drawn
when the player to move has no legal
move and his king is not in check.
The game is said to end in
`stalemate`. This immediately ends
the game, provided that the move
producing the stalemate position was
legal.
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The game is drawn
when a position has arisen in which
neither player can checkmate the
opponent`s king with any series of
legal moves. The game is said to end
in a `dead position`. This
immediately ends the game, provided
that the move producing the position
was legal.
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The game is drawn
upon agreement between the two
players during the game. This
immediately ends the game. (See
Article 9.1)
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The game may be
drawn if any identical position is
about to appear or has appeared on
the chessboard at least three times.
(See Article 9.2)
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The game may be
drawn if each player has made at
least the last 50 consecutive moves
without the movement of any pawn and
without any capture. (See Article
9.3)
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COMPETITION RULES |
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Article 6: The chess clock
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| 6.1 |
`Chess clock` means a
clock with two time displays, connected
to each other in such a way that only
one of them can run at one time.
`Clock` in the Laws of Chess means one
of the two time displays.
`Flag fall` means the expiration of the
allotted time for a player.
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| 6.2 |
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When using a
chess clock, each player must make a
minimum number of moves or all moves
in an allotted period of time and/or
may be allocated an additional
amount of time with each move. All
these must be specified in advance.
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The time saved by
a player during one period is added
to his time available for the next
period, except in the `time delay`
mode.
In the time delay mode both players
receive an allotted `main thinking
time`. Each player also receives a
`fixed extra time` with every move.
The countdown of the main time only
commences after the fixed time has
expired. Provided the player stops
his clock before the expiration of
the fixed time, the main thinking
time does not change, irrespective
of the proportion of the fixed time
used.
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| 6.3 |
Each time display has
a `flag`. Immediately after a flag
falls, the requirements of Article
6.2(a) must be checked.
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| 6.4 |
Before the start of
the game the arbiter decides where the
chess clock is placed.
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| 6.5 |
At the time
determined for the start of the game the
clock of the player who has the white
pieces is started.
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| 6.6 |
If neither player is
present initially, the player who has
the white pieces shall lose all the time
that elapses until he arrives; unless
the rules of the competition specify or
the arbiter decides otherwise.
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| 6.7 |
Any player who
arrives at the chessboard more than one
hour after the scheduled start of the
session shall lose the game unless the
rules of the competition specify or the
arbiter decides otherwise.
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| 6.8 |
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During the game
each player, having made his move on
the chessboard, shall stop his own
clock and start his opponent`s
clock. A player must always be
allowed to stop his clock. His move
is not considered to have been
completed until he has done so,
unless the move that was made ends
the game. (See Articles 5.1, and
5.2)
The time between making the move on
the chessboard and stopping his own
clock and starting his opponent`s
clock is regarded as part of the
time allotted to the player.
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A player must
stop his clock with the same hand as
that with which he made his move. It
is forbidden for a player to keep
his finger on the button or to
`hover` over it.
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The players must
handle the chess clock properly. It
is forbidden to punch it forcibly,
to pick it up or to knock it over.
Improper clock handling shall be
penalised in accordance with Article
13.4.
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If a player is
unable to use the clock, an
assistant, who is acceptable to the
arbiter, may be provided by the
player to perform this operation.
His clock shall be adjusted by the
arbiter in an equitable way.
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| 6.9 |
A flag is considered
to have fallen when the arbiter observes
the fact or when either player has made
a valid claim to that effect.
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| 6.10 |
Except where Articles
5.1 or one of the Articles 5.2 (a), (b)
and (c) apply, if a player does not
complete the prescribed number of moves
in the allotted time, the game is lost
by the player. However, the game is
drawn, if the position is such that the
opponent cannot checkmate the player`s
king by any possible series of legal
moves, even with the most unskilled
counterplay.
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| 6.11 |
Every indication
given by the clocks is considered to be
conclusive in the absence of any evident
defect. A chess clock with an evident
defect shall be replaced. The arbiter
shall replace the clock and use his best
judgement when determining the times to
be shown on the replacement chess clock.
