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Course Material - State Arbiter 2024

This document provides study material for a refresher course for state chess arbiters in Tamil Nadu, India in 2024. It includes summaries of the laws of chess, rating regulations, tiebreaks, Swiss pairing rules, general rules, and Berger tables for round robin pairing. The document emphasizes that the laws cannot cover every situation and arbiters must make fair decisions based on logic and considering analogous situations. Experience and objectivity are important for arbiters.
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0% found this document useful (0 votes)
1K views52 pages

Course Material - State Arbiter 2024

This document provides study material for a refresher course for state chess arbiters in Tamil Nadu, India in 2024. It includes summaries of the laws of chess, rating regulations, tiebreaks, Swiss pairing rules, general rules, and Berger tables for round robin pairing. The document emphasizes that the laws cannot cover every situation and arbiters must make fair decisions based on logic and considering analogous situations. Experience and objectivity are important for arbiters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Tamil Nadu State Chess Association

Refresher Course for State Arbiters 2024

Organised by
Tamil Nadu State Chess Association

Study Material

March 2024
2

Contents
Topic Page

1. Laws of Chess 3

2. Rating Regulations for an Unrated Player 39

3. Tiebreaks 40

4. Important Salient Features of Swiss Pairing Rules 46

5. General Rules 49

6. Berger Tables for Round Robin Pairing 50


3

FIDE LAWS OF CHESS


Approved by the FIDE General Assembly on 07/08/2022
Applied from 01/01/2023
0.1 Introduction
FIDE Laws of Chess cover over-the-board play.
The Laws of Chess have two parts: 1. Basic Rules of Play and 2. Competitive
Rules of Play.
The English text is the authentic version of the Laws of Chess (which were adopted
at the 93rd FIDE Congress at Chennai, India) coming into force on 1 January 2023.
0.2 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 regulated 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/her
freedom of judgement and thus prevent him/her from finding a solution to a
problem dictated by fairness, logic and special factors. FIDE appeals to all chess
players and federations to accept this view.
A necessary condition for a game to be rated by FIDE is that it shall be played
according to the FIDE Laws of Chess.
It is recommended that competitive games not rated by FIDE be played according
to the FIDE Laws of Chess.
Member federations may ask FIDE to give a ruling on matters relating to the Laws
of Chess.
This Preface to the Laws of Chess is very important.The Laws cannot cover everypossible situation
which may arise during a game.Where the Laws are specific on
asituationanarbitershouldensurethattheyarefollowed.However,thereareoccasions when an arbiter must
make a decision on a situation which is not covered,or not covered completely, by the Laws.When
making such decisions the arbitershould consider similar situations which are covered.In all cases the
decision shouldbe based on common sense, logic, fairness and any special
circumstances.Decisionscanbemadeinconsultationwithotherarbiters.
As it is always necessary for an arbiter to make decisions and to solve problemsduring a game,
experience is important.More important, however, is an excellentknowledge
ofthecurrentLawsandtotalobjectivityatalltimes.
4

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.

Ifneitherplayercan win thenthegameisautomaticallydecidedasa


draw.Thearbitershouldtherefore stepintodeclare this when:
(a) neitherplayer hasmatingpotential, or
(b) thepositionissuchthatneitherplayercan
getcheckmate(knownasa‘deadposition’).
Thesimplestexample of(a)isKvK.
Thefollowing,wherewhitehasjustplayedh5,isanexampleofadeadposition.

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 (see Article 5.2.2).

Article 2: The Initial Position of the Pieces on the Chessboard


5

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:
A white king usually indicated by the symbol K
A white queen usually indicated by the symbol Q
Two white rooks usually indicated by the symbol R
Two white bishops usually indicated by the symbol B
Two white knights usually indicated by the symbol N
Eight white pawns usually indicated by the symbol
A black king usually indicated by the symbol K
A black queen usually indicated by the symbol Q
Two black rooks usually indicated by the symbol R
Two black bishops usually indicated by the symbol B
Two black knights usually indicated by the symbol N
Eight black pawns usually indicated by the symbol

Staunton Pieces

p Q K B N R
2.3 The initial position of the pieces on the chessboard is as follows:
6

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’.

Chessboardscanbemadeofdifferentmaterials.Thesquaresshouldbeincontrasting dark
(black or brown) and light (white or cream) squares.It is useful thatit is not shiny to
avoid reflections and disturbance of players. The dimension of thechessboard must fit
with the dimension of the pieces. (For more information see
FIDEHandbookC.02StandardofChessequipmentandTournamentVenueforFIDETourna
ments).
It is very important to check the orientation of the chessboard and the correct
positionof all the pieces before starting the game. By doing this, an arbiter can avoid
a lot ofpossible claims about the position of Kings and Queens or Knights and
Bishops beingreversed.
Sometimes, there is a disagreement between the players about the direction that
theknights face. Each player has his own habits regarding this. The opponent
shouldrespect this and each player may place his own knights as he likes before the
start ofthe game. A player can adjust pieces during a game only when it is his move,
and onlyafter he has informed his opponent that he is going to adjust them (See
Article 4:“J’adoube”–“Iadjust”).

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.

Beingpinnedagainstitsownkingdoesnotstopapiecefromattackingthesquaresitcould
otherwise move to. Evenapinnedpiececan‘check’the opponent’sking.

3.2 The bishop may move to any square along a diagonal on which it stands.
7

Initially, each player has two bishops, one of which moves on light squares, the
otherone on dark squares. If a player has two (or more) bishops on squares of the
samecolour, it must be that the second bishop is the result of a promotion (See
article3.7.5.1),or anillegalmovewas played.

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.
8

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.
9

3.7.3.5 This exchange of a pawn for another piece is called promotion, and the
effect of the new piece is immediate.
In case of a promotionwhen the player cannot find the required piece, he has theright
to stop the game immediately and ask the Arbiter to bring him the piece hewants. The
arbiter should provide the requested piece and restart the clock. Theplayer then
continues to consider his move. Heis not obliged to promote to therequested piece.

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 castling After white kingside castling


Before black queenside After black queenside
castling castling
10

Before white queenside After white queenside


castling castling
Before black kingside castling After black kingside 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.
In case of a promotionwhen the player cannot find the required piece, he has theright
to stop the game immediately and ask the Arbiter to bring him the piece hewants. The
arbiter should provide the requested piece and restart the clock. Theplayer then
continues to consider his move. Heis not obliged to promote to therequested piece.
11

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”).

Article 4.2.1 may only be used to correct displaced pieces. If the opponent is
notpresent then an arbiter, if present, should be informed before any adjustment
takesplace. The player should always announce his intention to adjust a piece.If he
doesnotdothisthenthe normaltouchmoverulesapply(see4.3).

4.2.2 Any other physical contact with a piece, except for


clearly accidental contact, shall be considered to be intent.

Accordingto thisrule,ifaplayerhasnot said“Iadjust”orsomething


similarbeforetouching a piece and touching the piece is not accidental, the touched
piece must bemoved. For example, if White played 1 Be2xg5 by lifting the bishop and
thenremoving the Knight,the Bishop on e2 must be moved as it was touched intending
tomove.
12

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.

In thiscase theplayermustmove hisrook,ifpossible.Ifnorookmove


ispossible,heshouldmovehis king.(Article4.3.1)

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.

Please note that castling is a king move. If a player tries to castle and it is found to
beillegal,thentheplayermustmakeakingmovethatislegal.Ifthereisnolegalmoveof the
king the player is free to make any move – he is not obliged to move the
rook(butsee4.4.2).

