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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 |
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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.
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BASIC RULES OF PLAY |
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Article 1: The nature and objectives of the game of chess |
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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. |
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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. |
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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 |
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2.1 |
The chessboard is composed of an 8x8 grid of 64 equal squares
alternately light (the `white` squares) and dark (the `black` squares). |
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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:
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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. |
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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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3.8 |
There are two different ways of moving the king, by:
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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 expose its own king to check or leave its own 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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4.4 |
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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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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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5.2 |
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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. |
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6.2 |
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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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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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6.13 |
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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 |
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7.1 |
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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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7.5 |
If during a game it is found that pieces have been displaced from their squares, the position before the irregularity shall be re-instated. 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 re-instated 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. |
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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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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 |
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9.1 |
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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)
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. |
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9.3 |
The game is drawn, upon a correct claim by the player having the move, if
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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.
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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 |
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10.1 |
A `quickplay finish` is the last 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.
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Article 11: Scoring |
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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. |
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12.2 |
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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. |
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12.4 |
Players who have finished their games shall be considered to be spectators. |
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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. |
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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. |
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12.7 |
Infraction of any part of the Articles 12.1 to 12.6 shall lead to penalties in accordance with Article 13.4. |
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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. |
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12.9 |
If both players are found guilty according to Article 12.8, the game shall be declared lost by both players. |
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Article 13: The role of the arbiter (see Preface) |
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13.1 |
The arbiter shall see that the Laws of Chess are strictly observed. |
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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. |
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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. |
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13.4 |
The arbiter can apply one or more of the following penalties:
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13.5 |
The arbiter may award either or both players additional time in the event of external disturbance of the game. |
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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. |
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13.7 |
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Article 14: FIDE |
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14.1 |
Member federations may ask FIDE to give an official decision about problems relating to the Laws of Chess. |
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APPENDICES |
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A. |
Adjourned games |
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A1. |
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A2. |
The following shall be indicated upon the envelope:
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A3. |
The arbiter shall check the accuracy of the information on the envelope and is responsible for the safe-keeping of it. |
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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. |
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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. |
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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. |
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A7. |
The envelope shall be opened only when the player who must reply to the sealed move is present. |
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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
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A9. |
If, at the agreed resumption time
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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).
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A11. |
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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. |
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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. |
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B. |
Rapidplay |
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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. |
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B2. |
Play shall be governed by the FIDE Laws of Chess, except where they are overridden by the following Laws of Rapidplay. |
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B3. |
Players do not need to record the moves. |
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B4. |
Once each player has completed three moves, no claim
can be made regarding incorrect piece placement, orientation of the
chessboard or clock setting. |
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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. |
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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. |
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However, if both Kings are in check or the promotion of a pawn is not completed, the arbiter shall intervene, if possible. |
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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. |
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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. |
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B9. |
If both flags have fallen, the game is drawn. |
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C. |
Blitz |
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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. |
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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. |
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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 |
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D. |
Quickplay finishes where no arbiter is present in the venue. |
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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.
In (a) the player must write down the final position
and his opponent verify it. |
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E. |
Algebraic notation |
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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. |
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Description of the Algebraic System |
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E1. |
In this description, "piece" means a piece other than a pawn. |
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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.) |
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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. |
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E4. |
Pawns are not indicated by their first letter, but are recognised by the absence of such a letter. Examples: e5, d4, a5. |
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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. |
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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. |
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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.
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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. |
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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. |
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E10. |
If two identical pieces can move to the same square, the piece that is moved is indicated as follows:
In the case of capture, an x must be inserted between (b) and (c). Examples: |
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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. |
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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. |
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E13. |
The offer of a draw shall be marked as (=). Essential abbreviations:
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(=) |
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F. |
Rules for play with Blind and Visually Handicapped |
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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 boards, the sighted players using a normal board, the visually handicapped player using one specially constructed. The specially constructed board must meet the following requirements:
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F2. |
The following regulations shall govern play:
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