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| 6.12 |
If both flags have
fallen and it is impossible to establish
which flag fell first, then
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the game shall
continue if it happens in any period
of the game except the last period.
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the game is drawn
in case it happens in the period of
a game, in which all remaining moves
must be completed.
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| 6.13 |
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If the game needs
to be interrupted, the arbiter shall
stop the clocks.
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A player may stop
the clocks only in order to seek the
arbiter`s assistance, for instance
when promotion has taken place and
the piece required is not available.
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The arbiter shall
decide when the game is to be
restarted in either case.
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If a player stops
the clocks in order to seek the
arbiter`s assistance, the arbiter
shall determine if the player had
any valid reason for doing so. If it
is obvious that the player has no
valid reason for stopping the
clocks, the player shall be
penalised according to article 13.4.
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| 6.14 |
If an irregularity
occurs and/or the pieces have to be
restored to a previous position, the
arbiter shall use his best judgement to
determine the times to be shown on the
clocks. He shall also, if necessary,
adjust the clock`s move counter.
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| 6.15 |
Screens, monitors, or
demonstration boards showing the current
position on the chessboard, the moves
and the number of moves made, and clocks
which also show the number of moves, are
allowed in the playing hall. However,
the player may not make a claim relying
solely on information shown in this
manner.
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Article 7: Irregularities |
| 7.1 |
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If during a game
it is found that the initial
position of the pieces was
incorrect, the game shall be
cancelled and a new game played.
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If during a game
it is found that the only error is
that the chessboard has been placed
contrary to Article 2.1, the game
continues but the position reached
must be transferred to a correctly
placed chessboard.
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| 7.2 |
If a game has begun
with colours reversed, then it shall
continue, unless the arbiter rules
otherwise.
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| 7.3 |
If a player displaces
one or more pieces, he shall
re-establish the correct position on his
own time. If necessary, either the
player or his opponent shall stop the
clocks and ask for the arbiter`s
assistance. The arbiter may penalise the
player who displaced the pieces.
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| 7.4 |
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If during a game
it is found that an illegal move,
including failing to meet the
requirements of the promotion of a
pawn or capturing the opponent’s
king, has been completed, the
position immediately before the
irregularity shall be reinstated. If
the position immediately before the
irregularity cannot be determined,
the game shall continue from the
last identifiable position prior to
the irregularity. The clocks shall
be adjusted according to Article
6.14. Article 4.3 applies to the
move replacing the illegal move. The
game shall then continue from this
reinstated position.
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After the action
taken under Article 7.4(a), for the
first two illegal moves by a player
the arbiter shall give two minutes
extra time to his opponent in each
instance; for a third illegal move
by the same player, the arbiter
shall declare the game lost by this
player.
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| 7.5 |
If during a game it
is found that pieces have been displaced
from their squares, the position before
the irregularity shall be reinstated. If
the position immediately before the
irregularity cannot be determined, the
game shall continue from the last
identifiable position prior to the
irregularity. The clocks shall be
adjusted according to Article 6.14. The
game shall then continue from this
reinstated position.
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Article 8: The recording of the moves
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| 8.1 |
In the course of play
each player is required to record his
own moves and those of his opponent in
the correct manner, move after move, as
clearly and legibly as possible, in the
algebraic notation (Appendix E), on the
‘scoresheet’ prescribed for the
competition. It is forbidden to write
the moves in advance, unless the player
is claiming a draw according to Article
9.2 or 9.3.
A player may reply to his opponent`s
move before recording it, if he so
wishes. He must record his previous move
before making another. Both players must
record the offer of a draw on the
scoresheet. (Appendix E.13) If a player
is unable to keep score, an assistant,
who is acceptable to the arbiter, may be
provided by the player to write the
moves. His clock shall be adjusted by
the arbiter in an equitable way.
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| 8.2 |
The scoresheet shall
be visible to the arbiter throughout the
game.
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| 8.3 |
The scoresheets are
the property of the organisers of the
event.