4.4.4 promotes a pawn, the choice of the piece is finalised when the piece has
touched the square of promotion.

When a player places an inverted (upside – down) Rook on the promotion square
andcontinues the game, the piece is considered as a Rook, even if he names it as
a“Queen” or any other piece. If he moves the upside-down rook diagonally, it
becomesan illegal move. On his own move the opponent may turn the rook the right
way up.However,toavoidconflict,itisadvisable that anarbiterisrequested todothis.
13

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.

When a player places an inverted (upside – down) Rook on the promotion square
andcontinues the game, the piece is considered as a Rook, even if he names it as
a“Queen” or any other piece. If he moves the upside-down rook diagonally, it
becomesan illegal move. On his own move the opponent may turn the rook the right
way up.However,toavoidconflict,itisadvisable that anarbiterisrequested todothis.
14

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.

Aplayermayresign in anumberof differentways:


- stopping theclock
- announcinghisresignation
- knocking overhisking
- reachingouthishandtotheopponent
- signingthescoresheets,andsoon.

All of these possibilities are capable of being misinterpreted. Therefore, the


situationhastobeclarified.
At the end of a game the arbiter should ensure that both scoresheets show the
sameresult.
A player who does not wish to continue a game and leaves without resigning –
ornotifying the arbiter – is being discourteous. He may be penalized, at the discretion
ofthe ChiefArbiter,for poor sportsmanship.

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.

This rule is applicable, only if Article 9.1.1 (not to agree to a draw before a
specifiednumberofmoves by eachplayer)isnotineffect.
The best way to conclude a game is towrite down the result on the score sheet (ifthere
is any, see Article 8) and for both players to sign it. This then forms a
legaldocument,buteventhen,things cangowrong.
15

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.

Somedigitalclocksshow“–“insteadofaflag.

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.
Normally,when the player forgets to press his clock after making his move,
theopponenthas thefollowingpossibilities:
(a) To wait for the player to press his clock. In this case there is a possibility
tohave aflagfallandthe player tolose ontime.Somemaythinkthatthisis
quiteunfair,buttheArbitercannotinterveneandinformthe player.
(b) To remind the player to press his clock. In this case the game will
continuenormally.
(c) Tomakehisnextmove.Inthiscasetheplayercanalsomakehisnextmoveand press his
clock.If the game is playedwith move counter active,thenone
movehasbeenmissedbybothplayers.

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.
16

Thefollowingsituation mayhappen:
A player makes a move, forgets to press the clock and leaves the table (for example
togo to the toilet). After he returns he sees that his clock is running and believing
thathisopponenthascompletedhismovehemakesanothermoveandpressestheclock.In this
situation the Arbiter must be summoned immediately to clarify the situation(did the
opponent make a move or not?) and make the necessary corrections on
theclockandtheboard.

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.

Sometimesthefollowinghappens:
Aplayerdisplacessomepieces.Theopponentkeepshisfingerontheclockbuttontoprevent
the playerpressing hisclock.Thisisforbiddenaccording tothisArticle.

Ifaplayermakesamovewithonehandandpressestheclockwiththeother,itisnotconsideredas
anillegalmove,butitispenalizedaccordingtoarticle 12.9.

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.

Whereaplayerpressestheclockwithoutmakingamove,asmentionedinarticle
6.2.4,itisconsidered asan illegal moveanditispenalized according to article7.5.3.

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.

Itisclearthattheplayerhimselfhastoprovideanassistant.Hehastointroducethisassistant tothe arbiter,in


advance andnotjustbefore thestartofthe round.
Itisusualthat10minutesaredeductedfromthetimeoftheplayerwhoneedsanassistant.Nodeductionshouldbe
madeinthe case ofadisabled player.
17

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.

A game may have more than one period. The requirements of the subsequent
totalnumber of moves and the additional amount of time with each move for each
periodmustbespecifiedinadvance.Theseparametersshouldnotchangeduringatournamen
t.Aplay-offmayhavedifferenttime controls.

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.

In the Laws of Chess Increment and Delay are treated in the same way.For
example,when calculating the length ofthe playing session both are multiplied by 60
to findthe totaltime.
INCREMENT – a specified amount of time added to the players main (thinking)
timewith each move played.The first increment is added at the start of the
game.Oftencalled Fischer Bonus and shown on some clocks as FISCH.If a player
moves quicklytheirtime canincrease.
There are two types of delay, Bronstein and Simple (or US).With delay a player
cannever increase their time beyond the amount they had at the start of a move.If
theclock is pressed before all of the bonus time has been used, the remaining bonus
timeislost.Bothdelay methods havethesameoveralleffect.
US DELAY:The clock shows the main time in the main display.Another display
willshow the countdown of the bonus time.Only when the bonus time has been
exhaustedwillthemaintimestarttodecrease.
BRONSTEIN DELAY: With this mode the bonus is added to the main time and
theclockstarts countdownimmediately.

6.4 Immediately after a flag falls, the requirements of Article 6.3.1 must be checked.
18

This means that the arbiter and/or the players have to check if the minimum
numbersofmoves havebeencompleted.
Consider a game of 90 minutes for 30 moves and 30 minutes for the rest of the
game.It is normalto investigatewhether 30 moves have beencompletedby
bothplayersonlyafteraflaghasfallen.
If a move (push) counter is used in a digital clock, then it is possible to
establishwhether 30 moves have been made before a flag fall, as a “-“ indication
appears onthe clockiftheplayerdoesnotcomplete the 30movesbefore theallottedtime.

Where electronic clocks are used and both clocks show 0.00, the Arbiter can
usuallyestablish which flag fell first, with the help of the “-“ or any other flag
indication.Where mechanical clocks are used then article III.3.1 of the Guidelines
about gameswithoutincrementincludingQuickplayFinishes isapplied.

6.5 Before the start of the game the arbiter shall decide where the chessclock is placed.

In individual tournaments the chess-clock is normally placed on theright


oftheplayerwhohastheblackpieces.Thechessboardsshallbeplacedsothatthearbiterisable
tocheck as many clocks aspossibleatthesametime.
Where either player, through disability, would have difficulty with the position of
theclock and would prefer the clock on his other side this should be accommodated
byrotatingtheboardratherthanmovingtheclock.
In team competitions the members of the same team usually sit in a row. Then
thepiecesaresetalternateblackandwhite and theclocksall point thesameway.
Be careful! It happens quite often in team competitions that a player presses the
clockofhisneighbour.

6.6 At the time determined for the start of the game White’s clock is started.
19

In matches and smaller tournaments, where there are enough arbiters to do so,
theclocksmay bestartedbythe arbiters.
In general, in tournaments with many players the arbiter announces the start of
theround and states that White’s clock is started. The arbiter then goes round the
roomcheckingthatWhite’sclock hasbeenstartedonallboards.
Where the push counter is used to add time after the first time control (often
30moves),itisdesirableforarbiterstostartallWhite’sclocks.
In large tournaments where the push counter is used, the Chief Arbiter should
decidewhether the length of time needed to start all of the clocks justifies this being
done bythe arbiters rather than by the player. If the players start the clock, when the
arbitersgo around checking that the clocks have been started, they must also make
sure thatthe clock correctly indicateswhich player iswhite.

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.

The start of the session is the moment, when the arbiter announces it. If the
defaulttime is 0, the arbiter shall declare the game lost for the players who are not
present attheir boards. It is preferable to display a large digital countdown in the
playing hall.For FIDE events with fewer than 30 players an announcement must be
made fiveminutes before the round is due to start and again one minute before the
start of thegame.
Alternatively, a clock should be on the wall inside the playing hall and provide
theofficialtime ofthetournament.

