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Basic Rules of Play in Chess

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Carmela Ursua
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© © All Rights Reserved
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0% found this document useful (0 votes)
17 views

Basic Rules of Play in Chess

Uploaded by

Carmela Ursua
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 43

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 on a square board called a ‘chessboard’.
1.2 The player with the light-coloured pieces (White) makes the first
move, then the players move alternately, with the player with the
dark-coloured pieces (Black) making the next move.
1.3 A player is said to ‘have the move’ when his/her opponent’s move
has been ‘made’.
1.4 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.
1.4.1 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 is
not allowed.
1.4.2 The opponent whose king has been checkmated has lost the
game.
1.5 If the position is such that neither player can possibly checkmate the
opponent’s king, the game is drawn
Article 2: The Initial Position of the Pieces on the Chessboard
2.1 The chessboard is composed of an 8 x 8 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 White has 16 light-coloured pieces (the
‘white’ pieces); Black has 16 dark-coloured pieces (the ‘black’
pieces).
These pieces are as
follows:
usually indicated by the
A white king K
symbol
usually indicated by the
A white queen Q
symbol
usually indicated by the
Two white rooks R
symbol
usually indicated by the
Two white bishops B
symbol
usually indicated by the
Two white knights N
symbol
usually indicated by the
Eight white pawns
symbol
usually indicated by the
A black king K
symbol
usually indicated by the
A black queen Q
symbol
usually indicated by the
Two black rooks R
symbol
usually indicated by the
Two black bishops B
symbol
usually indicated by the
Two black knights N
symbol
usually indicated by the
Eight black pawns
symbol

Staunton Pieces

p Q K B N R

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.
3.1.1 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.
3.1.2 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.
3.1.3 A piece is considered to attack a square even if this 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 The pawn:


3.7.1 The pawn may move forward to the square immediately in
front of it on the same file, provided that this square is
unoccupied, or
3.7.2 on its first move the pawn may move as in 3.7.1 or
alternatively it may advance two squares along the same file,
provided that both squares are unoccupied, or
3.7.3 the pawn may move to a square occupied by an opponent’s
piece diagonally in front of it on an adjacent file, capturing
that piece.

3.7.3.1 A pawn occupying a square on the same rank as


and on an adjacent file to an opponent’s pawn
which has just 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.
3.7.3.2 This capture is only legal on the move following
this advance and is called an ‘en passant’
capture.

3.7.3.3 When a player, having the move, plays a pawn to


the rank furthest from its starting position, he/she
must exchange that pawn as part of the same
move for a new queen, rook, bishop or knight of
the same colour on the intended square of arrival.
This is called the square of ‘promotion’.
3.7.3.4 The player's choice is not restricted to pieces that
have been captured previously.
3.7.3.5 This exchange of a pawn for another piece is
called promotion, and the effect of the new piece
is immediate.
3.8 There are two different ways of moving the king:
3.8.1 by moving to an adjoining square

3.8.2 by ‘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.

Before white kingside After white kingside


castling castling
Before black queenside After black queenside
castling castling
Before white queenside After white queenside
castling castling
Before black kingside After black kingside
castling castling
3.8.2.1 The right to castle has been lost:
1) If the king has already moved, or
2) With a rook that has already moved.
3.8.2.2 Castling is prevented temporarily:
3) 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, or
4) If there is any piece between the king and
the rook with which castling is to be effected.
3.9 The king in check:
3.9.1 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 the square occupied by the king because
they would then leave or place their own king in check.
3.9.2 No piece can be moved that will either expose the king of the
same colour to check or leave that king in check.
3.10 Legal and illegal moves; illegal positions:
3.10.1 A move is legal when all the relevant requirements of
Articles 3.1 – 3.9 have been fulfilled.
3.10.2 A move is illegal when it fails to meet the relevant
requirements of Articles 3.1 – 3.9.
3.10.3 A position is illegal when it cannot have been reached by
any series of legal moves.
Article 4: The Act of Moving the Pieces
4.1 Each move must be played with one hand only.
4.2 Adjusting the pieces or other physical contact with a piece:
4.2.1 Only the player having the move may adjust one or more
pieces on their squares, provided that he/she first expresses
his/her intention (for example by saying “j’adoube” or “I
adjust”).
4.2.2 Any other physical contact with a piece, except for clearly
accidental contact, shall be considered to be intent.
4.3 Except as provided in Article 4.2.1, if the player having the move
touches on the chessboard, with the intention of moving or capturing:
4.3.1 one or more of his/her own pieces, he/she must move the first
piece touched that can be moved.
4.3.2 one or more of his/her opponent’s pieces, he/she must
capture the first piece touched that can be captured.
4.3.3 one or more pieces of each colour, he/she must capture the
first touched opponent’s piece with his/her first touched piece
or, if this is illegal, move or capture the first piece touched
that can be moved or captured. If it is unclear whether the
player’s own piece or his/her opponent’s piece was touched
first, the player’s own piece shall be considered to have been
touched before his/her opponent’s.
4.4 If a player having the move:
4.4.1 touches his/her king and a rook he/she must castle on that
side if it is legal to do so
4.4.2 deliberately touches a rook and then his/her king he/she is
not allowed to castle on that side on that move and the
situation shall be governed by Article 4.3.1.
4.4.3 intending to castle, touches the king and then a rook, but
castling with this rook is illegal, the player must make
another legal move with his/her king (which may include
castling with the other rook). If the king has no legal move,
the player is free to make any legal move.
4.4.4 promotes a pawn, the choice of the piece is finalised when
the piece has touched the square of promotion.
4.5 If none of the pieces touched in accordance with Article 4.3 or Article
4.4 can be moved or captured, the player may make any legal move.
4.6 The act of promotion may be performed in various ways:
4.6.1 the pawn does not have to be placed on the square of arrival.
4.6.2 removing the pawn and putting the new piece on the square
of promotion may occur in any order.
4.6.3 If an opponent’s piece stands on the square of promotion, it
must be captured.
4.7 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 considered to have been made in the case of:
4.7.1 A capture, when the captured piece has been removed from
the chessboard and the player, having placed his/her own
piece on its new square, has released this capturing piece
from his/her hand.
4.7.2 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/her 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. If
castling on this side is illegal, the player must make another
legal move with his/her king (which may include castling with
the other rook). If the king has no legal move, the player is
free to make any legal move.
4.7.3 Promotion, when the player's hand has released the new
piece on the square of promotion and the pawn has been
removed from the board.
4.8 A player forfeits his/her right to claim against his/her opponent’s
violation of Articles 4.1 – 4.7 once the player touches a piece with the
intention of moving or capturing it.
4.9 If a player is unable to move the pieces, an assistant, who shall be
acceptable to the arbiter, may be provided by the player to perform
this operation.

