THE FIDE LAWS OF CHESS
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 77th FIDE Congress at
In these Laws the words 'he', 'him' and 'his' include 'she' and 'her'.
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 concerned; 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 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’. (See Article 6.8)
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.
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.
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
A
white queen, usually indicated by the symbol
Two
white rooks, usually indicated by the symbol
Two
white bishops, usually indicated by the symbol
Two
white knights, usually indicated by the symbol
Eight
white pawns, usually indicated by the symbol
A black king, usually indicated by
the symbol
A
black queen, usually indicated by the symbol
Two
black rooks, usually indicated by the symbol
Two
black bishops, usually indicated by the symbol
Two
black knights, usually indicated by the symbol
Eight
black pawns, usually indicated by the symbol
2.3 The initial position of the pieces on the chessboard is as
follows:
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,
running from one edge of the board to an adjacent edge, is called a 'diagonal'.
Article
3: The moves of the pieces
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 piece is constrained from moving to
that square because it would then leave or place the king of its own colour
under attack.
3.2 The bishop may move to any square along
a diagonal on which it stands.
3.3 The rook may move to any square along the file or the rank on
which it stands.
3.4 The queen may move to any square along
the file, the rank or a diagonal on which it stands.
3.5 When making these moves the bishop, rook
or queen may not move over any intervening pieces.
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.
3.7 a. The
pawn may move forward to the unoccupied square immediately in front of it on
the same file, or
b.
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
c. 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.
d.
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.
e. When
a pawn reaches the rank furthest from its starting position it must be
exchanged as part of the same move on the same square for a new
queen, rook, bishop or knight of the pawn’s 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.
3.8 a. There are two different ways of moving the
king, by:
i.
moving
to any adjoining square not attacked by one or more of the opponent's pieces.
or
ii. ‘castling'. This is a move of the king and either rook of the same
colour along the player’s first 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 on its original square, then
that rook is transferred to the square the king has just crossed.
(1) The
right to castle has been lost:
a. if
the king has already moved, or
b. with
a rook that has already moved
(2) Castling
is prevented temporarily
a. 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.
b.
if
there is any piece between the king and the rook with which castling is to be
effected.
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.
Article
4: The act of moving the pieces
4.1 Each move must be made with one hand
only.
4.2 Provided that he first expresses his
intention (for example by saying "j'adoube" or "I adjust"),
the player having the move may adjust one or more pieces on their squares.
4.3 Except as provided in Article 4.2, if
the player having the move deliberately touches on the chessboard
a. one
or more of his own pieces, he must move the first piece touched which can be
moved, or
b. one or more of his opponent's pieces,
he must capture the first piece touched which can be captured, or
c. 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.
4.4 If a player having
the move
a. deliberately touches his king and rook he must castle on that side
if it is legal to do so.
b.
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).
c. 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.
d. promotes a pawn, the choice of the new
piece is finalised when the new piece has touched the square of
promotion.
4.5 If none of the pieces touched can be
moved or captured, the player may make any legal move.
4.6 When, as a legal
move or part of a legal move, a piece has been released on a square, it cannot
be moved to another square on this move. The move is then
considered to be made. The move is called legal when all the relevant
requirements of Article 3 have been fulfilled. If the move is not legal,
another move shall be made instead as per Article 4.5.
a. 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;
b. 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;
c. 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.
4.7 A
player forfeits his right to a claim against his opponent's violation of
Article 4 once he deliberately touches a piece.
Article
5: The completion of the game
5.1 a. 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.
b.
The
game is won by the player whose opponent declares he resigns. This immediately
ends the game
5.2 a. 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.
b. 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.
c. The game is drawn upon agreement
between the two players during the game. This immediately ends the game. (See
Article 9.1)
d. 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)
e. 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)
COMPETITION RULES
Article
6: The chess clock
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.
Each time display has a 'flag'
'Flag fall' means the expiration of
the allotted time for a player.
6.2 a. 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 factors must be
specified in advance.
b. 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.
6.3 Each time display has a 'flag'.
Immediately after a flag falls, the requirements of Article 6.2(a) must be
checked.
6.4 Before the start of the game the arbiter
decides where the chess clock is placed.
6.5
At
the time determined for the start of the game the clock of the player who has
the white pieces is started.
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.
|
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. Proposed change1: 6.7 Any player who arrives at the chessboard after
the start of the session shall lose the game, unless the arbiter decides otherwise. Thus
the default time is 0 minutes. The rules of a competition may specify a different default
time. Note 1: If the
proposed change is accepted, then the order of Articles 6.6 and 6.7 shall be
changed and 6.6
needs to be amended. Proposed change 2: 6.7 Any player who arrives at the
chessboard after the start of the session shall lose the game Note 2: If this
proposed change is accepted, then Article 6.6 must be deleted and the
remaining Articles must be renumbered. |
6.8 a. 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 ends the game. [See
Articles 5.1(a), 5.2(a), (b), (c) and 9.6]
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.
b. 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.
c. 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.
d. If
a player is unable to use the clock, an assistant, who must be
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.