Ifthedefaulttimeisnot0,itisadvisablethatthearbiterpubliclyannouncesthetimeofthe
startoftheroundandthathewritesdownthe startingtime.
Ifthedefaulttimeisforexample30minutesandtheroundwasscheduledtostartat15.00,butact
uallystarted at15.15,thenplayersdonotlose by defaultuntil15.45.

6.8 A flag is considered to have fallen when the arbiter observes the fact or when
20

It is desirable to check the clocks during the round, for instance every 30 minutes,
andto record the times and the number of moves made, by using a time-control sheet
(seeattheendoftheManual).
Aflagisconsideredtohavefallenwhenitisnoticedorclaimed,notwhenitphysically
Thiscan beparticularlyvaluablewhen anincrement isused.
happened.If a result is reached between a flag fall and the fall beingnoticed,the result
is not changed. The arbiter should announce flag fall as soon ashenotices it.

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

Alsointhecaseofarticles9.6.1and9.6.2,evenifaplayerdoesnotcompletetheprescribed
numberofmovesintheallottedtime,the gameis drawn.
opponent cannot checkmate the player’s king by any possible series of legal
moves.

This means that a simple flag fall might not lead the Arbiter to declare the game lostfor the player
whose flag has fallen. The Arbiter has to check the final position on thechessboard and only if the
opponent can checkmate the player’s king by any possibleseries of legal moves, can he declare the
game won by the opponent. Where there areforced moves that lead to a checkmate or to a stalemate
by the player, then the resultofthegame is declaredasadraw.
Thetable below shows a few situations with the corresponding results:

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.

Ifachess-clockmustbereplaced,itmustbedoneassoonaspossibleanditis
essentialtomarkitasdefectiveandtoseparateitfromtheclocksthatworkcorrectly.
21

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.

Itisessentialtowritedownthetimesshownonthetwoclocksandthenumberofmovesmade
beforemakinganyadjustment.

6.11.1 If the game needs to be interrupted, the arbiter shall pause the chessclock.

Forexample,ifafirealarmgoesoff.
Beforeaskingtheplayerstoevacuatethebuildi
ngthearbitershould,ifpossible,askthoseat theirboardsto pausetheclocks.

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.

Valid reasonsforstoppingthe clockinclude:


Anirregularity,suchasanillegalmoveorposition,beingdiscoveredaplay
erbeingdisturbedbyhisopponentorbyspectators;
Illness
Atoiletbreakisnotusuallyavalidreasonbutcouldbeinthecaseofadisabledorunwellplayer.

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.
22

An arbiter or player must realise that the information displayed may be incorrect.
Ifthe number of moves already played has been established by the arbiter before
hebegins to count the clock counter may be used to confirm that 50/75 moves have
beenplayed.

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.

The error must be discovered before the end of the game otherwise the result
willstand.If an electronic board shows this error or stops recording the moves,
theoperator should inform the arbiter. It is the arbiter’s duty to check if such a
situationhasbeencausedbyanirregularityinplay.
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.

After Black has made move 10 the game shall continue, otherwise, a new game
shallbe played with the correct colours. It doesn’t matter what the current position on
thechessboardis andhowmany piecesor pawnshavebeencaptured.

If a game with reversed colours has ended by normal means (for example
checkmate,resignation or draw by agreement), in less than ten (10) moves by both
players, thenthe resultstands.

7.4 Dispaced pieces:


23

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.

Player A’s clock is running when Player B accidentally displaces a piece.Player


Ashould not restart Player B’s clock but shouldpause the clock and summon
thearbiter. The arbiter may then either add time to A’s clock or subtract time from
B’sclock. If A restarts B’s clock this creates several problems with increments
beingwrongly addedandthepushcounteraffected.

Most problems happen in Rapid Chess or Blitz. The penalty should be according
toArticle12.9.Aplayershouldnotbeforfeitedimmediatelyforaccidentallydisplacinga
piece. If he did it deliberately, perhaps in order to gain time, or does
itseveraltimes,thatis different.

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
It is very important that the irregularity must be discovered during the game. After
theplayers have signed the scoresheets or it is clear in another way that the game is
over,correctionsarenotpossible.The resultstands.
When theirregularity is discoveredduring thegame the gamerestarts from therestored
position. The ‘touch move’ rule applies so the piece to be played should be,
ifpossible,theonefirsttouched,eitherthepieceillegallymovedorthepiececaptured.

If the irregularity was caused by a check being missed the touched piece should
beusedtoblockthe checkorcapture the checkingpiece,ifpossible.
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

Ifanarbiterobservesanillegalmovehemustalwaysinterveneimmediately.Heshouldnotwai
tfor aclaimtobe submittedbyaplayer.
24
Ifaplayerrestartstheopponent’sclockinsteadofpausingitanarbitermayregardthisas
anaccidentandpunishitless severely.
Forexample:PlayerBmakesanillegalmove.PlayerA,insteadofpausingtheclock,restartsth
e opponent’sclock.IsthisaninfringementofArticle7.5.3?
In thiscase PlayerAhadnot deliberately startedPlayerB’sclock.
Whereanopponent’sclockmayhavebeenstartedinerrorthearbitermustdecideifthisactionco
nstitutes anillegalmoveoradistraction.
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.

Itisnotapplicableifthegamewasendedbeforetheclockwaspressed.

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.

The player is forfeited if he completes two (2) of ANY of the above illegal
moves.However when there are two (2) illegal moves in one move (for example
illegalcastlingmadebytwohands,illegalpromotionmadebytwohandsandillegalcapturing
made by two hands), they count as one (1) illegal move and the player
shallnotbeforfeited,unless itisthesecondsuchtransgression.
Capturing oftheopponent’sKingisillegaland ispenalized accordingly.

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.

Itisadvisablethattheinvestigationtodeterminefromwhichpositionthegameshallbecontinu
edtakesplacebythetwo playersand underthesupervision ofthe arbiter.

Article 8: The recording of the moves


25

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
Amovecannotbedeclaredillegaluntiltheplayerhascompletedhismovebypressinghisclock.
So,theplayercancorrecthismovewithoutbeingpenalized,evenif he had already released
the piece on the board, provided he hasn’t pressed theclock.Of course,he
mustcomplywiththerelevantpartsofarticle 4.
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
Noticethatitisnormallyforbiddentorecordthemovebeforeplayingit.Onlyinthecaseofadraw
claim (Article9.2.and9.3)andadjourning isit allowedto doso.
Evenifanopponenthasonlyonelegalmove,thismustnotberecordedbytheplayerinadvance.

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.

The scoresheet does not have to be visible to the opponent (except when the
opponentneeds it tobring his own scoresheet up to date e.g. to satisfy 8.5.2) but the
arbitermust be able to see it and, most importantly, how many moves have been
recorded.
Itisacceptableforaplayertohaveapenonhisscoresheetbutitshouldnotobscurethe
lastmovefromthearbiter.
26

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.

Aplayerisnotallowedtokeeptheoriginalscoresheet,unlessthetournamentregulationsspec
ifyotherwise.ItbelongstotheOrganisers.Theplayerhastodeliverit
tothearbiterwhenthegameisfinishedandshould keepacopy (ifany).

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.

