|
FIDE Laws
of Chess
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 75th FIDE Congress at Calvia
(Mallorca), October 2004, coming into force on 1 July 2005. In
these Laws the words 'he', 'him' and 'his' include 'she' and 'her'.
|
PREFACE The Laws of Chess cannot cover all
possible situations that may arise during a game, nor can they
regulate all administrative questions. Where cases are not precisely
regulated by an Article of the Laws, it should be possible to reach
a correct decision by studying analogous situations, which are
discussed in the Laws. The Laws assume that arbiters have the
necessary competence, sound judgement and absolute objectivity. Too
detailed a rule might deprive the arbiter of his freedom of
judgement and thus prevent him from finding the solution to a
problem dictated by fairness, logic and special factors. FIDE
appeals to all chess players and federations to accept this
view. A member federation is free to introduce more detailed
rules provided they: a. do not conflict in any
way with the official FIDE Laws of Chess b. are
limited to the territory of the federation in question;
c. are not valid for any FIDE match,
championship or qualifying event, or for a FIDE title or rating
tournament. |
|
| Article 1: The nature and
objectives of the game of chess |
|
1.1
|
The game of chess is
played between two opponents who move their pieces alternately on a
square board called a 'chessboard'. The player with the white pieces
commences the game. A player is said to 'have the move', when his
opponent's move has been ’made’. |
1.2
|
The objective of each
player is to place the opponent's king 'under attack' in such a way
that the opponent has no legal move. The player who achieves this
goal is said to have 'checkmated' the opponent's king and to have
won the game. Leaving one’s own king under attack, exposing one’s
own king to attack and also ’capturing’ the opponent’s king are not
allowed. The opponent whose king has been checkmated has lost the
game. |
1.3
|
If the position is such
that neither player can possibly checkmate, the game is drawn.
|
|
| 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 |
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| A white queen, usually indicated by the
symbol |
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| Two white rooks, usually indicated by the
symbol |
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| Two white bishops, usually indicated by the
symbol |
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| Two white knights, usually indicated by the
symbol |
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| Eight white pawns, usually indicated by the
symbol |
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| A black king, usually indicated by the
symbol |
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| A black queen, usually indicated by the
symbol |
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| Two black rooks, usually
indicated by the symbol |
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| Two black bishops, usually indicated by the
symbol |
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| Two black knights, usually
indicated by the symbol |
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| Eight black pawns, usually
indicated by the symbol |
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|
2.3
|
The initial position of
the pieces on the chessboard is as follows:
|
2.4
|
The eight vertical
columns of squares are called 'files'. The eight horizontal rows of
squares are called ranks'. A straight line of squares of the same
colour, touching corner to corner, is called a 'diagonal'. |
|
| 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 a
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
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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 for a new queen, rook, bishop or knight of the
same colour. The player's choice is not restricted to pieces that
have been captured previously. This exchange of a pawn for another
piece is called 'promotion' and the effect of the new piece is
immediate. |
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 on the
same rank, counting as a single move of the king and executed as
follows: the king is transferred from its original square two
squares towards the rook, then that rook is transferred to the
square the king has just crossed.
(1) The right 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 that 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
|
a. If
a player deliberately touches his king and rook he must castle on
that side if it is legal to do so. b. If a
player deliberately touches a rook and then his king he is not
allowed to castle on that side on that move and the situation shall
be governed by Article 4.3(a). c. If a player,
intending to castle, touches the king or king and rook at the same
time, but castling on that side is illegal, the player must make
another legal move with his king which may include castling on the
other side. If the king has no legal move, the player is free to
make any legal move. d. If a player 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 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 then be moved to another square. The move is considered to
have been made when all the relevant requirements of Article 3 have
been fulfilled 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 4.3 or
4.4 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) |
|
| 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. '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
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. |
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 that
was made ends the game. (See Articles 5.1, and 5.2) The time
between making the move on the chessboard and stopping his own clock
and starting his opponent's clock is regarded as part of the time
allotted to the player. 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 is
acceptable to the arbiter, may be provided by the player to perform
this operation. His clock shall be adjusted by the arbiter in an
equitable way. |
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 Articles
5.1 or one of the Articles 5.2 (a), (b) and (c) apply, if a player
does not complete the prescribed number of moves in the allotted
time, the game is lost by the player. However, the game is drawn, if
the position is such that the opponent cannot checkmate the player’s
king by any possible series of legal moves, even with the
most unskilled counterplay. |
6.11
|
Every indication given
by the clocks is considered to be conclusive in the absence of any
evident defect. A chess clock with an evident defect shall be
replaced. The arbiter shall replace the clock and use his best
judgement when determining the times to be shown on the replacement
chess clock. |
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 instance 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 on
his own time. If necessary, either the player or his opponent shall
stop the clocks and ask for the arbiter's assistance. The arbiter
may penalise the player who displaced the pieces. |
7.4
|
a. If
during a game it is found that an illegal move, including failing to
meet the requirements of the promotion of a pawn or capturing the
opponent’s king, has been completed, the position immediately before
the irregularity shall be reinstated. If the position immediately
before the irregularity cannot be determined, the game shall
continue from the last identifiable position prior to the
irregularity. The clocks shall be adjusted according to Article
6.14. Article 4.3 applies to the move replacing the illegal
move. The game shall then continue from this reinstated
position. 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. |
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 re-instated 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 or 9.3. A player may reply to his
opponent's move before recording it, if he so wishes. He must record
his previous move before making another. Both players must record
the offer of a draw on the scoresheet. (Appendix E.12) If a
player is unable to keep score, an assistant, who is acceptable to
the arbiter, may be provided by the player to write the moves. His
clock shall be adjusted by the arbiter in an equitable way. |
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 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. 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 12.5 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.