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.
6.10 Except where one of the Articles:
5.1(a), (b), 5.2(a), (b), (c) applies, 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.
6.11 a. 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.
b. If
during a game it is found that the setting of either or both clocks was
incorrect, either player or the arbiter shall stop the clocks immediately. The arbiter shall install the
correct setting and adjust the times and move counter, He shall use his best judgement when
determining the correct settings.
6.12 If
both flags have fallen and it is impossible to establish which flag fell first
then
a. the
game shall continue if it happens in any period of the game except the last
period.
b. the game is drawn if it happens in the
period of a game in which all the remaining moves must be completed.
6.13 a. If
the game needs to be interrupted, the arbiter shall stop the clocks.
b.
A
player may stop the clocks only in order to seek the arbiter's assistance, for
example when promotion has taken place and the piece required is not available.
c. The arbiter shall decide when the game
is to be restarted in either case.
d. 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.
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.
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.
Article
7: Irregularities
7.1 a. 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.
b. 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.
7.2 If
a game has begun with colours reversed, then it shall continue, unless the
arbiter rules otherwise.
7.3 If
a player displaces one or more pieces, he shall re-establish the correct
position in 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
7.4 a. If
during a game it is found that an illegal move has been completed, including
capturing the opponent’s king or failing to meet the requirements of the
promotion, 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.
Articles 4.3 and 4.6 apply to the
move replacing the illegal move. The game shall then continue from this
reinstated position.
b. 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. 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.
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.
Article 8:
The recording of the moves
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, 9.3 or F1.1. 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 C13)
If a player is unable to keep score, an assistant, who must be
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.
8.2 The
scoresheet shall be visible to the arbiter throughout the game.
8.3 The
scoresheets are the property of the organisers of the event.
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 for the remainder of the period 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.
8.5 a. 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.
b. 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
c. 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.
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.
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.
Article 9:
The drawn game
9.1 a. The
rules of a competition may specify that players cannot agree to a draw in less
than a specified
number of
moves or at all, without the consent of the arbiter.
b. If the rules of a competition allow a draw agreement
the following apply:
1
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.
2.
The offer of a draw shall be noted by each
player on his scoresheet with a symbol (See Appendix C13).
3.
A
claim of a draw under 9.2, 9.3 or 10.2 shall be considered to be an offer of a
draw.
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)
a. 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
b. 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 be captured in this manner. or if the right to castle has been
changed temporarily or permanently.
When a
king or a rook is forced to move, it will lose its castling rights, if any,
only after it is moved.
9.3 The game is drawn, upon a
correct claim by the player having the move, if
a. he
writes his move on his scoresheet, and declares to the arbiter his intention to
make this move which will result in the last 50 moves having been
made by each player without the movement of any pawn and without any capture,
or
b. the
last 50 consecutive moves have been made by each player without the movement of
any pawn and without any capture.
9.4 If
the player touches a piece as in Article 4.3 without having claimed the draw,
he loses the right to claim, as in Article 9.2 or 9.3, on that move.
9.5 If a player claims a draw as in Article
9.2 or 9.3, he may stop both clocks (See Article 6.13.b).
He is not allowed to withdraw his claim.
a. If the claim is found to be correct
the game is immediately drawn.
b. If the claim is found to be
incorrect, the arbiter shall add three minutes to the opponent’s thinking time.
Then the game shall continue. If the claim was based on an intended move,
this move must be made as according to Article 4.
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.
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.
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 summon the arbiter and may stop the clocks (See Article
6.13.b).
a. 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,
if possible in the presence of an arbiter. The arbiter shall
declare the final result later in the game or immediately as soon
as possible 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.
c. If the arbiter has rejected the
claim, the opponent shall be awarded two extra minutes time.
d. The decision of the arbiter shall be
final relating to 10.2(a), (b) and (c).
Article 11: Points
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 (˝).
Article
12: The conduct of the players
12.1
The players shall take no action that
will bring the game of chess into disrepute.
12.2
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.
12.3 a During
play the players are forbidden to make use of any notes, sources of information
or advice, or
analyse on another chessboard.
b Without the
permission of the arbiter a player is forbidden to have a mobile phone or other
electronic means of communication in the playing venue, unless they are
completely switched off. If any such device produces a sound, the player shall
lose the game. The opponent shall win. However, if the opponent cannot win the
game by any series of legal moves, his score shall be a draw.
c. Smoking is permitted only
in the section of the venue designated by the arbiter.