It happens quite often that in this time trouble phase the player asks the arbiter
howmany moves are leftuntil thetime control. The arbiter mustnotanswer this as
itwould be giving advice.Even if the required number of moves have been made
thearbiter should not intervene until after a flag fall. At this point the arbiter should
stopthe chess-clock and request both players to update their scoresheets.When they
arecompleted the arbiter will restart the clock of the player on the move.If a
playerdelays updating his scoresheet, sometimes contemplating his next move, he
should bewarned.

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.

Notice that, in this situation, after a flag fall, the arbiter does not stop the clocks.Ifthe
opponent refuses to make his scoresheet available the arbiter can insist that hedoesso.

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
27

this information is available, before reconstruction takes place.

Thereconstructionshouldtakeplaceafterbothclockshavebeenstoppedandshouldbe done
awayfrom theothergames,soasnottodisturbthem.

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.

It is very important for the Arbiter to record the correct result of the games. At
themoment the Arbiter sees that a game has been finished,he should go to that
boardandcheckiftheplayershaverecordedtheresultofthegameandsignedbothscoresheets
. The arbiter should immediately check that both score sheets show thesameresult.

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.

Ifa competition applies this rule, then the required number ofmovesor the
noagreement at all condition, should be communicated to the players in the invitation
tothe tournament. It is advisable for the Arbiter to repeat the rule before the start of
thetournament.Itisclearthattheruleappliesonlyfordrawagreements.Articles9.2,
9.3 and 9.6 still apply during the whole game and give the possibility to the players
todraw in less than the specified number of moves, which must be accepted by
theArbiter. For example, if two players make a draw by three-fold occurrence after
20moves, in a tournament where there is a draw restriction rule before 30 moves
havebeen completed by both players, then the Arbiter must allow the draw. If
neitherplayer claims a draw by three-fold occurrence, and an Arbiter is aware that
the sameposition (per 9.2.2) has occurred at least 5 times, then he must intervene, see
Article9.6.1.

9.1.2 However, if the regulations of an event allow a draw agreement the


following shall apply:
28

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

This is a valuable rule for the arbiter and its use should be encouraged. If a
playerclaims that he is being distracted by repeated draw offers then his scoresheet
shouldbe examinedforevidence ofthisintheform ofseveral(=)beingdisplayed.
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.

Thecorrectsequence ofadrawofferisclear:
1. makeamove
2. offerofadraw
3. presstheclock.
Ifaplayerdeviatesfromthisorder,theofferstillstandsthoughithasbeenofferedinanincorrect
manner.
Thearbiterin thiscasehasto penalisetheplayer,according to
Article12.9.Noconditions canbeattachedtoadrawoffer.
Someexamplesofunacceptable conditions:
Theplayerrequirestheopponenttoaccepttheofferwithin 2minutes.
Inateamcompetition:adrawisofferedundertheconditionthatanothergameinthematchshal
lberesigned or shallbedrawnaswell.
In bothcasesthe offerofa drawisvalid,butnotthe attached condition.
Regarding9.1.2.3:If
aplayerclaimsadraw,theopponenthasthepossibilitytoagreeimmediatelytothedraw.Inthis
casethearbiterdoesnotneedtocheckthecorrectness of the claim. But be careful. If there
is a draw restriction (for example: nodraw offers are allowed before 30 moves have
been completed by both players) andthe claim has been submitted before that move
(perhaps after 28 moves), then theclaimhastobecheckedbytheArbiter,evenif
theopponentwould agreetothedraw.

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
29

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.

Only the player whose move it is, and whose clock is running, is allowed to claim
adraw in this way. If the procedure of a draw claim is correct, but the player forgets
ordoesn’t know that he shall write his intended move, it is advisable that instead
ofrejecting the claim, the arbiter says “Make your claim legal”, if the player asks
howhe can make his claim legal, the arbiter can, according to article 11.2,
explainsconditionsofacorrectclaim.

The correctness of a claim must be checked in the presence of both players. It is


alsoadvisable to replay the game and not to decide by only using the score sheets.
Ifelectronic boardsareuseditispossible tocheck itonthe computer.

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.

See commentstoarticle9.2.2

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.

Therighttoclaimadrawisreturnedonthenextmovebutcannotbemaderetrospectively.
30

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.

Thisclaim isnottreatedasan illegalmovebutseebelow.

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.

In 9.6.1 case,thefivetimesneed notbeconsecutive.


Inboth9.6.1and9.6.2casestheArbitermustinterveneandstopthegame,declaringitas
adraw.

Ifadrawunder eitheroftheaboveconditions
isnotnoticedduringthegameaplayermayappealusingthenormalappeals procedure.

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).

Anotherscoring system fromtimeto timeused isforawin3 points,fora draw1pointandfor


alostgame0points.Theideaistoencouragemore positive play.
Anotheriswin3points,draw2,loss1andforfeit0.Thisistodiscourageforfeitsandmayencoura
ge childrenparticularlyastheygainapointdespitelosing.
Yet anotheriswin 2,draw1,loss0.Thisavoids½on the resultssheet.
31

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.

ThisisanArticlewhichcanbeusedformanyinfringementsthatarenotspecificallymentioned
inthe articlesofthe Laws ofChess.
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.

If possible, spectators should not enter the playing area. It is advisable to have
allother rooms (smoking areas, toilets, refreshment areas, and so on) always under
thecontroloftheArbiters or assistants.

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.

This article should not be confusedwith Articles 11.2.3.1 and 11.2.3.2. In 11.2.3.1 itis
prohibited for any player to leave the playing venue without the permission of
thearbiter and in 11.2.3.2 it is prohibited to leave the playing area for the player
havingthe move. But in 11.2.4 it is possible to include, in the regulations, prohibition
of theopponent leavingthe playingareawithoutthepermissionofthearbiter.
32

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.

The regulations about electronic devices are now very strict. No mobile phone
isallowed in the playing venue and it makes no difference if it is switched on or off.If
amobile phone (even switched off) is found with a player, his game is immediately
lostand the opponent shall win. The result shall be 1-0 or 0-1. It doesn’t matter if,
whenthe mobile phone is found, the opponent cannotcheckmate theoffending player
byanyseriesoflegalmoves:hewinsthegame.Theopponentmayhavecheatedearlier.

It is different if the game has not yet started. Suppose the following situation
occurs:There isnozero‐tolerance. Player A isin the playing hall at thestart ofthe
round.His opponent, Player B is absent. Immediately after player A made his first
move hismobile rings. The arbiter declares the game lost for Player A. Some minutes
later, butstill on time, Player B arrives. The score is “‐/+”, it is not a “played” game
and itcannot be
rated.However, there is the possibility for
an arbiter or an organizer to specify in advance(in the regulations of the event) a less
severe penalty for a violation of this article(perhaps a fine).They can also include in
the regulations ofthe event the possibilityof bringing such a device to the tournament
provided that certain conditions arefulfilled: that it is completely switched offand
stored in a separate bag, so that it isnot in contact with the player and the player does
not have access to the bag duringthe game, without the arbiter's permission (and he
cannot take the bag with him to thetoilet,andsoon.).
33

11.3.4 Smoking, including e-cigarettes, is permitted only in the section

Ifpossible,thissmokingareashouldbeclosetotheplayingareaandsupervisedbyanArbiter or
anAssistant.
of the venue designated by the arbiter.

11.4 Players who have finished their games shall be considered to be spectators.

It means that the players, who finished their games, may have to leave the
playingarea. Nevertheless, give them a few minutes to watch the other boards, making
suretheydonotdisturbplayers stillinplay.