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| 8.4 |
If a player has less
than five minutes left on his clock at
some stage in a period and does not have
additional time of 30 seconds or more
added with each move, then he is not
obliged to meet the requirements of
Article 8.1. Immediately after one flag
has fallen the player must update his
scoresheet completely before moving a
piece on the chessboard
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| 8.5 |
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If neither player
is required to keep score under
Article 8.4, the arbiter or an
assistant should try to be present
and keep score. In this case,
immediately after one flag has
fallen, the arbiter shall stop the
clocks. Then both players shall
update their scoresheets, using the
arbiter`s or the opponent`s
scoresheet.
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If only one
player is not required to keep score
under Article 8.4 he must, as soon
as either flag has fallen, update
his scoresheet completely before
moving a piece on the chessboard.
Provided it is the player`s move, he
may use his opponent`s scoresheet,
but must return it before making a
move
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If no complete
scoresheet is available, the players
must reconstruct the game on a
second chessboard under the control
of the arbiter or an assistant. He
shall first record the actual game
position, clock times and the number
of moves made, if this information
is available, before reconstruction
takes place.
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| 8.6 |
If the scoresheets
cannot be brought up-to-date showing
that a player has overstepped the
allotted time, the next move made shall
be considered as the first of the
following time period, unless there is
evidence that more moves have been made.
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| 8.7 |
At the conclusion of
the game both players shall sign both
scoresheets, indicating the result of
the game. Even if incorrect, this result
shall stand, unless the arbiter decides
otherwise.
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Article 9: The drawn game |
| 9.1 |
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A player wishing
to offer a draw shall do so after
having made a move on the chessboard
and before stopping his clock and
starting the opponent`s clock. An
offer at any other time during play
is still valid, but Article 12.6
must be considered. No conditions
can be attached to the offer. In
both cases the offer cannot be
withdrawn and remains valid until
the opponent accepts it, rejects it
orally, rejects it by touching a
piece with the intention of moving
or capturing it, or the game is
concluded in some other way.
-
The offer of a
draw shall be noted by each player
on his scoresheet with a symbol (See
Appendix E13).
-
A claim of a draw
under 9.2, 9.3 or 10.2 shall be
considered to be an offer of a draw.
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| 9.2 |
The game is drawn,
upon a correct claim by the player
having the move, when the same position,
for at least the third time (not
necessarily by a repetition of moves)
-
is about to
appear, if he first writes his move
on his scoresheet and declares to
the arbiter his intention to make
this move, or
-
has just
appeared, and the player claiming
the draw has the move.
Positions as in (a)
and (b) are considered the same, if the
same player has the move, pieces of the
same kind and colour occupy the same
squares, and the possible moves of all
the pieces of both players are the same.
Positions are not the same if a pawn
that could have been captured en passant
can no longer in this manner be captured
or if the right to castle has been
changed temporarily or permanently.
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| 9.3 |
The game is drawn,
upon a correct claim by the player
having the move, if
-
he writes his
move on his scoresheet, and declares
to the arbiter his intention to make
this move which shall result in the
last 50 moves having been made by
each player without the movement of
any pawn and without any capture, or
-
the last 50
consecutive moves have been made by
each player without the movement of
any pawn and without any capture.
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| 9.4 |
If the player makes a
move without having claimed the draw he
loses the right to claim, as in Article
9.2 or 9.3, on that move.
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| 9.5 |
If a player claims a
draw as in Article 9.2 or 9.3, he shall
immediately stop both clocks. He is not
allowed to withdraw his claim.
-
If the claim is
found to be correct the game is
immediately drawn.
-
If the claim is
found to be incorrect, the arbiter
shall add three minutes to the
opponent`s remaining time.
Additionally, if the claimant has
more than two minutes on his clock
the arbiter shall deduct half of the
claimant`s remaining time up to a
maximum of three minutes. If the
claimant has more than one minute,
but less than two minutes, his
remaining time shall be one minute.
If the claimant has less than one
minute, the arbiter shall make no
adjustment to the claimant`s clock.
Then the game shall continue and the
intended move must be made.
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| 9.6 |
The game is drawn
when a position is reached from which a
checkmate cannot occur by any possible
series of legal moves, even with the
most unskilled play. This immediately
ends the game, provided that the move
producing this position was legal.