b. The offer of a draw shall be noted by each
player on his scoresheet with a symbol (See Appendix E13).
c. 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 in this manner be
captured or if the right to castle has been changed temporarily or
permanently. |
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 shall
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 makes a
move without having claimed the draw he loses the right to claim, as
in Article 9.2 or 9.3, on that move. |
9.5
|
If a player claims a
draw as in Article 9.2 or 9.3, he shall immediately stop both
clocks. He is not allowed to withdraw his claim.
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 remaining time. Additionally, if the claimant has more
than two minutes on his clock the arbiter shall deduct half of the
claimant's remaining time up to a maximum of three minutes. If the
claimant has more than one minute, but less than two minutes, his
remaining time shall be one minute. If the claimant has less than
one minute, the arbiter shall make no adjustment to the claimant's
clock. Then the game shall continue and the intended move must be
made. |
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 stop the clocks and summon
the arbiter. 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 in the presence of an arbiter, if possible. The
arbiter shall declare the final result later in the game or after a
flag has fallen. He shall declare the game drawn if he agrees that
the final position cannot be won by normal means, or that the
opponent was not making sufficient attempts to win by normal means.
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, c. |
|
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
|
a.
During play the players are forbidden to make use of any notes,
sources of information, advice, or analyse on another
chessboard. b. It is strictly forbidden to bring
mobile phones or other electronic means of communication, not
authorised by the arbiter, into the playing venue. If a player’s
mobile phone rings in the playing venue during play, that player
shall lose the game. The score of the opponent shall be determined
by the arbiter. |
12.3
|
The scoresheet shall be
used only for recording the moves, the times of the clocks, the
offers of a draw, matters relating to a claim and other relevant
data. |
12.4
|
Players who have
finished their games shall be considered to be spectators. |
12.5
|
Players are not allowed
to leave the 'playing venue' without permission from the arbiter.
The playing venue is defined as the playing area, rest rooms,
refreshment area, area set aside for smoking and other places as
designated by the arbiter. The player having the move is not
allowed to leave the playing area without permission of the arbiter.
|
12.6
|
It is forbidden to
distract or annoy the opponent in any manner whatsoever. This
includes unreasonable claims or unreasonable offers of a draw.
|
12.7
|
Infraction of any part
of the Articles 12.1 to 12.6 shall lead to penalties in accordance
with Article 13.4. |
12.8
|
Persistent refusal by a
player to comply with the Laws of Chess shall be penalised by loss
of the game. The arbiter shall decide the score of the opponent.
|
12.9
|
If both players are
found guilty according to Article 12.8, the game shall be declared
lost by both players. |
|
| Article 13: The role of the arbiter
(see Preface) |
|
13.1
|
The arbiter shall see
that the Laws of Chess are strictly observed. |
13.2
|
The arbiter shall act
in the best interest of the competition. He should ensure that a
good playing environment is maintained and that the players are not
disturbed. He shall supervise the progress of the competition.
|
13.3
|
The arbiter shall
observe the games, especially when the players are short of time,
enforce decisions he has made and impose penalties on players where
appropriate. |
13.4
|
The arbiter can apply
one or more of the following penalties: 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 a
game by the offending party, f. increasing the
points scored in a 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. b. It is
forbidden for anybody to use a mobile phone in the playing venue and
any area designated by the arbiter. |
|
14.1
|
Member federations may
ask FIDE to give an official decision about problems relating to the
Laws of Chess. |
|
A1
|
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. |
A2
|
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.