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

Aplayerwho arrives after the start of a round should be given the opportunity tostore
his device before playing their first move, either with the organiser or placed
Even if the draw offers or claims are quite reasonable, repeating them too often
inabag,ifthisisallowed.
canannoytheopponent.TheArbitermustalwaysintervenewhentheopponentisdisturbedor
distracted.
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.

It is very difficult to give a general guideline for the application of this Article, but
ifan arbiter has to warn the player for the third or fourth time, this is a good reason
todeclare the game lost. It is necessary to inform the player that Article 11.7 shall
beappliedatthenextinfringement.

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.

For example, players often ask ifthey can castle or capture ‘en passant’ in theposition
on their board.An arbiter must not answer ‘yes’or ‘no’but must informthem ofthe
meaning ofthe appropriate Law.It is also commonfor a player to
askhowtoclaimadraw(seecommentunder article9.2.2.2).
34

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).

It is necessary to advise the player of his right to appeal, if he does not agree with
theArbiter’s decision. If the appeal cannot be heard immediately, the game continues
inthe manner as decided by the Arbiter. If the player refuses to continue, then his
clockisstartedand,induecourse,hewilllose ontime.
Theremust alwaysbea deadlineforthesubmission ofanappeal.
Thedetailsoftheappeals proceduremust bepart of theregulationsof theevent.

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.

Bothplayersshouldconductthereconstruction,watchedbythearbiter.Thereconstruction
should pause when it is thought we have the first occurrence, and thenthe second. This
allows both players and the arbiter to confirm each occurrence. If aplayerrefuses
toparticipatethenArticle 12.9isapplied.

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


12.1 The arbiter shall see that the Laws of Chess are observed.

TheArbitermustbepresentand controlthegames.
Ifthearbiterobservesanyinfringement,hemustintervene.Hemustnotwaitforaclaimfromap
layer.
Example:Aplayertouchesapieceandmakesamovewithanotherone.Thearbitershallrequir
ethe player toplay thetouchedpiece,iflegal.
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
35

TheArbitermust takecareto avoidanykindof cheating bytheplayers.

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.
Ifaspectatorseesaflagfall,oranyotheroffence,theyshouldtellthearbiter.Theyshouldnotan
nounceit.
12.8 Unless authorised by the arbiter, it is forbidden for anybody to use a mobile phone
Ingeneral,nobodyisallowedtousetheirmobilesintheplayinghalloradjoiningareaduringth
egames.
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),
36

12.9.7 a fine announced in advance,


12.9.8 exclusion from one or more rounds,
12.9.9 expulsion from the competition.

These punishments are in approximate level of severity. For example, Article


12.9.8may be used for a playerwho arrives under the influence ofalcohol but is
notdisruptive.Article12.9.9 mayrequireagreementwith theorganiserof theevent.
37

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.

Example 1: According to the Tournament Regulations of an event, the time control


is30 minutes for the whole game and 30 seconds increment for each move.That is:
for60moveswewouldget30'+(30"x60)=30'+30'=60'.AsaccordingtoArticleA1"A Rapid
Chess" is a gamewhere all moves must be completed in less than 60minutesforeach
player,then suchagameisconsideredtobestandardchess.
Example 2: According to the Tournament Regulations of an event, the time control
is10 minutes for the whole game and 5 seconds increment for each move. That is:
for60 moves we would get 10'+ (5” x 60) = 10' +5' = 15'. So according to Article
A.1suchagame isconsideredtobeRapidChess.
Whendoing thesecalculationsgamesusingdelaysaretreatedin thesameway.

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.

Players are allowed to record the moves, but they may stop recording any time
theywish.
Players may claim a draw without the support of a scoresheet when they are
playingon electronic boards. The arbiter also has theright to accept or refuse a
claimwithoutscoresheetevidence basedonhisobservations.

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.

IfaplayeraskstheArbitertoshowhimthescoresheet,theclockshouldnotbestopped.
38

A.5 Otherwise the following apply:


A.5.1 From the initial position, once 10 moves have been completed by each
player,

IftheCompetitionRulesareusedtheymustapplytoeveryround.Theycannotbeintroduced,for
example,onlyfor thefinal.
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.

This means that the player does not lose the game with the first illegal move, but
onlywith the second, as it is in standard chess. The penalty is also the same as in
standardchess.

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.

If both clocks indicate 0.00, no claim for win on time can be submitted by the
players,but the Arbiter shall decide the result of the game by the flag that is shown on
one ofthe clocks.The playerwhose clockshowsthisindicationlosesthe game.

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.
39

Thearbiter arrives ataboardwherebothKings areincheck.Ifthatsituationcontinues after


the next move is played the arbiter shall declare the game drawn. Ifthat move removes
his own king from check but the opponent is still in check then thegame continues as it
is no longer an illegal position. If the second player remains incheck after completing
his next move the arbiter should declare an illegal move bythatplayer.

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

According tothe TournamentRegulationsofaneventthe timecontrolis5


minutesforthewholegameand5secondsincrementforeachmove
Thatis:for60moveswewould get 5'+
(5'x60)=5'+5'=10'.AccordingtoArt. B.1wehave aBlitzgame.
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.
IftheCompetitionRulesareused,theymustapplytoeveryround.Theycannotbeintroduced,fo
r example,onlyfor thefinal.

InbothBlitzandRapidChess,iftheplayerasksfromtheArbitertoseethescoresheet,theclock
shouldnotbestopped.

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
40

apply for the entire event.

Rating Calculation for an Unrated Player

Abstracts of the FIDE Rating Regulations

An unrated players’ first ambition is to get international rating, by playing in FIDE rated
tournaments and they may also be interested in knowing the criteria and procedure to get a
rating. A brief account of the same is furnished below. For more details, a player has to refer
http://www. https://handbook.fide.com/chapter/B022024

Applied from 1 March, 2024


Rate of Play

1.1 For a game to be rated each player must at the start of the game have the
following minimum periods in which to complete all the moves, assuming the
game lasts 60 moves.
Where at least one of the players in the game has a rating of 2400 or higher, each
player must have a minimum of 120 minutes.
Where at least one of the players in the game has a rating 1800 or higher, each
player must have a minimum of 90 minutes.
Where both of the players in the game are rated below 1800, each player must
have a minimum of 60 minutes.
Unplayed Games

5.1 Whether these occur because of forfeiture or any other reason, they are not
counted. Except in case of force majeure, any game where both players have
made at least one move will be rated, unless the regulations relating to Fair Play
require otherwise.
Official FIDE Rating List

7.1 On the first day of each month, FIDE shall prepare a list which incorporates all
rated play during the rating period into the previous list.
7.1.2 The following data will be published concerning each player whose rating
is at least 1400 as of the current list: FIDE title, Federation, Current
Rating, ID Number, Number of games rated in the rating period, Year of
Birth, Gender and the current value of K for the player.
7.1.4 A rating for a player new to the list shall be published when it is based on
at least 5 games against rated opponents. This need not be met in one
tournament. Results from other tournaments played within consecutive
41

rating periods of not more than 26 months are pooled to obtain the initial
rating. The rating must be at least 1400.
7.2 Players who are not to be included on the list or to be shown as inactive:
7.2.1 Players whose ratings drop below 1400 are shown as unrated on the next list.
Thereafter they are treated in the same manner as any other unrated player.
7.2.2 Players listed as active:

A player is considered to commence inactivity if they play no rated games in a one-year


period.