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Article 10: Quickplay Finish
|
| 10.1 |
A `quickplay finish`
is the phase of a game, when all the
(remaining) moves must be made in a
limited time.
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| 10.2 |
If the player, having
the move, has less than two minutes left
on his clock, he may claim a draw before
his flag falls. He shall stop the clocks
and summon the arbiter.
-
If the arbiter
agrees the opponent is making no
effort to win the game by normal
means, or that it is not possible to
win by normal means, then he shall
declare the game drawn. Otherwise he
shall postpone his decision or
reject the claim.
-
b. If the arbiter
postpones his decision, the opponent
may be awarded two extra minutes and
the game shall continue in the
presence of an arbiter, if possible.
The arbiter shall declare the final
result later in the game or after a
flag has fallen. He shall declare
the game drawn if he agrees that the
final position cannot be won by
normal means, or that the opponent
was not making sufficient attempts
to win by normal means.
-
If the arbiter
has rejected the claim, the opponent
shall be awarded two extra minutes
time.
-
The decision of
the arbiter shall be final relating
to 10.2 a, b, c.
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Article 11: Scoring |
| 11.1 |
Unless announced
otherwise in advance, a player who wins
his game, or wins by forfeit, scores one
point (1), a player who loses his game,
or forfeits scores no points (0) and a
player who draws his game scores a half
point (1/2).
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Article 12: The conduct of the players
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| 12.1 |
The players shall
take no action that will bring the game
of chess into disrepute.
|
| 12.2 |
-
During play the
players are forbidden to make use of
any notes, sources of information,
advice, or analyse on another
chessboard.
-
It is strictly
forbidden to bring mobile phones or
other electronic means of
communication, not authorised by the
arbiter, into the playing venue. If
a player`s mobile phone rings in the
playing venue during play, that
player shall lose the game. The
score of the opponent shall be
determined by the arbiter.
|
| 12.3 |
The scoresheet shall
be used only for recording the moves,
the times of the clocks, the offers of a
draw, matters relating to a claim and
other relevant data.
|
| 12.4 |
Players who have
finished their games shall be considered
to be spectators.
|
| 12.5 |
Players are not
allowed to leave the `playing venue`
without permission from the arbiter. The
playing venue is defined as the playing
area, rest rooms, refreshment area, area
set aside for smoking and other places
as designated by the arbiter.
The player having the move is not
allowed to leave the playing area
without permission of the arbiter.
|
| 12.6 |
It is forbidden to
distract or annoy the opponent in any
manner whatsoever. This includes
unreasonable claims or unreasonable
offers of a draw.
|
| 12.7 |
Infraction of any
part of the Articles 12.1 to 12.6 shall
lead to penalties in accordance with
Article 13.4.
|
| 12.8 |
Persistent refusal by
a player to comply with the Laws of
Chess shall be penalised by loss of the
game. The arbiter shall decide the score
of the opponent.
|
| 12.9 |
If both players are
found guilty according to Article 12.8,
the game shall be declared lost by both
players.
|
|
Article 13: The role of the arbiter (see
Preface) |
| 13.1 |
The arbiter shall see
that the Laws of Chess are strictly
observed.
|
| 13.2 |
The arbiter shall act
in the best interest of the competition.
He should ensure that a good playing
environment is maintained and that the
players are not disturbed. He shall
supervise the progress of the
competition.
|
| 13.3 |
The arbiter shall
observe the games, especially when the
players are short of time, enforce
decisions he has made and impose
penalties on players where appropriate.
|
| 13.4 |
The arbiter can apply
one or more of the following penalties:
-
warning,
-
increasing the
remaining time of the opponent,
-
reducing the
remaining time of the offending
player,
-
declaring the
game to be lost,
-
reducing the
points scored in a game by the
offending party,
-
increasing the
points scored in a game by the
opponent to the maximum available
for that game,
-
expulsion from
the event.
|
| 13.5 |
The arbiter may award
either or both players additional time
in the event of external disturbance of
the game.
|
| 13.6 |
The arbiter must not
intervene in a game except in cases
described by the Laws of Chess. He shall
not indicate the number of moves made,
except in applying Article 8.5 when at
least one flag has fallen. The arbiter
shall refrain from informing a player
that his opponent has completed a move
or that the player has not pressed his
clock.
|
| 13.7 |
-
Spectators and
players in other games are not to
speak about or otherwise interfere
in a game. If necessary, the arbiter
may expel offenders from the playing
venue.