12.4 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.
12.5 Players who have finished their games
shall be considered to be spectators.
12.6 It is forbidden to distract or annoy the
opponent in any manner whatsoever. This includes unreasonable claims,
unreasonable offers of a draw or the introduction of a source of noise
into the playing area.
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.
12.10
In the case of 10.2d or Appendix D a
player may not appeal against the decision of the arbiter. Otherwise a player
may appeal against any decision of the arbiter, unless the rules of the
competition specify otherwise.
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:
a. warning,
b. increasing
the remaining time of the opponent,
c. reducing
the remaining time of the offending player,
d. declaring
the game to be lost,
e. reducing
the points scored in the game by the offending party,
f. increasing
the points scored in the game by the opponent to the maximum
available for that game,
g. 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 a. 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. If someone observes an
irregularity, he may inform only the arbiter.
b. Unless authorised by the arbiter, it is forbidden for anybody to use a mobile phone or any kind of communication device in the playing venue and any contiguous area designated by the arbiter.
Article
14: FIDE
14. Member federations may ask FIDE to give
an official decision about problems relating to the Laws of Chess.
APPENDICES.
A. Rapidplay
.
A1. A ‘Rapidplay’ game
is one where either all the moves must be made in a fixed time of at
least 15 minutes but less than 60 minutes for each player;
or the time allotted + 60 times any increment is at least 15
minutes, but less than 60 minutes for each player.
B2. Play
shall be governed by the FIDE Laws of Chess, except where they are overridden
by the following Laws of Rapidplay.
A2. Players
do not need to record the moves.
A3. Where
there is adequate supervision of play, (for example one arbiter for at most three
games) the Competition Rules shall apply.
A4. Where
supervision is inadequate the Competition Rules shall apply, except where they
are overridden by the following Laws of Rapidplay:
a. Once each player has completed three
moves, no claim can be made regarding incorrect piece placement, orientation of
the chessboard or clock setting.
In the case of reverse king and queen placement castling with this king is not
allowed.
b. The arbiter shall make a ruling
according to Article 4 (The act of moving the pieces), only if requested to do
so by one or both players.
c. 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, the arbiter shall 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.
d. 1. 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, but he may do so if both flags
have fallen.
2. 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.
3 If both flags have fallen as described
in 1 and 2, the arbiter shall declare the game drawn.
B. Blitz
B1. 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 for each
player..
B2 Where there is adequate supervision of play, (one arbiter for one game)
the Competition Rules and Article A2 shall apply.
B3 Where
supervision is inadequate the following shall apply:
a. Play shall be governed by the Rapidplay
Laws as in Appendix A except where they are overridden by the following Laws of
Blitz.
b.
A4c does not apply.
c. 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 even 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 unless
mutually agreed without intervention of an arbiter.
C. 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 of this
requirement.
Description
of the Algebraic System
C1. In this description, "piece" means a piece other than a pawn.
C2. 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.)
C3. For
the first letter of the name of the pieces, 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.
C4 Pawns
are not indicated by their first letter, but are recognised by the absence of
such a letter. Examples: e5, d4, a5.
C5. 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.
C6 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.
C7 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.
C8 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.
C9 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.
C10 If
two identical pieces can move to the same square, the piece that is moved is
indicated as follows:
1. 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.
2. 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 may
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.
C11
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.
C12 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.
C13 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”
It is not mandatory to record the
check, the checkmate and capturing on the scoresheet.
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(=)
D. Quickplay finishes where
no arbiter is present in the venue.
D1. Where
games are played as in Article
He may claim on the basis
a. that
his opponent cannot win by normal means, and/or
b. 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 verifies it.
In (b) the player must write down the final position and submit an up-to-date
scoresheet. The opponent shall verify both the scoresheet and the final position.
The claim shall be referred to an arbiter whose decision shall be final.
E. Rules for play with Blind and Visually
Handicapped Players
E1. 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:
a. at least 20 by
b. the black squares slightly raised;
c. a securing aperture in each square;
d. every piece provided with a peg that
fits into the securing aperture;
e. pieces of
E2 The
following regulations shall govern play:
1.
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 or
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.
2. On the visually handicapped player’s
chessboard a piece shall be considered “touched” when it has been taken out of
the securing aperture.
3. A
move shall be considered “executed” when:
a. in
the case of a capture, the captured piece has been removed from the chessboard
of the player whose turn it is to move;
b. a
piece is placed into a different securing aperture;
c. 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.
4. A specially constructed chess clock for
the visually handicapped shall be admissible. It shall incorporate the
following features:
a. A
dial fitted with reinforced hands, with every five minutes marked by one dot,
and every 15 minutes by two raised dots.
b. 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.