Article 5: The Completion of the Game


5.1.1 The game is won by the player who has checkmated his/her
opponent’s king. This immediately ends the game, provided
that the move producing the checkmate position was in
accordance with Article 3 and Articles 4.2 – 4.7.
5.1.2 The game is lost by the player who declares he/she resigns
(this immediately ends the game), unless the position is such
that the opponent cannot checkmate the player’s king by any
possible series of legal moves. In this case the result of the
game is a draw.
5.2.1 The game is drawn when the player to move has no legal
move and his/her 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
in accordance with Article 3 and Articles 4.2 – 4.7.
5.2.2 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 in accordance with Article 3
and Articles 4.2 – 4.7.
5.2.3 The game is drawn upon agreement between the two players
during the game, provided both players have made at least
one move. This immediately ends the game.

COMPETITIVE RULES OF PLAY

Article 6: The Chessclock


6.1 ‘Chessclock’ means a clock with two time displays, connected to
each other in such a way that only one of them can run at a 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 Handling the chessclock:
6.2.1 During the game each player, having made his/her move on
the chessboard, shall pause his/her own clock and start
his/her opponent’s clock (that is to say, he/she shall press
his/her clock). This ‘completes’ the move. A move is also
completed if:
6.2.1.1 the move ends the game (see Articles 5.1.1,
5.2.1, 5.2.2, 9.2.1, 9.6.1 and 9.6.2), or
6.2.1.2 the player has made his/her next move, when
his/her previous move was not completed.
6.2.2 A player must be allowed to pause his/her clock after making
his/her move, even after the opponent has made his/her next
move. The time between making the move on the
chessboard and pressing the clock is regarded as part of the
time allotted to the player.
6.2.3 A player must press his/her clock with the same hand with
which he/she made his/her move. It is forbidden for a player
to keep his/her finger on the clock or to ‘hover’ over it.
6.2.4 The players must handle the chessclock properly. It is
forbidden to press it forcibly, to pick it up, to press the clock
before moving or to knock it over. Improper clock handling
shall be penalised in accordance with Article 12.9.
6.2.5 Only the player whose clock is running is allowed to adjust
the pieces.
6.2.6 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/Her clock shall be adjusted by
the arbiter in an equitable way. This adjustment of the clock
shall not apply to the clock of a player with a disability.
6.3 Allotted time:
6.3.1 When using a chessclock, each player must complete a
minimum number of moves or all moves in an allotted period
of time including any additional amount of time added with
each move. All these must be specified in advance.
6.3.2 The time saved by a player during one period is added to
his/her time available for the next period, where applicable.
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 thinking time
only commences after the fixed extra time has expired.
Provided the player presses his/her clock before the
expiration of the fixed extra time, the main thinking time does
not change, irrespective of the proportion of the fixed extra
time used.
6.4 Immediately after a flag falls, the requirements of Article 6.3.1 must
be checked.
6.5 Before the start of the game the arbiter shall decide where the
chessclock is placed.
6.6 At the time determined for the start of the game White’s clock is
started.
6.7 Default time:
6.7.1 The regulations of an event shall specify a default time in
advance. If the default time is not specified, then it is zero.
Any player who arrives at the chessboard after the default
time shall lose the game unless the arbiter decides
otherwise.
6.7.2 If the regulations of an event specify that the default time is
not zero and if neither player is present initially, White shall
lose all the time that elapses until he/she arrives, unless the
regulations of an event specify or the arbiter decides
otherwise.
6.8 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.
6.9 Except where one of Articles 5.1.1, 5.1.2, 5.2.1, 5.2.2, 5.2.3 applies,
if a player does not complete the prescribed number of moves in the
allotted time, the game is lost by that 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.
6.10 Chessclock setting:
6.10.1 Every indication given by the chessclock is considered to be
conclusive in the absence of any evident defect. A
chessclock with an evident defect shall be replaced by the
arbiter, who shall use his/her best judgement when
determining the times to be shown on the replacement
chessclock.
6.10.2 If during a game it is found that the setting of either or both
clocks is incorrect, either player or the arbiter shall stop the
chessclock immediately. The arbiter shall install the correct
setting and adjust the times and move-counter, if necessary.
He/She shall use his/her best judgement when determining
the clock settings.
6.11.1 If the game needs to be interrupted, the arbiter shall pause
the chessclock.
6.11.2 A player may pause the chessclock only in order to seek the
arbiter’s assistance, for example when promotion has taken
place and the piece required is not available.
6.11.3 The arbiter shall decide when the game restarts.
6.11.4 If a player pauses the chessclock in order to seek the
arbiter’s assistance, the arbiter shall determine whether the
player had any valid reason for doing so. If the player has no
valid reason for pausing the chessclock, the player shall be
penalised in accordance with Article 12.9.
6.12.1 Screens, monitors, or demonstration boards showing the
current position on the chessboard, the moves and the
number of moves made/completed, and clocks which also
show the number of moves, are allowed in the playing hall.
6.12.2 The player may not make a claim relying only on information
shown in this manner.