-
It is forbidden
for anybody to use a mobile phone in
the playing venue and
any area designated by
the arbiter
|
|
Article 14: FIDE |
| 14.1 |
Member federations
may ask FIDE to give an official
decision about problems relating to the
Laws of Chess.
|
|
|
APPENDICES |
| A. |
Adjourned games
|
| A1. |
-
If a game is not
finished at the end of the time
prescribed for play, the arbiter
shall require the player having the
move to `seal` that move. The player
must write his move in unambiguous
notation on his scoresheet, put his
scoresheet and that of his opponent
in an envelope, seal the envelope
and only then stop his clock without
starting the opponent`s clock. Until
he has stopped the clocks, the
player retains the right to change
his sealed move. If, after being
told by the arbiter to seal his
move, the player makes a move on the
chessboard, he must write that same
move on his scoresheet as his sealed
move.
-
A player having
the move, who adjourns the game
before the end of the playing
session, shall be considered to have
sealed at the nominal time for the
end of the session , and his
remaining time shall so be recorded.
|
| A2. |
The following shall
be indicated upon the envelope:
-
the names of the
players
-
the position
immediately before the sealed move
-
the time used by
each player
-
the name of the
player who has sealed the move
-
the number of the
sealed move
-
the offer of a
draw, if the proposal is current.
-
the date, time
and venue of resumption of play.
|
| A3. |
The arbiter shall
check the accuracy of the information on
the envelope and is responsible for the
safe-keeping of it.
|
| A4. |
If a player proposes
a draw after his opponent has sealed his
move, the offer is valid until the
opponent has accepted it or rejected it
as in Article 9.1.
|
| A5. |
Before the game is to
be resumed, the position immediately
before the sealed move shall be set up
on the chessboard, and the times used by
each player when the game was adjourned
shall be indicated on the clocks.
|
| A6. |
If prior to the
resumption the game is agreed drawn, or
if one of the players notifies the
arbiter that he resigns, the game is
concluded.
|
| A7. |
The envelope shall be
opened only when the player who must
reply to the sealed move is present.
|
| A8. |
Except in the cases
mentioned in Article 6.10 and 9.6, the
game is lost by a player whose recording
of his sealed move
-
is ambiguous, or
-
is recorded such
that its true significance is
impossible to establish, or
-
is illegal.
|
| A9. |
If, at the agreed
resumption time
-
the player having
to reply to the sealed move is
present, the envelope is opened, the
sealed move made on the chessboard
and his clock started.
-
the player having
to reply to the sealed move is not
present, his clock shall be started.
On his arrival, he may stop his
clock and summon the arbiter. The
envelope is then opened and the
sealed move made on the chessboard.
His clock is then restarted.
-
the player who
sealed the move is not present, his
opponent has the right to record his
reply on the scoresheet, seal his
scoresheet in a fresh envelope, stop
his clock and start the absent
player`s clock instead of making his
reply in the normal manner. If so,
the envelope shall be handed to the
arbiter for safe-keeping and opened
on the absent player`s arrival.
|
| A10. |
The player shall lose
the game if he arrives at the chessboard
more than one hour late for the
resumption of an adjourned game (unless
the rules of the competition or the
arbiter decides otherwise).
However, if the player who made the
sealed move is the late player, the game
is decided otherwise, if:
-
the absent player
has won the game by virtue of the
fact that the sealed move is
checkmate, or
-
the absent player
has produced a drawn game by virtue
of the fact that the sealed move is
stalemate, or a position as
described in Article 9.6 has arisen
on the chessboard, or
-
the player
present at the chessboard has lost
the game according to Article 6.10.
|
| A11. |
-
If the envelope
containing the sealed move is
missing, the game shall continue
from the position, with the clock
times recorded at the time of
adjournment. If the time used by
each player cannot be re-established
the arbiter shall set the clocks.