A player regains their activity if they play at least one rated game in a period. They are then
listed as active on the next list.
8. The working of the FIDE Rating System

p Dp p dp p Dp p dp p dp p dp
1.0 800 .83 273 .66 117 .49 -7 .32 -133 .15 -296
.99 677 .82 262 .65 110 .48 -14 .31 -141 .14 -309
.98 589 .81 251 .64 102 .47 -21 .30 -149 .13 -322
.97 538 .80 240 .63 95 .46 -29 .29 -158 .12 -336
.96 501 .79 230 .62 87 .45 -36 .28 -166 .11 -351
.95 470 .78 220 .61 80 .44 -43 .27 -175 .10 -366
.94 444 .77 211 .60 72 .43 -50 .26 -184 .09 -383
.93 422 .76 202 .59 65 .42 -57 .25 -193 .08 -401
.92 401 .75 193 .58 57 .41 -65 .24 -202 .07 -422
.91 383 .74 184 .57 50 .40 -72 .23 -211 .06 -444
.90 366 .73 175 .56 43 .39 -80 .22 -220 .05 -470
.89 351 .72 166 .55 36 .38 -87 .21 -230 .04 -501
.88 336 .71 158 .54 29 .37 -95 .20 -240 .03 -538
.87 322 .70 149 .53 21 .36 -102 .19 -251 .02 -589
.86 309 .69 141 .52 14 .35 -110 .18 -262 .01 -677
42

.85 296 .68 133 .51 7 .34 -117 .17 -273 The.00 -800
.84 284 .67 125 .50 0 .33 -125 .16 -284 FIDE
Rating
system is a numerical system in which fractional scores are converted to rating
differences and vice versa. Its function is to produce measurement information of the
best statistical quality
8.1 The rating scale is an arbitrary one with a class interval set at 200 points. The
tables that follow show the conversion of fractional score 'p' into rating difference
'dp'. For a zero or 1.0 score dp is necessarily indeterminate but is shown
notionally as 800. The second table shows conversion of difference in rating 'D'
into scoring probability 'PD' for the higher 'H' and the lower 'L' rated player
respectively. Thus, the two tables are effectively mirror-images.

8.1.1 The table of conversion from fractional score, p, into rating differences, dp
8.1.2 Table of conversion of difference in rating, D, into scoring probability PD, for the
higher, H, and the lower, L, rated player respectively.

D PD D PD D PD D PD
RtgDif H L RtgDif H L RtgDif H L RtgDif H L
0-3 .50 .50 92-98 .63 .37 198-206 .76 .24 345-357 .89 .11
4-10 .51 .49 99-106 .64 .36 207-215 .77 .23 358-374 .90 .10
11-17 .52 .48 107-113 .65 .35 216-225 .78 .22 375-391 .91 .09
18-25 .53 .47 114-121 .66 .34 226-235 .79 .21 392-411 .92 .08
26-32 .54 .46 122-129 .67 .33 236-245 .80 .20 412-432 .93 .07
33-39 .55 .45 130-137 .68 .32 246-256 .81 .19 433-456 .94 .06
40-46 .56 .44 138-145 .69 .31 257-267 .82 .18 457-484 .95 .05
47-53 .57 .43 146-153 .70 .30 268-278 .83 .17 485-517 .96 .04
54-61 .58 .42 154-162 .71 .29 279-290 .84 .16 518-559 .97 .03
62-68 .59 .41 163-170 .72 .28 291-302 .85 .15 560-619 .98 .02
69-76 .60 .40 171-179 .73 .27 303-315 .86 .14 620-735 .99 .01
77-83 .61 .39 180-188 .74 .26 316-328 .87 .13 > 735 1.0 .00
84-91 .62 .38 189-197 .75 .25 329-344 .88 .12

8.2 Determining the initial rating 'Ru' of a player.


8.2.1 If an unrated player scores zero in their first event this score is disregarded.
Otherwise, their rating is calculated using all their results as in 7.1.4.
8.2.2 Ra is the average rating of the player's rated opponents plus two
hypothetical opponents rated 1800. The result against these two
43

hypothetical opponents is considered as a draw.


8.2.3 Ru = Ra + dp
Ru is rounded to the nearest whole number.
The maximum initial rating is 2200.
8.2.4 If an unrated player receives a published rating before a particular tournament in
which they have played is rated, then they are rated as a rated player with their
current rating, but in the rating of their opponents they are counted as an
unrated player.
8.3 Determining the rating change for a rated player

8.3.1 For each game played against a rated player, determine the difference in rating
between the player and their opponent, D.
A difference in rating of more than 400 points shall be counted for rating
purposes as though it were a difference of 400 points.
8.3.2 a) Use table 8.1.2 to determine the player's score probability PD for each game.
b) Delta R = score - PD. For each game, the score is 1, 0.5 or 0.
c) Sigma Delta R = the sum of Delta Rs for a tournament or Rating Period.
d) Sigma Delta R x K = the Rating Change for a tournament or Rating Period.
8.3.3 K is the development coefficient.
K = 40 for a player new to the rating list until they have completed events with at
least 30 games.
K = 20 as long as a player's rating remains under 2400.
K = 10 once a player's published rating has reached 2400 and remains at that
level subsequently, even if the rating drops below 2400.
K = 40 for all players until the end of the year of their 18th birthday, as long as
their rating remains under 2300.
If the number of games (n) for a player on any list for a rating period multiplied by
K (as defined above) exceeds 700, then K shall be the largest whole number
such that K x n does not exceed 700.

Rating Calculation of an Unrated Player


Case 1
The details of an unrated player who played in three rated tournaments against the following
players, with the results mentioned against them.
Rd. Name Rtg Res.
1 Ramesh 1450 w1
44

2 Suresh 1444 b1
3 Haresh 1515 b0
4 Girish 1565 w0
5 Sri Hari 1652 b0
6 Gagan 1403 b 0.5

Calculate the new rating to be published.


The total rating of the six rated opponents: 1450 + 1444 + 1515 + 1565 + 1652 + 1403
= 9029
Rating of two imaginary opponents = 3600
Total rating of 8 rated opponents = 9029 + 3600 = 12629
Rating average of 8 opponents = 12629/8
Ra = 1579
Points scored = 2.5
Total points scored = 2.5 + 1.0 = 3.5
Dp (3.5/8 = 0.44) = 0.43
New rating Ru = Ra + dp
= 1579 – 43
= 1536
Case 2
An unrated player has played against five rated opponents in two tournaments who have an
average rating of 1500 and has scored three points. What will be his new rating?
Average rating of five opponents = 1500
Total rating of five opponents = 1500 * 5 = 7500
Rating of 2 imaginary opponents = 1800 * 2 = 3600
Total rating of 7 opponents = 7500 + 3600 = 11000
Average rating of 7 opponents 11000/7 = 1571
Points scored against 7 opponents = 3.0 +1.0 = 4.0
Dp for 4.0/7 (= 0.57) = 50
New rating = Ra + dp
= 1571 + 50
= 1621

A player might have scored many points against rated players from several rating
tournaments, but his or her rating would not have been published by FIDE. The reason is that,
after calculating their rating in the above said manner, the resulting rating must at least be
1000. If it is less than 1000, the rating will not be published.Naturally, the rating obtained will
be higher, if a player meets stronger opponents.

Tiebreaks
The recommended tiebreaks for the Indian tournaments are in the following order
Buchholz Cut 1
Buchholz
45

Sonneborn Berger
Direct Encounter
Number of wins (forfeit included)
Number of wins with black.