Article 7: Irregularities
7.1 If an irregularity occurs and the pieces have to be restored to a
previous position, the arbiter shall use his/her best judgement to
determine the times to be shown on the chessclock. This includes the
right not to change the clock times. He/She shall also, if necessary,
adjust the clock’s move-counter.
7.2.1 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 shall be played.
7.2.2 If during a game it is found that the chessboard has been
placed contrary to Article 2.1, the game shall continue but
the position reached must be transferred to a correctly
placed chessboard.
7.3 If a game has started with colours reversed then, if less than 10
moves have been made by both players, it shall be discontinued and
a new game played with the correct colours. After 10 moves or more,
the game shall continue.
7.4 Dispaced pieces:
7.4.1 If a player displaces one or more pieces, he/she shall re-
establish the correct position in his/her own time.
7.4.2 If necessary, either the player or his/her opponent shall pause
the chessclock and ask for the arbiter’s assistance.
7.4.3 The arbiter may penalise the player who displaces the pieces.
7.5 Illegal moves:
7.5.1 An illegal move is completed once the player has pressed
his/her clock. If during a game it is found that an illegal move
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. Articles 4.3 and 4.7 apply to the move replacing
the illegal move. The game shall then continue from this
reinstated position.
7.5.2 If the player has moved a pawn to the furthest distant rank,
pressed the clock, but not replaced the pawn with a new
piece, the move is illegal. The pawn shall be replaced by a
queen of the same colour as the pawn.
7.5.3 If the player presses the clock without making a move, it shall
be considered and penalised as if an illegal move.
7.5.4 If a player uses two hands to make a single move (for
example in case of castling, capturing or promotion) and
pressed the clock, it shall be considered and penalised as if
an illegal move.
7.5.5 After the action taken under Article 7.5.1, 7.5.2, 7.5.3 or 7.5.4
for the first completed illegal move by a player, the arbiter
shall give two minutes extra time to his/her opponent; for the
second completed 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.
7.6 If, during a game it is found that any piece has been displaced from
its correct square, 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 game shall then continue from
this reinstated position.
Article 8: The recording of the moves
8.1 How the moves shall be recorded:
8.1.1 In the course of play each player is required to record his/her
own moves and those of his/her opponent in the correct
manner, move after move, as clearly and legibly as possible,
in one of the following ways:
8.1.1.1 by writing in the algebraic notation (Appendix C),
on the paper ‘scoresheet’ prescribed for the
competition.
8.1.1.2 by entering moves on the FIDE certified ‘electronic
scoresheet’ prescribed for the competition.
8.1.2 It is forbidden to record the moves in advance, unless the
player is claiming a draw according to Article 9.2, or 9.3 or
adjourning a game according to Guidelines I.1.1
8.1.3 A player may reply to his/her opponent’s move before
recording it, if he/she so wishes. He/She must record his/her
previous move before making another.
8.1.4 The scoresheet shall be used only for recording the moves,
the times of the clocks, offers of a draw, matters relating to a
claim and other relevant data.
8.1.5 Both players must record the offer of a draw on the
scoresheet with a symbol (=).
8.1.6 If a player is unable to keep score, an assistant, who must be
acceptable to the arbiter, may be provided by the player to
record the moves. His/Her clock shall be adjusted by the
arbiter in an equitable way. This adjustment of the clock shall
not apply to a player with a disability.
8.2 The scoresheet shall be visible to the arbiter throughout the game.
8.3 The scoresheets are the property of the organiser of the competition.
An electronic scoresheet with an evident defect shall be replaced by
the arbiter.
8.4 If a player has less than five minutes left on his/her clock during an
allotted period of time and does not have additional time of 30
seconds or more added with each move, then for the remainder of
the period he/she is not obliged to meet the requirements of Article
8.1.1.
8.5 Incomplete scoresheets:
8.5.1 If neither player keeps score under Article 8.4, the arbiter or
an assistant should try to be present and keep score. In this
case, immediately after a flag has fallen the arbiter shall
pause the chessclock. Then both players shall update their
scoresheets, using the arbiter’s or the opponent’s
scoresheet.
8.5.2 If only one player has not kept score under Article 8.4, he/she
must, as soon as either flag has fallen, update his/her
scoresheet completely before moving a piece on the
chessboard. Provided it is that player’s move, he/she may
use his/her opponent’s scoresheet, but must return it before
making a move.
8.5.3 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/She shall first record
the actual game position, clock times, whose clock was
running and the number of moves made/completed, 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 or completed.
8.7 At the conclusion of the game both players shall indicate the result of
the game by signing both scoresheets or approve the result on their
electronic scoresheets. Even if incorrect, this result shall stand,
unless the arbiter decides otherwise.

Article 9: The Drawn Game


9.1 Draw offers and event Regulations:
9.1.1 The regulations of an event may specify that players cannot
offer or agree to a draw, whether in less than a specified
number of moves or at all, without the consent of the arbiter.
9.1.2 However, if the regulations of an event allow a draw
agreement the following shall apply:
9.1.2.1 A player wishing to offer a draw shall do so after
having made a move on the chessboard and
before pressing his/her clock. An offer at any
other time during play is still valid but Article 11.5
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.
9.1.2.2 The offer of a draw shall be recorded by each
player on his/her scoresheet with the symbol (=).
9.1.2.3 A claim of a draw under Article 9.2 or 9.3 shall be
considered to be an offer of a draw.
9.2 The game is drawn, upon a correct claim by a player having the
move, when the same position for at least the third time (not
necessarily by a repetition of moves):
9.2.1 is about to appear, if he/she first indicates his/her move,
which cannot be changed, by writing it on the paper
scoresheet or entering it on the electronic scoresheet and
declares to the arbiter his/her intention to make this move, or
9.2.2 has just appeared, and the player claiming the draw has the
move.
9.2.3 Positions are considered the same if and only 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. Thus positions are not
the same if:
9.2.3.1 at the start of the sequence a pawn could have
been captured en passant.
9.2.3.2 a king had castling rights with a rook that has not
been moved, but forfeited these after moving. The
castling rights are lost only after the king or rook is
moved.
9.3 The game is drawn, upon a correct claim by a player having the
move, if:
9.3.1 he/she indicates his/her move, which cannot be changed, by
writing it on the paper scoresheet or entering it on the
electronic scoresheet and declares to the arbiter his/her
intention to make this move which will result in the last 50
moves by each player having been made without the
movement of any pawn and without any capture, or
9.3.2 the last 50 moves by each player have been completed
without the movement of any pawn and without any capture.
9.4 If the player touches a piece as in Article 4.3, he/she loses the right
to claim a draw under Article 9.2 or 9.3 on that move.
9.5 Draw claims:
9.5.1 If a player claims a draw under Article 9.2 or 9.3, he/she or
the arbiter shall pause the chessclock. He/She is not allowed
to withdraw his/her claim.
9.5.2 If the claim is found to be correct, the game is immediately
drawn.
9.5.3 If the claim is found to be incorrect, the arbiter shall add two
minutes to the opponent’s remaining thinking time. Then the
game shall continue. If the claim was based on an intended
move, this move must be made in accordance with Articles 3
and 4.
9.6 If one or both of the following occur(s) then the game is drawn:
9.6.1 the same position has appeared, as in 9.2.2 at least five
times.
9.6.2 any series of at least 75 moves have been made by each
player without the movement of any pawn and without any
capture. If the last move resulted in checkmate, that shall
take precedence.

Article 10: Points


10.1 Unless the regulations of an event specify otherwise, a player who
wins his/her game, or wins by forfeit, scores one point (1), a player
who loses his/her game, or forfeits, scores no points (0), and a player
who draws his/her game scores a half point (½).
10.2 The total score of any game can never exceed the maximum score
normally given for that game. Scores given to an individual player
must be those normally associated with the game, for example a
score of ¾ - ¼ is not allowed.