The player who sealed the move makes
the move he states he sealed on the
chessboard.
-
If it is
impossible to re-establish the
position, the game is annulled and a
new game must be played.
|
| A12. |
If, upon resumption
of the game, either player points out
before making his first move that the
time used has been incorrectly indicated
on either clock, the error must be
corrected. If the error is not then
established the game continues without
correction unless the arbiter feels that
the consequences will be too severe.
|
| A13. |
The duration of each
resumption session shall be controlled
by the arbiter`s timepiece. The starting
time and finishing time shall be
announced in advance.
|
| B. |
Rapidplay
|
| B1. |
A ‘Rapidplay’ game is
one where either all the moves must be
made in a fixed time from 15 to 60
minutes; or the time allotted + 60 times
any increment is from 15 to 60 minutes.
|
| B2. |
Play shall be
governed by the FIDE Laws of Chess,
except where they are overridden by the
following Laws of Rapidplay.
|
| B3. |
Players do not need
to record the moves.
|
| B4. |
Once each player has
completed three moves, no claim can be
made regarding incorrect piece
placement, orientation of the chessboard
or clock setting.
In case of reverse king and queen
placement castling with this king is not
allowed.
|
| B5. |
The arbiter shall
make a ruling according to Article 4
(The act of moving pieces), only if
requested to do so by one or both
players.
|
| B6. |
An illegal move is
completed once the opponent`s clock has
been started. The opponent is then
entitled to claim that the player
completed an illegal move before the
claimant has made his move. Only after
such a claim, shall the arbiter make a
ruling. However, if both Kings are in
check or the promotion of a pawn is not
completed, the arbiter shall intervene,
if possible.
|
| B7. |
The flag is
considered to have fallen when a player
has made a valid claim to that effect.
The arbiter shall refrain from
signalling a flag fall.
|
| B8. |
To claim a win on
time, the claimant must stop both clocks
and notify the arbiter. For the claim to
be successful the claimant`s flag must
remain up and his opponent`s flag down
after the clocks have been stopped.
|
| B9. |
If both flags have
fallen, the game is drawn.
|
| C. |
Blitz
|
| C1. |
A `blitz` game is one
where all the moves must be made in a
fixed time of less than 15 minutes for
each player; or the allotted time + 60
times any increment is less than 15
minutes.
|
| C2. |
Play shall be
governed by the Rapidplay Laws as in
Appendix B except where they are
overridden by the following Laws of
Blitz. The Articles 10.2 and B6 do not
apply.
|
| C3. |
An illegal move is
completed once the opponent`s clock has
been started. The opponent is entitled
to claim a win before he has made his
own move. However, if the opponent
cannot checkmate the player`s king by
any possible series of legal moves with
the most unskilled counterplay, then the
claimant is entitled to claim a draw
before he has made his own move. Once
the opponent has made his own move, an
illegal move cannot be corrected
|
| D. |
Quickplay
finishes where no arbiter is present in
the venue.
|
| D1. |
Where games are
played as in Article 10, a player may
claim a draw when he has less than two
minutes left on his clock and before his
flag falls. This concludes the game.
He may claim on the basis
-
that his opponent
cannot win by normal means, and/or
-
that his opponent
has been making no effort to win by
normal means.
In (a) the player
must write down the final position and
his opponent verify it.
In (b) the player must write down the
final position and submit an up-to-date
scoresheet, which must be completed
before play has ceased. The opponent
shall verify both the scoresheet and the
final position.
The claim shall be referred to an
arbiter whose decision shall be the
final one.
|
| E. |
Algebraic
notation
|
|
FIDE recognizes for
its own tournaments and matches only one
system of notation, the Algebraic
System, and recommends the use of this
uniform chess notation also for chess
literature and periodicals. Scoresheets
using a notation system other than
algebraic may not be used as evidence in
cases where normally the scoresheet of a
player is used for that purpose. An
arbiter who observes that a player is
using a notation system other than the
algebraic should warn the player about
this requirement.
|
|
Description of the Algebraic System
|
| E1. |
In this description,
"piece" means a piece other than a pawn.
|
| E2. |
Each piece is
indicated by the first letter, a capital
letter, of its name. Example: K = king,
Q = queen, R = rook, B = bishop, N =
knight. (In the case of the knight, for
the sake of convenience, N is used.)
|
| E3. |
For the first letter
of the name of a piece, each player is
free to use the first letter of the name
which is commonly used in his country.