|
A3
|
The arbiter shall check
the accuracy of the information on the envelope and is responsible
for the safe-keeping of it. |
A4
|
If a player proposes a
draw after his opponent has sealed his move, the offer is valid
until the opponent has accepted it or rejected it as in Article 9.1.
|
A5
|
Before the game is to
be resumed, the position immediately before the sealed move shall be
set up on the chessboard, and the times used by each player when the
game was adjourned shall be indicated on the clocks. |
A6
|
If prior to the
resumption the game is agreed drawn, or if one of the players
notifies the arbiter that he resigns, the game is concluded. |
A7
|
The envelope shall be
opened only when the player who must reply to the sealed move is
present. |
A8
|
Except in the cases
mentioned in Article 6.10 and 9.6, the game is lost by a player
whose recording of his sealed move a. is
ambiguous, or b. is recorded such that its true
significance is impossible to establish, or c.
is illegal. |
A9
|
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 safe-keeping and opened on the absent player's arrival.
|
A10
|
The player shall lose
the game if he arrives at the chessboard more than one hour late for
the resumption of an adjourned game (unless the rules of the
competition or the arbiter decides otherwise). However, if the
player who made the sealed move is the late player, the game is
decided otherwise, if: 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. |
A11
|
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. |
A12
|
If, upon resumption of
the game, either player points out before making his first move that
the time used has been incorrectly indicated on either clock, the
error must be corrected. If the error is not then established the
game continues without correction unless the arbiter feels that the
consequences will be too severe. |
A13
|
The duration of each
resumption session shall be controlled by the arbiter's timepiece.
The starting time and finishing time shall be announced in advance.
|
|
B1
|
A ‘Rapidplay’ game is
one where either all the moves must be made in a fixed time from 15
to 60 minutes; or the time allotted + 60 times any increment is from
15 to 60 minutes. |
B2
|
Play shall be governed
by the FIDE Laws of Chess, except where they are overridden by the
following Laws of Rapidplay. |
B3
|
Players do not need to
record the moves. |
B4
|
Once each player has
completed three moves, no claim can be made regarding incorrect
piece placement, orientation of the chessboard or clock
setting. In case of reverse king and queen placement castling
with this king is not allowed. |
B5
|
The arbiter shall make
a ruling according to Article 4 (The act of moving pieces), only if
requested to do so by one or both players. |
B6
|
An illegal move is
completed once the opponent's clock has been started. The opponent
is then entitled to claim that the player completed an illegal move
before the claimant has made his move. Only after such a claim,
shall the arbiter make a ruling. However, if both Kings are in check
or the promotion of a pawn is not completed, the arbiter shall
intervene, if possible. |
B7
|
The flag is considered
to have fallen when a player has made a valid claim to that effect.
The arbiter shall refrain from signalling a flag fall. |
B8
|
To claim a win on time,
the claimant must stop both clocks and notify the arbiter. For the
claim to be successful the claimant's flag must remain up and his
opponent's flag down after the clocks have been stopped. |
B9
|
If both flags have
fallen, the game is drawn. |
|
C1
|
A ‘blitz’ game is one
where all the moves must be made in a fixed time of less than 15
minutes for each player; or the allotted time + 60 times any
increment is less than 15 minutes. |
C2
|
Play shall be governed
by the Rapidplay Laws as in Appendix B except where they are
overridden by the following Laws of Blitz. The Articles 10.2 and
B6 do not apply. |
C3
|
An illegal move is
completed once the opponent's clock has been started. The opponent
is entitled to claim a win before he has made his own move. However,
if the opponent cannot checkmate the player’s king by any possible
series of legal moves with the most unskilled counterplay, then the
claimant is entitled to claim a draw before he has made his own
move. Once the opponent has made his own move, an illegal move
cannot be corrected. |
|
| D. Quickplay finishes where no
arbiter is present in the venue |
|
D1
|
Where games are played
as in Article 10, a player may claim a draw when he has less than
two minutes left on his clock and before his flag falls. This
concludes the game. He may claim on the basis
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 verify 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 the final one. |
|
E. Algebraic notation FIDE recognizes for its own tournaments and
matches only one system of notation, the Algebraic System, and
recommends the use of this uniform chess notation also for chess
literature and periodicals. Scoresheets using a notation system
other than algebraic may not be used as evidence in cases where
normally the scoresheet of a player is used for that purpose. An
arbiter who observes that a player is using a notation system other
than the algebraic should warn the player about of this
requirement. |
|
E1
|
In this description,
"piece" means a piece other than a pawn. |
E2
|
Each piece is indicated
by the first letter, a capital letter, of its name. Example: K =
king, Q = queen, R = rook, B = bishop, N = knight. (In the case of
the knight, for the sake of convenience, N is used.) |
E3
|
For the first letter of
the name of a piece, each player is free to use the first letter of
the name which is commonly used in his country. Examples: F = fou
(French for bishop), L = loper (Dutch for bishop). In printed
periodicals, the use of figurines for the pieces is recommended.