Article 11: The Conduct of the Players


11.1 The players shall take no action that will bring the game of chess into
disrepute.
11.2 Playing venue and playing area:
11.2.1 The ‘playing venue’ is defined as the ‘playing area’, rest
rooms, toilets, refreshment area, area set aside for smoking
and other places as designated by the arbiter.
11.2.2 The playing area is defined as the place where the games of
a competition are played.
11.2.3 Only with the permission of the arbiter can:
11.2.3.1 a player leave the playing venue,
11.2.3.2 the player having the move be allowed to leave
the playing area.
11.2.3.3 a person who is neither a player nor arbiter be
allowed access to the playing area.
11.2.4 The regulations of an event may specify that the opponent of
the player having a move must report to the arbiter when
he/she wishes to leave the playing area.
11.3 Notes and electronic devices:
11.3.1 During play the players are forbidden to use any notes,
sources of information or advice, or analyse any game on
another chessboard.
11.3.2 During a game, a player is forbidden to have any electronic
device not specifically approved by the arbiter in the playing
venue.
11.3.2.1 However, the regulations of an event may allow
such devices to be stored in a player’s bag,
provided the device is completely switched off.
This bag must be placed as agreed with the
arbiter. Both players are forbidden to use this bag
without permission of the arbiter.
11.3.2.2 If it is evident that a player has such a device on
their person in the playing venue, the player shall
lose the game. The opponent shall win. The
regulations of an event may specify a different,
less severe, penalty.
11.3.3 The arbiter may require the player to allow his/her
clothes, bags, other items or body to be
inspected, in private. The arbiter or person
authorised by the arbiter shall inspect the player,
and shall be of the same gender as the player. If a
player refuses to cooperate with these obligations,
the arbiter shall take measures in accordance with
Article 12.9.
11.3.4 Smoking, including e-cigarettes, is permitted only
in the section of the venue designated by the
arbiter.
11.4 Players who have finished their games shall be considered to be
spectators.
11.5 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.
11.6 Infraction of any part of Articles 11.1 – 11.5 shall lead to penalties in
accordance with Article 12.9.
11.7 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.
11.8 If both players are found guilty according to Article 11.7, the game
shall be declared lost by both players.
11.9 A player shall have the right to request from the arbiter an
explanation of particular points in the Laws of Chess.
11.10 Unless the regulations of an event specify otherwise, a player may
appeal against any decision of the arbiter, even if the player has
signed the scoresheet (see Article 8.7).
11.11 Both players must assist the arbiter in any situation requiring
reconstruction of the game, including draw claims.
11.12 Checking a ‘three times occurrence of the position’ or a ’50 moves’
claim is a duty of the players, under supervision of the arbiter.

Article 12: The Role of the Arbiter (see Preface)


12.1 The arbiter shall see that the Laws of Chess are observed.
12.2 The arbiter shall:
12.2.1 ensure fair play,
12.2.2 act in the best interest of the competition,
12.2.3 ensure that a good playing environment is maintained,
12.2.4 ensure that the players are not disturbed,
12.2.5 supervise the progress of the competition,
12.2.6 take special measures in the interests of disabled players
and those who need medical attention,
12.2.7 follow the Fair-Play Rules or Guidelines
12.3 The arbiter shall observe the games, especially when the players are
short of time, enforce decisions he/she has made, and impose
penalties on players where appropriate.
12.4 The arbiter may appoint assistants to observe games, for example
when several players are short of time.
12.5 The arbiter may award either or both players additional time in the
event of external disturbance of the game.
12.6 The arbiter must not intervene in a game except in cases described
by the Laws of Chess. He/She shall not indicate the number of
moves completed, except in applying Article 8.5 when at least one
flag has fallen. The arbiter shall refrain from informing a player that
his/her opponent has completed a move or that the player has not
pressed his/her clock.
12.7 If someone observes an irregularity, he/she may inform only the
arbiter. Players in other games must not to speak about or otherwise
interfere in a game. Spectators are not allowed to interfere in a game.
The arbiter may expel offenders from the playing venue.
12.8 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 or any contiguous area designated by the arbiter.
12.9 Options available to the arbiter concerning penalties:
12.9.1 warning,
12.9.2 increasing the remaining time of the opponent,
12.9.3 reducing the remaining time of the offending player,
12.9.4 increasing the points scored in the game by the opponent to
the maximum available for that game,
12.9.5 reducing the points scored in the game by the offending
person,
12.9.6 declaring the game to be lost by the offending player (the
arbiter shall also decide the opponent’s score),
12.9.7 a fine announced in advance,
12.9.8 exclusion from one or more rounds,
12.9.9 expulsion from the competition.

APPENDICES

Appendix A. Rapid Chess


A.1 A ‘Rapid chess’ game is one where either all the moves must be
completed in a fixed time of more than 10 minutes but less than 60
minutes for each player; or the time allotted plus 60 times any
increment is of more than 10 minutes but less than 60 minutes for
each player.
A.2 Players do not need to record the moves, but do not lose their rights
to claims normally based on a scoresheet. The player can, at any
time, ask the arbiter to provide him/her with a scoresheet, in order to
write the moves.
A.3 The penalties mentioned in Articles 7 and 9 of the Competitive Rules
of Play shall be one minute instead of two minutes.
A.4 The Competitive Rules of Play shall apply if:
A.4.1 one arbiter supervises at most three games and
A.4.2 each game is recorded by the arbiter or his/her assistant and,
if possible, by electronic means.
A.4.3 The player may at any time, when it is his/her move, ask the
arbiter or his/her assistant to show him/her the scoresheet.
This may be requested a maximum of five times in a game.
More requests shall be considered as a distraction of the
opponent.
A.5 Otherwise the following apply:
A.5.1 From the initial position, once 10 moves have been
completed by each player,
A.5.1.1 No change can be made to the clock setting,
unless the schedule of the event would be
adversely affected.
A.5.1.2 No claim can be made regarding incorrect set-up
or orientation of the chessboard. In case of
incorrect king placement, castling is not allowed.
In case of incorrect rook placement, castling with
this rook is not allowed.
A.5.2 If the arbiter observes an action taken under Article 7.5.1,
7.5.2, 7.5.3 or 7.5.4, he/she shall act according to Article
7.5.5, provided the opponent has not made his/her next
move. If the arbiter does not intervene, the opponent is
entitled to claim, provided the opponent has not made
his/her next move. If the opponent does not claim and the
arbiter does not intervene, the illegal move shall stand and
the game shall continue. Once the opponent has made
his/her next move, an illegal move cannot be corrected
unless this is agreed by the players without intervention of
the arbiter.
A.5.3 To claim a win on time, the claimant may pause the
chessclock and notify the arbiter. However, the game is
drawn if the position is such that the claimant cannot
checkmate the player’s king by any possible series of legal
moves.
A.5.4 If the arbiter observes both kings are in check, or a pawn
stands on the rank furthest from its starting position, he/she
shall wait until the next move is completed. Then, if an illegal
position is still on the board, he/she shall declare the game
drawn.
A.5.5 The arbiter shall also call a flag fall, if he/she observes it.
A.6 The regulations of an event shall specify whether Article A.4 or Article
A.5 shall apply for the entire event.