Examples: F = fou (French for bishop), L
= loper (Dutch for bishop). In printed
periodicals, the use of figurines for
the pieces is recommended.
|
| E4. |
Pawns are not
indicated by their first letter, but are
recognised by the absence of such a
letter. Examples: e5, d4, a5.
|
| E5. |
The eight files (from
left to right for White and from right
to left for Black) are indicated by the
small letters, a, b, c, d, e, f, g and
h, respectively.
|
| E6. |
The eight ranks (from
bottom to top for White and from top to
bottom for Black) are numbered 1, 2, 3,
4, 5, 6, 7 and 8, respectively.
Consequently, in the initial position
the white pieces and pawns are placed on
the first and second ranks; the black
pieces and pawns on the eighth and
seventh ranks.
|
| E7. |
As a consequence of
the previous rules, each of the
sixty-four squares is invariably
indicated by a unique combination of a
letter and a number.

|
| E8. |
Each move of a piece
is indicated by (a) the first letter of
the name of the piece in question and
(b) the square of arrival. There is no
hyphen between (a) and (b). Examples:
Be5, Nf3, Rd1.
In the case of pawns, only the square of
arrival is indicated. Examples: e5, d4,
a5.
|
| E9. |
When a piece makes a
capture, an x is inserted between (a)
the first letter of the name of the
piece in question and (b) the square of
arrival. Examples: Bxe5, Nxf3, Rxd1.
When a pawn makes a capture, the file of
departure must be indicated, then an x,
then the square of arrival.. Examples:
dxe5, gxf3, axb5. In the case of an "en
passant" capture, the square of arrival
is given as the square on which the
capturing pawn finally rests and "e.p."
is appended to the notation. Example:
exd6 e.p..
|
| E10. |
If two identical
pieces can move to the same square, the
piece that is moved is indicated as
follows:
-
If both pieces
are on the same rank: by (a) the
first letter of the name of the
piece, (b) the file of the square of
departure, and (c) the square of
arrival.
-
If both pieces
are on the same file: by (a) the
first letter of the name of the
piece, (b) the rank of the square of
departure, and (c) the square of
arrival.
-
If the pieces are
on different ranks and files, method
(1) is preferred.
In the case of capture, an x must be
inserted between (b) and (c).
Examples:
There are two knights, on the squares g1
and e1, and one of them moves to the
square f3: either Ngf3 or Nef3, as the
case may be.
There are two knights, on the squares g5
and g1, and one of them moves to the
square f3: either N5f3 or N1f3, as the
case may be.
There are two knights, on the squares h2
and d4, and one of them moves to the
square f3: either Nhf3 or Ndf3, as the
case may be.
If a capture takes place on the square
f3, the previous examples are changed by
the insertion of an x: (1) either Ngxf3
or Nexf3, (2) either N5xf3 or N1xf3, (3)
either Nhxf3 or Ndxf3, as the case may
be.
|
| E11. |
If two pawns can
capture the same piece or pawn of the
opponent, the pawn that is moved is
indicated by (a) the letter of the file
of departure, (b) an x, (c) the square
of arrival. Example: If there are white
pawns on squares c4 and e4 and a black
pawn or piece on the square d5, the
notation for White`s move is either cxd5
or exd5, as the case may be.
|
| E12. |
In the case of the
promotion of a pawn, the actual pawn
move is indicated, followed immediately
by the first letter of the new piece.
Examples: d8Q, f8N, b1B, g1R.
|
| E13. |
The offer of a draw
shall be marked as (=).