|
E4
|
Pawns are not indicated
by their first letter, but are recognised by the absence of such a
letter. Examples: e5, d4, a5. |
E5
|
The eight files (from
left to right for White and from right to left for Black) are
indicated by the small letters, a, b, c, d, e, f, g and h,
respectively. |
E6
|
The eight ranks (from
bottom to top for White and from top to bottom for Black) are
numbered 1, 2, 3, 4, 5, 6, 7 and 8, respectively. Consequently, in
the initial position the white pieces and pawns are placed on the
first and second ranks; the black pieces and pawns on the eighth and
seventh ranks. |
E7
|
As a consequence of the
previous rules, each of the sixty-four squares is invariably
indicated by a unique combination of a letter and a number.
|
E8
|
Each move of a piece is
indicated by (a) the first letter of the name of the piece in
question and (b) the square of arrival. There is no hyphen between
(a) and (b). Examples: Be5, Nf3, Rd1. In the case of pawns, only
the square of arrival is indicated. Examples: e5, d4, a5. |
E9
|
When a piece makes a
capture, an x is inserted between (a) the first letter of the name
of the piece in question and (b) the square of arrival. Examples:
Bxe5, Nxf3, Rxd1. When a pawn makes a capture, the file of
departure must be indicated, then an x, then the square of arrival.
Examples: dxe5, gxf3, axb5. In the case of an "en passant" capture,
the square of arrival is given as the square on which the capturing
pawn finally rests and "e.p." is appended to the notation. Example:
exd6 e.p. |
E10
|
If two identical pieces
can move to the same square, the piece that is moved is indicated as
follows: 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.
3.If the pieces are on different ranks and
files, method (1) is preferred. In the case of capture, an x must
be inserted between (b) and (c). Examples: There are two
knights, on the squares g1 and e1, and one of them moves to the
square f3: either Ngf3 or Nef3, as the case may be. There are
two knights, on the squares g5 and g1, and one of them moves to the
square f3: either N5f3 or N1f3, as the case may be. There are
two knights, on the squares h2 and d4, and one of them moves to the
square f3: either Nhf3 or Ndf3, as the case may be. If a capture
takes place on the square f3, the previous examples are changed by
the insertion of an x: (1) either Ngxf3 or Nexf3, (2) either N5xf3
or N1xf3, (3) either Nhxf3 or Ndxf3, as the case may be. |
E11
|
If two pawns can
capture the same piece or pawn of the opponent, the pawn that is
moved is indicated by (a) the letter of the file of departure, (b)
an x, (c) the square of arrival. Example: If there are white pawns
on squares c4 and e4 and a black pawn or piece on the square d5, the
notation for White's move is either cxd5 or exd5, as the case may
be. |
E12
|
In the case of the
promotion of a pawn, the actual pawn move is indicated, followed
immediately by the first letter of the new piece. Examples: d8Q,
f8N, b1B, g1R. |
E13
|
The offer of a draw
shall be marked as (=).
Essential
abbreviations: 0-0 castling with rook h1 or rook
h8 (kingside castling) 0-0-0 castling with rook
a1 or rook a8 (queenside castling) x
captures + check ++ or
# checkmate e.p. captures “en
passant”
Sample game: 1. e4 e5 2. Nf3 Nf6 3. d4 exd4 4. e5
Ne4 5. Qxd4 d5 6. exd6 e.p. Nxd6 7. Bg5 Nc6 8. Qe3+ Be7 9. Nbd2 0-0
10. 0-0-0 Re8 11. Kb1(=) |
|
| F. Rules for play with Blind and
Visually Handicapped Players |
|
F1
|
Tournament directors
shall have the power to adapt the following rules according to local
circumstances. In competitive chess between sighted and visually
handicapped players (legally blind) either player may demand the use
of two chessboards, the sighted players using a normal chessboard,
the visually handicapped player using one specially constructed. The
specially constructed chessboard must meet the following
requirements: a. at least 20 by 20
centimetres; 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
Staunton design, the black pieces being specially marked.
|
F2
|
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 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 case the game is adjourned. If the visually
handicapped player does not make use of an assistant, the sighted
player may make use of one who shall carry out the duties mentioned
under point 9a and b. |
| |