Appendix B. Blitz
B.1 A ‘blitz’ game is one where all the moves must be completed in a
fixed time of 10 minutes or less for each player; or the allotted time
plus 60 times any increment is 10 minutes or less for each player.
B.2 The Competitive Rules of Play shall apply if:
B.2.1 one arbiter supervises one game and
B.2.2 each game is recorded by the arbiter or his/her assistant and,
if possible, by electronic means.
B.2.3 The player may at any time, when it is his/her move, ask the
arbiter or his/her assistant to show him/her the scoresheet.
This may be requested a maximum of five times in a game.
More requests shall be considered as a distraction of the
opponent.
B.3 Otherwise, play shall be governed by the Rapid chess Laws as in
Article A.2, A.3 and A.5.
B.4 The regulations of an event shall specify whether Article B.2 or Article
B.3 shall apply for the entire event.

Appendix C. Algebraic Notation


FIDE recognises 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 of this requirement.

Description of the Algebraic System


C.1 In this description, ‘piece’ means a piece other than a pawn.
C.2 Each piece is indicated by an abbreviation. In the English language it
is the first letter, a capital letter, of its name. Example: K=king,
Q=queen, R=rook, B=bishop, N=knight. (N is used for a knight, in
order to avoid ambiguity.)
C.3 For the abbreviation of the name of the pieces, each player is free to
use the name which is commonly used in his/her country. Examples:
F = fou (French for bishop), L = loper (Dutch for bishop). In printed
periodicals, the use of figurines is recommended.
C.4 Pawns are not indicated by their first letter, but are recognised by the
absence of such a letter. Examples: the moves are written e5, d4, a5,
not pe5, Pd4, pa5.
C.5 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.
C.6 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, 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.
C.7 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.

C.8 Each move of a piece is indicated by the abbreviation of the name of


the piece in question and the square of arrival. There is no need for a
hyphen between name and square. Examples: Be5, Nf3, Rd1.
In the case of pawns, only the square of arrival is indicated.
Examples: e5, d4, a5.
A longer form containing the square of departure is acceptable.
Examples: Bb2e5, Ng1f3, Ra1d1, e7e5, d2d4, a6a5.

C.9 When a piece makes a capture, an x may be inserted between:


C.9.1 the abbreviation of the name of the piece in question and
C.9.2 the square of arrival. Examples: Bxe5, Nxf3, Rxd1, see also
C.10.
C.9.3 When a pawn makes a capture, the file of departure must be
indicated, then an x may be inserted, then the square of
arrival. Examples: dxe5, gxf3, axb5. In the case of an ‘en
passant’ capture, ‘e.p.’ may be appended to the notation.
Example: exd6 e.p.
C.10 If two identical pieces can move to the same square, the piece that is
moved is indicated as follows:
C.10.1 If both pieces are on the same rank by:
C.10.1.1 The abbreviation of the name of the piece,
C.10.1.2 The file of departure, and
C.10.1.2 The square of arrival.
C.10.2 If both pieces are on the same file by:
C.10.2.1 The abbreviation of the name of the piece,
C.10.2.2 The rank of the square of departure, and
C.10.2.3 The square of arrival.
C.10.3 If the pieces are on different ranks and files, method 1 is
preferred. Examples:
C.10.3.1 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.
C.10.3.2 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.
C.10.3.3 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.
C.10.3.4 If a capture takes place on the square f3, the
notation of the previous examples is still
applicable, but an x may be inserted: 1) either
Ngxf3 or Nexf3, 2) either N5xf3 or N1xf3, 3) either
Nhxf3 or Ndxf3, as the case may be.
C.11 In the case of the promotion of a pawn, the actual pawn move is
indicated, followed immediately by the abbreviation of the new piece.
Examples: d8Q, exf8N, b1B, g1R.
C.12 The offer of a draw shall be marked as (=).
C.13 Abbreviations
C.13.1 0-0 = castling with rook h1 or rook h8 (kingside castling)
C.13.2 0-0-0 = castling with rook a1 or rook a8 (queenside
castling)
C.13.3 x = captures
C.13.4 + = check
C.13.5 ++ or # = checkmate
C.13.6 e.p. = captures ‘en passant’
Articles C.13.3 – C.13.6 are optional.

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 (=)
Or: 1. e4 e5 2. Nf3 Nf6 3. d4 ed4 4. e5 Ne4 5. Qd4 d5 6. ed6 Nd6 7.
Bg5 Nc6 8. Qe3 Be7 9 Nbd2 0-0 10. 0-0-0 Re8 11. Kb1 (=)
Or: 1. e2e4 e7e5 2.Ng1f3 Ng8f6 3. d2d4 e5xd4 4. e4e5 Nf6e4 5.
Qd1xd4 d7d5 6. e5xd6 e.p. Ne4xd6 7. Bc1g5 Nb8c6 8. Qd4d3 Bf8e7
9. Nb1d2 0-0 10. 0-0-0 Rf8e8 11. Kb1 (=)

Appendix D. Rules for Play with Blind and Visually Disabled Players
D.1 The organiser, after consulting the arbiter, shall have the power to
adapt the following rules according to local circumstances. In
competitive chess between sighted and visually disabled (legally
blind) players either player may demand the use of two boards, the
sighted player using a normal board, the visually disabled player
using one specially constructed. This board must meet the following
requirements:
D.1.1 measure at least 20 cm by 20 cm,
D.1.2 have the black squares slightly raised,
D.1.3 have a securing aperture in each square,
D.1.4 The requirements for the pieces are:
D.1.4.1 all are provided with a peg that fits into the
securing aperture of the board,
D.1.4.2 all are of Staunton design, the black pieces being
specially marked.
D.2 The following regulations shall govern play:
D.2.1 The moves shall be announced clearly, repeated by the
opponent and executed on his/her 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:
A - Anna
B - Bella
C - Cesar
D - David
E - Eva
F - Felix
G - Gustav
H - Hector
Unless the arbiter decides otherwise, ranks from White to
Black shall be given 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.