Buchholz System
The Buchholz System is the sum of the scores of each of the opponents of a player.
(b1) The Median Buchholz is the Buchholz reduced by the highest and the lowest scores of the
opponents.
(b3) The Buchholz Cut 1 is the Buchholz score reduced by the lowest score of the opponents.
(b4) The Buchholz Cut 2 is the Buchholz score reduced by the two lowest scores of the
opponents.

Sonneborn-Berger System
Sonneborn-Berger for Individual Tournaments is the sum of the scores of the opponents a
player has defeated and half the scores of the players with whom he has drawn.

Unplayed Rounds Management in Swiss Tournaments

In Individual or Team Swiss tournaments, the tie-breaks Buchholz (see Article 8.1),
Sonneborn-Berger, which are directly or indirectly based on opponents' results, are
affected by the presence of unplayed rounds in the record of participants.
16.1 The important definitions are used in this section:
16.1.2 available-to-play round: any round in which a participant played their
game, or ended up without a game due to a pairing-allocated bye, the
opponent did not arrive to play, or unforeseen circumstances that
resulted in the award of a full-point-bye
16.2 Unplayed rounds can be divided into the following categories:
16.2.1 Pairing-allocated byes or full-point byes
16.2.2 Forfeit wins
16.2.4 Forfeit losses
16.3 When a participant has unplayed rounds, for the sole purpose of calculating the
tie-break of their opponents, the participant's score is adjusted in the following
way:
16.3.1 Unplayed rounds of categories 16.2.1, 16.2.2, 16.2.3 and 16.2.4 are
evaluated with the result (win, draw, loss) corresponding to the awarded
number of points or, for teams, match points and game points.
46

16.4 To calculate the participant's own tie-break, any of their unplayed rounds are
evaluated as if there was a game played against a dummy that concluded the
tournament with the same number of points as the participant himself, and ended
with the result (win, draw, loss) corresponding to the awarded number of points.
16.5 Cut-1 Exception
A voluntary unplayed round ("VUR") is aa forfeit loss (16.2.3 to 16.2.5).
16.5.1 When a modifier calls for cutting the least significant value (see Articles
14.1 to 14.4) of a participant with one or more VURs, the lowest
contribution coming from such rounds shall be cut, as long as such
contribution is not lower than the least significant value.
This means:

 For Buchholz, cut the lowest contribution coming from a VUR.


 For Sonneborn-Berger, after determining:
a. the lowest contribution coming from a VUR
b. the least significant value (see 14.1.1.d and 14.1.2)

cut the higher of these two values (note: they are the same element if the
least significant value comes from a VUR).

The data of a player in a tournament is given below:


Rd. Name Pts
1 FM Adireddy Arjun 4½
2 AIM Dabhade Arnav 2½
3 Ankit Ray ½
4 DerePushkar 5
5 IM RamnathanBalasubramaniam 5½
6 TamhankarSiddhant 5
7 BinuDevdutt 1½
8 Abel Sajan 4½
9 Jani Kushal R 4½
10 WFM SinggihDiajeng Theresa 4½

Buchholz 38
Buchholz Cut 1 (less 0.5) 37.5

Bye or Unplayed Games


If a player had a bye or forfeit win, the score in that round is considered to be of the player
himself. Arpan Das had a forfeit in round 3, as his opponent did not come for the game. At the
end of the tournament, Arpan Das had scored four points. Hence, the opponent of Arpan Das
in the third round is assumed to have scored four points at the end of the tournament.
47

Rd. Name FED Pts Res.


1 GM Laxman R.R. IND 7 0
2 CM John VenyAkkarakaran IND 6½ 0
3 AlekhyaMukhopadhyay IND 0 +
4 SathvikAdiga IND 2½ 1
5 GM Gonzales Jayson PHI 6 0
6 FM JaiveerMahendru IND 6 0
7 AIM Dabhade Arnav IND 2½ 1
8 FM Adireddy Arjun IND 4½ 1
9 IM Elgabry Mohsen EGY 5 1
10 GM Roy Chowdhury Saptarshi IND 6 0

Buchholz score of Arpan Das is 7 + 6.5 + 4+ 2.5 + 6 + 6 + 2.5 + 4.5 + 5 + 6 = 50.0

Important Salient Features Swiss Rules for Pairing


C.04.1 Basic rules for Swiss Systems
The following rules are valid for each Swiss system unless explicitly stated otherwise.
a The number of rounds to be played is declared beforehand.
b Two players shall not play against each other more than once.
c Should the number of players to be paired be odd, one player is unpaired. This player
receives a pairing-allocated bye: no opponent, no colour and as many points as are rewarded
for a win, unless the rules of the tournament state otherwise.
d A player who has already received a pairing-allocated bye, or has already scored a
(forfeit) win due to an opponent not appearing in time, shall not receive the pairing-allocated
bye.
e In general, players are paired to others with the same score.
f For each player the difference between the number of black and the number of white
games shall not be greater than 2 or less than –2.
Each system may have exceptions to this rule in the last round of a tournament.
g No player shall receive the same colour three times in a row.
Each system may have exceptions to this rule in the last round of a tournament.
h 1 In general, a player is given the colour with which he played less games.
2 If colours are already balanced, then, in general, the player is given the colour that
alternates from the last one with which he played.
i The pairing rules must be such transparent that the person who is in charge for the
pairing can explain them.
It is not allowed to alter the correct pairings in favour of any player.
48

B. Initial Order
1 Before the start of the tournament, a measure of the player’s strength is assigned to
each player. The strength is usually represented by rating lists of the players. If one rating list is
available for all participating players, then this rating list should be used.
It is advisable to check all ratings supplied by players.
2 Before the first round the players are ranked in order of, respectively
a. Strength (rating)
b. FIDE-title (GM-IM- WGM-FM-WIM-CM-WFM-WCM-no title)
c. alphabetically (unless it has been previously stated that this criterion has been replaced by
another one)
D. Pairing, colour and publishing rules
2 A player who is absent without notifying the arbiter will be considered as withdrawn,
unless the absence is explained with acceptable arguments before the next pairing is
published.
3 Players who withdraw from the tournament will no longer be paired.
4 Players known in advance not to play in a particular round are not paired in that round
and score zero (unless the rules of the tournament say otherwise).
5 Only played games count in situations where the colour sequence is meaningful. So, for
instance, a player with a colour history of BWB=W (i.e. no valid game in round-4) will be treated
as if his colour history was =BWBW. WB=WB will count as =WBWB, BWW=B=W as
==BWWBW and so on.
Two paired players, who did not play their game, may be paired together in a future round.
8 If a result was written down incorrectly:
If the error notification is made after the pairing but before the end of the next round, it will affect
the next pairing to be done.
If the error notification is made after the end of the next round, the correction will be made after
the tournament for submission to rating evaluation only.
10 Once published, the pairings shall not be changed unless they are found to violate
C.04.1.b (Two players shall not play against each other more than once).