5. The visually handicapped player must
keep score of the game in Braille or longhand or record the moves on a tape
recorder.
6. A slip of the tongue in the
announcement of a move must be corrected immediately and before the clock of
the opponent is started.
7. 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.
8. 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 readjust the clock
accordingly.
9. The visually handicapped player shall
have the right to make use of an assistant who shall have any or all of the
following duties:
a. Make either player’s move on the chessboard of the
opponent.
b. Announce
the moves of both players.
c. Keep
the game score of the visually handicapped player and start his opponent’s
clock, (keeping rule 3.c in mind).
d. Inform
the visually handicapped player only at his request of the number of moves
completed and the time used up by both players.
e. 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.
f. Carry
out the necessary formalities in cases where 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.
F. Adjourned
games
F1. a. 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.
b. 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.
F2.
The following shall be indicated
upon the envelope:
a. the
names of the players
b. the
position immediately before the sealed move
c. the
time used by each player
d. the
name of the player who has sealed the move
e. the
number of the sealed move
f. the
offer of a draw, if the proposal is current.
g. the
date, time and venue of resumption of play.
F3.
The arbiter shall check the accuracy
of the information on the envelope and is responsible for the safekeeping of
it.
F4.
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.
F5.
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.
F6.
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.
F7.
The envelope shall be opened only
when the player who must reply to the sealed move is present.
F8.
Except in the cases mentioned in
Articles 5, 6.10 and 9.6, the game is lost by a player whose recording of his
sealed move
a. is
ambiguous, or
b. is
recorded such that its true significance is impossible to establish, or
c. is
illegal.
F9.
If, at the agreed resumption time
a. 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.
b. 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.
c. 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 safekeeping and opened on the
absent player's arrival.
F10.
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:
a. the
absent player has won the game by virtue of the fact that the sealed move is
checkmate, or
b. 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
c. the
player present at the chessboard has lost the game according to Article 6.10.
F11.
a. 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.
b. If it is impossible to re-establish the
position, the game is annulled and a new game must be played.
F12.
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.
F13.
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.
|
The
Presidential Board will decide whether it will be included. |
Chess960 Rules
G1 Before a Chess960 game a starting position is randomly set up, subject to certain rules. After this, the game is played in the same way as standard chess. In particular, pieces and pawns have their normal moves, and each player's objective is to checkmate the opponent's king.
G2 Starting position requirements
a. The starting position for Chess960 must meet certain rules. White pawns are placed on the second rank as in regular chess. All remaining white pieces are placed randomly on the first rank, but with the following restrictions:
b. The king is placed somewhere between the two rooks.
The bishops are placed on opposite-colored squares.
The black pieces are placed equal-and-opposite to the white pieces.
c. The starting position can be generated before the game either by a computer program or using dice, coin, cards, etc.
G3 Chess960 Castling Rules
a. Chess960 allows each player to castle once per game, a move by potentially both the king and rook in a single move. However, a few interpretations of standard chess games rules are needed for castling, because the standard rules presume initial locations of the rook and king that are often not applicable in Chess960.
b. How
to castle
Proposal 1:
1. In Chess960, depending on the pre-castling position on the castling king and rook, the castling manoeuvre is performed by one of these four methods:
2. Double-move castling: By on one turn making a move with the king and a move with the rook.
3 Transposition castling: By transposing the position of the king and the rook.
4 King-move-only castling: By making only a move with the king.
5 Rook-move-only castling: By making only a move with the rook.
Proposal 2:
When castling on a physical board with a human player, it is recommended that the king be moved outside the playing surface next to his final position, the rook then be moved from its starting to ending position, and then the king be placed on his final square.
After castling, the rook and king's final positions are exactly the same positions as they would be in standard chess.
This part could be added to clarify
things:
Thus, after c-side castling (notated as
O-O-O and known as queen-side castling in orthodox chess), the King is on the
c-square (c1 for White and c8 for Black) and the Rook is on the d-square (d1
for White and d8 for Black). After g-side castling (notated as O-O and known as
king-side castling in orthodox chess), the King is on the g-square (g1 for
White and g8 for Black) and the Rook is on the f-square (f1 for White and f8
for Black).
Notes
Note: To avoid any misunderstanding, it may be useful to state “I am about to castle” before castling.
Note: In some starting positions, the king or rook (but not both) do not move during castling.
Note: In some starting positions, castling can take place as early as the first move.
Note: All the squares between the king's initial and final squares (including the final square), and all of the squares between the rook's initial and final squares (including the final square), must be vacant except for the king and castling rook.
Note: In some starting positions, some
squares can stay filled during castling that would have to be vacant in
standard chess. For example, after c-side castling (O-O-O), it's possible for
to have a, b, and/or e still filled, and after g-side castling (O-O), it's
possible to have e and/or h filled.