D.2.2 On the visually disabled player's board a piece shall be


considered ‘touched’ when it has been taken out of the
securing aperture.
D.2.3 A move shall be considered ‘made’ when:
D.2.3.1 in the case of a capture, the captured piece has
been removed from the board of the player whose
turn it is to move,
D.2.3.2 a piece has been placed into a different securing
aperture,
D.2.3.3 the move has been announced.
D.2.4 Only then shall the opponent's clock be started.
D.2.5 As far as points D.2.2 and D.2.3 are concerned, the normal
rules are valid for the sighted player.
D.2.6 Chessclock for visually disabled players:
D.2.6.1 A specially constructed chessclock for the visually
disabled shall be admissible. It should be able to
announce the time and number of moves to the
visually disabled player.
D.2.6.2 Alternatively an analogue clock with the following
features may be considered:
1) a dial fitted with reinforced hands, with
every five minutes marked by one raised dot,
and every 15 minutes by two raised dots,
and
2) 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 five minutes of the full hour.
D.2.7 The visually disabled player must keep score of the game in
Braille or longhand, or record the moves on a recording
device.
D.2.8 A slip of the tongue in the announcement of a move must be
corrected immediately and before the clock of the opponent
is started.
D.2.9 If during a game, different positions should arise on the two
boards, they must be corrected with the assistance of the
arbiter 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 made the wrong one must
adjust his/her position to correspond with the move on the
game scores. When the game scores are found to differ, the
moves shall be retraced to the point where the two scores
agree, and the arbiter shall readjust the clocks accordingly.
D.2.10 The visually disabled player shall have the right to make use
of an assistant who shall have any or all of the following
duties:
D.2.10.1 making either player's move on the board of the
opponent,
D.2.10.2 announcing the moves of both players,
D.2.10.3 keeping the game score of the visually disabled
player and starting his/her opponent's clock.
D.2.10.4 informing the visually disabled player, only at
his/her request, of the number of moves
completed and the time used up by both players,
D.2.10.5 claiming the game in cases where the time limit
has been exceeded and informing the arbiter
when the sighted player has touched one of
his/her pieces,
D.2.10.6 carrying out the necessary formalities in cases
where the game is adjourned.
D.2.11 If the visually disabled player does not make use of an
assistant, the sighted player may make use of one who shall
carry out the duties mentioned in points D.2.10.1 and
D.2.10.2. An assistant must be used in the case of a visually
disabled player paired with a hearing-impaired player.

GUIDELINES

Introduction
The following Guidelines are here to assist in organizing events
where they may be needed. While they are not part of the FIDE Laws
of Chess, it is strongly recommended that they be used across all
events where applicable.

Guidelines I. Adjourned Games


I.1 Adjournment procedure:
I.1.1 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/her move in
unambiguous notation on a paper scoresheet, put his/her
scoresheet and that of his/her opponent in an envelope, seal
the envelope and only then stop the chessclock. Until he/she
has stopped the chessclock the player retains the right to
change his/her sealed move. If, after being told by the arbiter
to seal his/her move, the player makes a move on the
chessboard he/she must write that same move on his/her
scoresheet as his/her sealed move.
I.1.2 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/her remaining time
shall so be recorded.
I.2. The following shall be indicated upon the envelope:
I.2.1 the names of the players,
I.2.2 the position immediately before the sealed move,
I.2.3 the time used by each player,
I.2.4 the name of the player who has sealed the move,
I.2.5 the number of the sealed move,
I.2.6 the offer of a draw, if the proposal is current,
I.2.7 the date, time and venue of resumption of play.
I.3 The arbiter shall check the accuracy of the information on the
envelope and is responsible for its safekeeping.
I.4 If a player proposes a draw after his/her opponent has sealed his/her
move, the offer is valid until the opponent has accepted it or rejected
it as in Article 9.1.
I.5 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.
I.6 If prior to the resumption the game is agreed drawn, or if one of the
players notifies the arbiter that he/she resigns, the game is
concluded.
I.7 The envelope shall be opened only when the player who must reply
to the sealed move is present.
I.8 Except in the cases mentioned in Articles 5, 5.2.2, 6.9 and 9.6, the
game is lost by a player whose recording of his/her sealed move:
I.8.1 is ambiguous, or
I.8.2 is recorded in such a way that its true significance is
impossible to establish, or
I.8.3 is illegal.
I.9 If, at the agreed resumption time:
I.9.1 the player having to reply to the sealed move is present, the
envelope is opened, the sealed move is made on the
chessboard and his/her clock is started,
I.9.2 the player having to reply to the sealed move is not present,
his/her clock shall be started; on his/her arrival, he/she may
pause his/her clock and summon the arbiter; the envelope is
then opened and the sealed move is made on the
chessboard; his/her clock is then restarted,
I.9.3 the player who sealed the move is not present, his/her
opponent has the right to record his/her reply on the
scoresheet, seal his/her scoresheet in a fresh envelope,
pause his/her clock and start the absent player’s clock
instead of making his/her 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.
I.10 Any player who arrives at the chessboard after the default time shall
lose the game unless the arbiter decides otherwise. However, if the
sealed move resulted in the conclusion of the game, that conclusion
shall still apply.
I.11 If the regulations of an event specify that the default time is not zero,
the following shall apply: If neither player is present initially, the
player who has to reply to the sealed move shall lose all the time that
elapses until he/she arrives, unless the regulations of an event
specify or the arbiter decides otherwise.
I.12 Resuming an adjourned game:
I.12.1 If the envelope containing the sealed move is missing, the
game shall continue from the adjourned 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 shall
make the move he/she states he/she sealed on the
chessboard.
I.12.2 If it is impossible to re-establish the position, the game shall
be annulled and a new game shall be played.
I.13 If, upon resumption of the game, either player points out before
making his/her 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 shall continue without correction
unless the arbiter decides otherwise.
I.14 The duration of each resumption session shall be controlled by the
arbiter’s timepiece. The starting time shall be announced in advance.

Guidelines II. Chess960 Rules


II.1 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 regular chess. In particular, pieces and pawns have their
normal moves, and each player's objective is to checkmate the
opponent's king.
II.2 Starting Position Requirements
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:
II.2.1 the king is placed somewhere between the two rooks, and
II.2.2 the bishops are placed on opposite-coloured squares, and
II.2.3 the black pieces are placed opposite the white pieces.
The starting position can be generated before the game either by a
computer program or using dice, coin, cards, etc.
II.3 Chess960 castling rules
II.3.1 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 regular chess rules are
needed for castling, because the regular rules presume initial
locations of the rook and king that are often not applicable
in Chess960.
II.3.2 How to castle. In Chess960, depending on the pre-castling
position of the castling king and rook, the castling
manoeuvre is performed by one of these four methods:
II.3.2.1 double-move castling: by making a move with the
king and a move with the rook, or
II.3.2.2 transposition castling: by transposing the position
of the king and the rook, or
II.3.2.3 king-move-only castling: by making only a move
with the king, or
II.3.2.4 rook-move-only castling: by making only a move
with the rook.
II.3.2.5 Recommendations:

 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/her final
position, the rook then be moved from its starting
position to its final position, and then the king be
placed on his final square.
 After castling, the rook and king's final positions
should be exactly the same positions as they would
be in regular chess.