C.04.3 FIDE (Dutch) System


A.3 Scoregroups and pairing brackets
A scoregroup is normally composed of (all) the players with the same score.
A (pairing) bracket is a group of players to be paired. It is composed of players coming from
one same scoregroup (called resident players) and of players who remained unpaired after the
pairing of the previous bracket.
A (pairing) bracket is homogeneous if all the players have the same score; otherwise it is
heterogeneous.
A.4 Floaters and floats
a Adownfloater is a player who remains unpaired in a bracket, and is thus moved to the
next bracket. In the destination bracket, such players are called "moved-down players" (MDPs
for short).
49

b After two players with different scores have played each other in a round, the higher
ranked player receives a downfloat, the lower one an upfloat.
A player who, for whatever reason, does not play in a round, also receives a downfloat.
A.5 Byes
See C.04.1.c (Should the number of players to be paired be odd, one player is unpaired.
This player receives a pairing-allocated bye: no opponent, no colour and as many points as are
rewarded for a win, unless the regulations of the tournament state otherwise).
A.6 Colour differences and colour preferences
The colour difference of a player is the number of games played with white minus the
number of games played with black by this player.
The colour preference is the colour that a player should ideally receive for the next game. It can
be determined for each player who has played at least one game.
a An absolute colour preference occurs when a player’s colour difference is greater than
+1 or less than -1, or when a player had the same colour in the two latest rounds he played.
The preference is white when the colour difference is less than -1 or when the last two games
were played with black. The preference is black when the colour difference is greater than +1,
or when the last two games were played with white.
b A strong colour preference occurs when a player‘s colour difference is +1 (preference
for black) or -1 (preference for white).
c A mild colour preference occurs when a player’s colour difference is zero, the
preference being to alternate the colour with respect to the previous game he played.
d Players who did not play any games have no colour preference (the preference of their
opponents is granted).
Relative Criteria
(These are in descending priority. They should be fulfilled as much as possible. To comply with
these criteria, transpositions or even exchanges may be applied, but no player should be
moved down to a lower score bracket).
B.3 The difference of the scores of two players paired against each other should be as small
as possible and ideally zero
B.4 As many players as possible receive their colour preference
B.5 No player shall receive an identical float in two consecutive rounds.
B.6 No player shall have an identical float as two rounds before.
A.7 Topscorers
Topscorers are players who have a score of over 50% of the maximum possible score
when pairing the final round of the tournament.
C Pairing Criteria
Absolute Criteria
No pairing shall violate the following absolute criteria:
C.1see C.04.1.b (Two players shall not play against each other more than once)
C.2see C.04.1.d (A player who has already received a pairing-allocated bye, or has already
scored a (forfeit) win due to an opponent not appearing in time, shall not receive the pairing-
50

allocated bye).
C.3non-topscorers (see A.7) with the same absolute colour preference (see A6.a) shall not
meet (see C.04.1.f and C.04.1.g).
D.1 Transpositions in S2
A transposition is a change in the order in S2.
D.2 Exchanges in homogeneous brackets or remainders (original S1 ↔ original S2)
An exchange in a homogeneous brackets (also called a resident-exchange) is a swap of
two equally sized groups between the original S1 and the original S2.

E Colour Allocation rules

Initial-colour: It is the colour determined by drawing of lots before the pairing of the first round.
For each pair apply (with descending priority):
E.1 Grant both colour preferences.
E.2 Grant the stronger colour preference. If both are absolute, grant the wider colour
difference E.3 Taking into account C.04.2.D.5, alternate the colours to the most recent
time in which one player had white and the other black.
E.4 Grant the colour preference of the higher ranked player.
Pair the highest player of S1 against the highest one of S2, the second highest one of S1
against the second highest one of S2, etc. If now P pairings are obtained in compliance with
the current requirements the pairing of this score bracket is considered complete.

o in case of a homogeneous or remainder score bracket: remaining players are moved down
to the next score bracket. With this score bracket restart at C1.

General Rules
Theheightofthepieces,indescendingheightorder,isasfollows:King–
9.5 cm, Queen – 8.5 cm, Bishop – 7 cm, Knight – 6 cm, Rook – 5.5 cm andPawn – 5
cm. These dimensions may differ by up to 10%, but the piecesmustremainindescending
heightorder.
Thediameterofapiece'sbaseshouldmeasure40-50%ofitsheight.
Thesideofthesquareshouldmeasure5-6cm.Fourpawnsshouldfitononesquare.
ChessTables&Chairs
ForallcompetitionsorganisedundertheaegisofEVEandGSC:
1.1.1 Thelengthofthe tableis110cm+-15%
1.1.2 Thewidth of thetableis85cm+-15%
1.1.3 Theheightofthetableis74cm
51

Approved Chess Clocks Mainly Used in India at Present


1) DGT 3000 2) DGT 2010

Berger Tablesforpairing of Round-RobinTournaments


Wherethereisanoddnumberofplayers, thehighestnumbercountsasabye.

3or4players:
Rd1:1-4,2-3.
Rd2:4-3,1-2.
Rd3:2-4,3-1.

5or6players:
Rd1:1-6,2-5,3-4.
Rd2:6-4,5-3,1-2.
Rd3:2-6,3-1,4-5.
Rd4:6-5,1-4,2-3.
Rd5:3-6,4-2,5-1.

7or8players:
Rd1:1-8,2-7,3-6,4-5.
Rd2:8-5,6-4,7-3,1-2.
Rd3:2-8,3-1,4-7,5-6.
Rd4:8-6,7-5,1-4,2-3.
Rd5:3-8,4-2,5-1,6-7.
Rd6:8-7,1-6,2-5,3-4.
Rd7:4-8,5-3,6-2,7-1.

9or10players:
Rd1:1-10,2-9,3-8,4-7,5-6.
Rd2:10-6,7-5,8-4,9-3,1-2.
Rd3:2-10,3-1,4-9,5-8,6-7.
Rd4:10-7,8-6,9-5,1-4,2-3.
Rd5:3-10,4-2,5-1,6-9,7-8.
Rd6:10-8,9-7,1-6,2-5,3-4.
Rd7:4-10,5-3,6-2,7-1,8-9.
Rd8:10-9,1-8,2-7,3-6,4-5.
Rd9:5-10,6-4,7-3,8-2,9-1.
52

11or12players:
Rd1:1-12,2-11,3-10,4-9,5-8,6-7.
Rd2:12-7,8-6,9-5,10-4,11-3,1-2.
Rd3:2-12,3-1,4-11,5-10,6-9,7-8.
Rd4:12-8,9-7,10-6,11-5,1-4,2-3.
Rd5:3-12,4-2,5-1,6-11,7-10,8-9.
Rd6:12-9,10-8,11-7,1-6,2-5,3-4.
Rd7:4-12,5-3,6-2,7-1,8-11,9-10.
Rd8:12-10,11-9,1-8,2-7,3-6,4-5.
Rd9:5-12,6-4,7-3,8-2,9-1,10-11.
Rd10:12-11,1-10,2-9,3-8,4-7,5-6.
Rd11:6-12,7-5,8-4,9-3,10-2,11-1.

13or14players:
Rd1:1-14,2-13,3-12,4-11,5-10,6-9,7-8.
Rd2:14-8,9-7,10-6,11-5,12-4,13-3,1-2.
Rd3:2-14,3-1,4-13,5-12,6-11,7-10,8-9.
Rd4:14-9,10-8,11-7,12-6,13-5,1-4,2-3.
Rd5:3-14,4-2,5-1,6-13,7-12,8-11,9-10.
Rd6:14-10,11-9,12-8,13-7,1-6,2-5,3-4.
Rd7:4-14,5-3,6-2,7-1,8-13,9-12,10-11.
Rd8:14-11,12-10,13-9,1-8,2-7,3-6,4-5.
Rd9:5-14,6-4,7-3,8-2,9-1,10-13,11-12.
Rd10:14-12,13-11,1-10,2-9.3-8,4-7,5-6.
Rd11:6-14,7-5,8-4,9-3,10-2,11-1,12-13.
Rd12:14-13,1-12,2-11,3-10,4-9,5-8,6-7.
Rd13:7-14,8-6,9-5,10-4,11-3,12-2,13-1.

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