Essential abbreviations:
| 0-0 |
castling with rook h1 or
rook h8 (kingside castling) |
| 0-0-0 |
castling with rook a1 or
rook a8 (queenside castling) |
| x |
captures |
| + |
check |
| ++ or # |
checkmate |
| e.p. |
captures "en passant" |
Sample game: 1. e4 e5
2. Nf3 Nf6 3. d4 exd4 4. e5 Ne4 5. Qxd4
d5 6. exd6 e.p. Nxd6 7. Bg5 Nc6 8. Qe3+
Be7 9. Nbd2 0-0 10. 0-0-0 Re8 11. Kb1(=)
|
| F. |
Rules for
play with Blind and Visually Handicapped
|
| F1. |
Tournament directors
shall have the power to adapt the
following rules according to local
circumstances. In competitive chess
between sighted and visually handicapped
players (legally blind) either player
may demand the use of two chessboards,
the sighted players using a normal
chessboard, the visually handicapped
player using one specially constructed.
The specially constructed chessboard
must meet the following requirements:
-
at least 20 by 20
centimetres;
-
the black squares
slightly raised;
-
a securing
aperture in each square;
-
every piece
provided with a peg that fits into
the securing aperture;
-
pieces of
Staunton design, the black pieces
being specially marked.
|
| F2. |
The following
regulations shall govern play:
-
The moves shall
be announced clearly, repeated by
the opponent and executed on his
chessboard. When promoting a pawn,
the player must announce which piece
is chosen. To make the announcement
as clear as possible, the use of the
following names is suggested instead
of the corresponding letters,
algebraic
A-Anna
B-Bella
C-Cesar
D-David
E-Eva
F-Felix
G-Gustav
H-Hector
Ranks from white to black shall
receive the German numbers:
1-eins
2-zwei
3-drei
4-vier
5-fuenf
6-sechs
7-sieben
8-acht
Castling is announced "Lange Rochade"
(German for long castling) and "Kurze
Rochade" (German for short
castling).
The pieces bear the names: Koenig,
Dame, Turm, Laeufer, Springer,
Bauer.
-
On the visually
handicapped player`s chessboard a
piece shall be considered "touched"
when it has been taken out of the
securing aperture.
-
A move shall be
considered "executed" when:
-
in the case
of a capture, the captured piece
has been removed from the
chessboard of the player whose
turn it is to move;
-
a piece is
placed into a different securing
aperture;
-
the move has
been announced.
Only then the opponent`s clock
shall be started.
As far as points 2 and 3 are
concerned the normal rules are
valid for the sighted player.
-
A specially
constructed chess clock for the
visually handicapped shall be
admissible. It shall incorporate the
following features:
-
A dial fitted
with reinforced hands, with
every five minutes marked by one
dot, and every 15 minutes by two
raised dots.
-
A flag which
can be easily felt. Care should
be taken that the flag is so
arranged as to allow the player
to feel the minute hand during
the last 5 minutes of the full
hour.
-
The visually
handicapped player must keep score
of the game in Braille or longhand
or record the moves on a tape
recorder.
-
A slip of the
tongue in the announcement of a move
must be corrected immediately and
before the clock of the opponent is
started.
-
If during a game
different positions should arise on
the two chessboards, they must be
corrected with the assistance of the
controller and by consulting both
players` game scores. If the two
game scores correspond with each
other, the player who has written
the correct move but executed the
wrong one must adjust his position
to correspond with the move on the
game scores.
-
If, when such
differences occur and the two game
scores are found to differ, the
moves shall be retraced to the point
where the two scores agree and the
controller shall re-adjust the clock
accordingly.
-
The visually
handicapped player shall have the
right to make use of an assistant
who shall have any or all of the
following duties:
-
Make either
player`s move on the chessboard
of the opponent.
-
Announce the
moves of both players.
-
Keep the game
score of the visually
handicapped player and start his
opponent`s clock, (keeping rule
3.c in mind).
-
Inform the
visually handicapped player only
at his request of the number of
moves completed and the time
used up by both players.
-
Claim the
game in cases where the time
limit has been exceeded and
inform the controller when the
sighted player has touched one
of his pieces.
-
Carry out the
necessary formalities in case
the game is adjourned. If the
visually handicapped player does
not make use of an assistant,
the sighted player may make use
of one who shall carry out the
duties mentioned under point 9a
and b.
|
|
|
|