II.3.2.6 Clarification
Thus, after c-side castling (notated as 0-0-0 and known as queen-
side castling in ortho-dox 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 0-0 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).
II.3.2.7 Notes

1. To avoid any misunderstanding, it may be useful to state "I am about to


castle" before castling.
2. In some starting positions, the king or rook (but not both) does not move
during castling.
3. In some starting positions, castling can take place as early as the first
move.
4. All the squares between the king's initial and final squares (including the
final square) and all the squares between the rook's initial and final
squares (including the final square) must be vacant except for the king and
castling rook.
5. In some starting positions, some squares can stay filled during castling that
would have to be vacant in regular chess. For example, after c-side
castling 0-0-0, it is possible to have a, b, and/or e still filled, and after g-
side castling (0-0), it is possible to have e and/or h filled.
Guidelines III. Games without Increment including Quickplay Finishes
III.1 A ‘quickplay finish’ is the phase of a game when all the remaining
moves must be completed in a finite time.
III.2.1 The Guidelines below concerning the final period of the
game including Quickplay Finishes, shall only be used at an
event if their use has been announced beforehand.
III.2.2 These Guidelines shall apply only to standard chess and
rapid chess games without increment and not to blitz games.
III.3.1 If both flags have fallen and it is impossible to establish
which flag fell first then:
III.3.1.1 the game shall continue if this occurs in any
period of the game except the last period.
III.3.1.2 the game is drawn if this occurs in the period of a
game in which all remaining moves must be
completed.
III.4 If the player having the move has less than two minutes left on
his/her clock, he/she may request that an increment extra five
seconds be introduced for both players. This constitutes the offer of a
draw. If the offer refused, and the arbiter agrees to the request, the
clocks shall then be set with the extra time; the opponent shall be
awarded two extra minutes and the game shall continue.
III.5 If Article III.4 does not apply and the player having the move has less
than two minutes left on his/her clock, he/she may claim a draw
before his/her flag falls (see also Article 6.12.2). He/She shall
summon the arbiter and may pause the chessclock. He/She may
claim on the basis that his/her opponent cannot win by normal
means, and/or that his/her opponent has been making no effort to
win by normal means:
III.5.1 If the arbiter agrees that the opponent cannot win by normal
means, or that the opponent has been making no effort to
win the game by normal means, he/she shall declare the
game drawn. Otherwise he/she shall postpone his/her
decision or reject the claim.
III.5.2 If the arbiter postpones his/her 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 as soon as
possible after the flag of either player has fallen. He/She
shall declare the game drawn if he/she agrees that the
opponent of the player whose flag has fallen cannot win by
normal means, or that he/she was not making sufficient
attempts to win by normal means.
III.5.3 If the arbiter has rejected the claim, the opponent shall be
awarded two extra minutes.
III.6 The following shall apply when the competition is not supervised by
an arbiter:
III.6.1 A player may claim a draw when he/she has less than two
minutes left on his/her clock and before his/her flag falls.
This concludes the game. He/She may claim on the basis:
III.6.1.1 that his/her opponent cannot win by normal
means, and/or
III.6.1.2 that his/her opponent has been making no effort
to win by normal means. In III.6.1.1 the player
must write down the final position and his/her
opponent must verify it. In III.6.1.2 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.
III.6.2 The claim shall be referred to the designated arbiter.
Glossary of Terms in the Laws of Chess
Term First Definition
Reference
adjourn 8.1 Instead of playing the game in one
session it is temporarily halted and
then continued at a later time.
algebraic 8.1 Recording the moves using a-h and
notation 1-8 on the 8x8 board.
analyse 11.3 Where one or more players make
moves on a board to try to determine
what is the best continuation.
appeal 11.10 Normally a player has the right to
appeal against a decision of the
arbiter or organiser.
arbiter Preface The person(s) responsible for
ensuring that the rules of a
competition are followed.
arbiter’s N/A There are approximately 39
discretion instances in the Laws where the
arbiter must use his/her judgement.
assistant 8.1 A person who may help the smooth
running of the competition in various
ways.
attack 3.1 A piece is said to attack an
opponent’s piece if the player’s piece
can make a capture on that square.
black 2.1.1 There are 16 dark-coloured pieces
and 32 squares called black. Or 2.
When capitalised, this also refers to
the player of the black pieces.
blitz B A game where each player’s thinking
time is 10 minutes or less.
board 2.4 Short for chessboard.
Bronstein 6.3.2 See delay mode
mode
capture 3.1 Where a piece is moved from its
square to a square occupied by an
opponent’s piece, the latter is
removed from the board. See also
3.7.4.1 and 3.4.7.2. In notation x.
castling 3.8.2 A move of the king towards a rook.
See the article. In notation 0-0
kingside castling, 0-0-0 queenside
castling.
cellphone N/A See mobile phone.
check 3.9 Where a king is attacked by one or
more of the opponent’s pieces. In
notation +.
checkmate 1.2 Where the king is attacked and
cannot parry the threat. In notation +
+ or #.
chessboard 1.1 The 8x8 grid as in 2.1.
chessclock 6.1 A clock with two time displays
connected to each other.
chess set N/A The 32 pieces on the chessboard.
Chess960 II A variant of chess where the back-
row pieces are set up in one of the
960 distinguishable possible
positions
claim 6.8 The player may make a claim to the
arbiter under various circumstances.
clock 6.1 One of the two time displays.
completed 6.2.1 Where a player has made his/her
move move and then pressed his/her clock.
contiguous 12.8 An area touching but not actually part
area of the playing venue. For example,
the area set aside for spectators.
cumulative N/A Where a player receives an extra
(Fischer) mode amount of time (often 30 seconds)
prior to each move.
dead position 5.2.2 Where neither player can mate the
opponent’s king with any series of
legal moves.
default time 6.7 The specified time a player may be
late without being forfeited.
delay 6.3.2 Both players receive an allotted ‘main
(Bronstein) thinking time’. Each player also
mode receives a ‘fixed extra time’ with
every move. The countdown of the
main thinking time only commences
after the fixed extra time has expired.
Provided the player presses his/her
clock before the expiration of the
fixed extra time, the main thinking
time does not change, irrespective of
the proportion of the fixed extra time
used.
demonstration 6.12.1 A display of the position on the board
board where the pieces are moved by hand.
diagonal 2.4 A straight line of squares of the same
colour, running from one edge of the
board to an adjacent edge.
disability 6.2.6 A condition, such as a physical or
mental handicap, that results in
partial or complete loss of a person's
ability to perform certain chess
activities.
displaced 7.4.1 to put or take pieces from their usual
place. For example, a pawn from a2
to a4.5; a rook partway between d1
and e1; a piece lying on its side; a
piece knocked onto the floor.
draw 5.2 Where the game is concluded with
neither side winning.
draw offer 9.1.2 Where a player may offer a draw to
the opponent. This is indicated on the
scoresheet with the symbol (=).
e-cigarette N/A Device containing a liquid that is
vaporised and inhaled orally to
simulate the act of smoking tobacco.
en passant 3.7.4.1 See that article for an explanation. In
notation e.p.
exchange 3.7.5.3 1. 3.7.5.3 Where a pawn is promoted.
2. Where a player captures a piece of
the same value as his/her own and
this piece is recaptured.
3. Where one player has lost a rook
and the other has lost a bishop or
knight.
explanation 11.9 A player is entitled to have a Law
explained.
fair play 12.2.1 Whether justice has been done has
sometimes to be considered when an
arbiter finds that the Laws are
inadequate.
file 2.4 A vertical column of eight squares on
the chessboard.
Fischer mode N/A See cumulative mode
flag 6.1 The device that displays when a time
period has expired.
flag-fall 6.1 Where the allotted time of a player
has expired.
forfeit 4.8.1 To lose the right to make a claim or
move. Or 2. To lose a game because
of an infringement of the Laws.
handicap N/A See disability
I adjust N/A See j’adoube
illegal 3.10.2 A position or move that is impossible
because of the Laws of Chess.
impairment N/A See disability
increment 6.1 An amount of time (from 2 to 60
seconds) added from the start before
each move for the player. This can
be in either delay or cumulative
mode.
intervene 12.7 To involve oneself in something that
is happening in order to affect the
outcome.
j’adoube 4.2 Giving notice that the player wishes
to adjust a piece, but does not
necessarily intend to move it.
kingside 3.8.1 The vertical half of the board on
which the king stands at the start of
the game.
legal move 3.10.1 See the article for an explanation
made 1.1 A move is said to have been ‘made’
when the piece has been moved to
its new square, the hand has quit the
piece, and the captured piece, if any,
has been removed from the board.
mate N/A Abbreviation of checkmate
minor piece N/A Bishop or knight
mobile phone 11.3.2 Cellphone
monitor 6.12.1 An electronic display of the position
on the board.
move 1.1 1. 40 moves in 90 minutes, refers to
40 moves by each player.
2. Having the move refers to the
player’s right to play next.
3. White’s best move refers to the
single move by White.
Move-counter 6.10.2 A device on a chessclock which may
be used to record the number of
times the clock has been pressed by
each player.
normal means G.III.5 Playing in a positive manner to try to
win; or, having a position such that
there is a realistic chance of winning
the game other than just flag-fall.
organiser 8.3 The person responsible for the
venue, dates, prize money,
invitations, format of the competition
and so on.
over-the-board Introduction The Laws cover only this type of
chess, not internet, nor
correspondence, and so on.
penalties 12.3 The arbiter may apply penalties as
listed in 12.9 in ascending order of
severity.
piece 2.1 One of the 32 figurines on the board.
Or 2. A queen, rook, bishop or knight.
playing area 11.2 The place where the games of a
competition are played.
playing venue 11.2 The only place to which the players
have access during play.
points 10 Normally a player scores 1 point for a
win, ½ point for a draw, 0 for a loss.
An alternative is 3 for a win, 1 for a
draw, 0 for a loss.
press the clock 6.2.1 The act of pushing the button or lever
on a chess clock which stops the
player’s clock and starts that of
his/her opponent.
promotion 3.7.5.3 Where a pawn reaches the eighth
rank and is replaced by a new queen,
rook, bishop or knight of the same
colour.
queen N/A As in queen a pawn, meaning to
promote a pawn to a queen.
queenside 3.8.1 The vertical half of the board on
which the queen stands at the start of
the game.
quickplay finish III The last part of a game where a
player must complete an unlimited
number of moves in a finite time.
rank 2.4 A horizontal row of eight squares on
the chessboard.
rapid chess A A game where each player’s thinking
time is more than 10 minutes, but
less than 60.
repetition 9.2.1 1. A player may claim a draw if the
same position occurs three times.
2. A game is drawn if the same
position occurs five times.
resigns 5.1.2 Where a player gives up, rather than
play on until mated.
rest rooms 11.2 Toilets, also the room set aside in
World Championships where the
players can relax.
result 8.7 Usually the result is 1-0, 0-1 or ½-½.
In exceptional circumstances both
players may lose (Article 11.8), or
one score ½ and the other 0. For
unplayed games the scores are
indicated by +/- (White wins by
forfeit), -/+ (Black wins by forfeit), -/-
(Both players lose by forfeit).
regulations of 6.7.1 At various points in the Laws there
an event are options. The regulations of an
event must state which have been
chosen.
sealed move I.1.1 Where a game is adjourned the
player seals his/her next move in an
envelope.
scoresheet 8.1 A paper sheet with spaces for writing
the moves. This can also be
electronic.
screen 6.12.1 An electronic display of the position
on the board.
spectators 11.4 People other than arbiters or players
viewing the games. This includes
players after their games have been
concluded.
standard chess III.3.2 A game where each player’s thinking
time is at least 60 minutes.
stalemate 5.2.1 Where the player has no legal move
and his/her king is not in check.
square of 3.7.5.1 The square a pawn lands on when it
promotion reached the eighth rank.
supervise 12.2.5 Inspect or control.
time control N/A 1. The regulation about the time the
player is allotted. For example, 40
moves in 90 minutes, all the moves in
30 minutes, plus 30 seconds
cumulatively from move 1.
2. A player is said ‘to have reached
the time control’, if, for example
he/she has completed the 40 moves
in less than 90 minutes.
time period 8.6 A part of the game where the players
must complete a number of moves or
all the moves in a certain time.
touch move 4.3 If a player touches a piece with the
intention of moving it, He/She is
obliged to move it.
vertical 2.4 The 8th rank is often thought as the
highest area on a chessboard. Thus
each file is referred to as ‘vertical’.
white 2.2 1. There are 16 light-coloured pieces
and 32 squares called white.
2. When capitalised, this also refers
to the player of the white pieces.
zero tolerance 6.7.1 Where a player must arrive at the
chessboard before the start of the
session.
50-move rule 9.3 A player may claim a draw if the last
50 moves have been completed by
each player without the movement of
any pawn and without any capture.
75-move rule 9.6.2 The game is drawn if the last 75
moves have been completed by each
player without the movement of any
pawn and without any capture.

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