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FIDE Handbook for Chess

The FIDE Laws of Chess, effective from January 1, 2023, consist of Basic Rules of Play and Competitive Rules of Play, with the English version being the authentic text. The document outlines the fundamental aspects of chess, including the nature of the game, the initial position of pieces, and the rules governing moves and game completion. It emphasizes the importance of arbiters' judgment and the necessity for games to adhere to these laws for FIDE ratings.

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Rajan Madhavan
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0% found this document useful (0 votes)
5 views36 pages

FIDE Handbook for Chess

The FIDE Laws of Chess, effective from January 1, 2023, consist of Basic Rules of Play and Competitive Rules of Play, with the English version being the authentic text. The document outlines the fundamental aspects of chess, including the nature of the game, the initial position of pieces, and the rules governing moves and game completion. It emphasizes the importance of arbiters' judgment and the necessity for games to adhere to these laws for FIDE ratings.

Uploaded by

Rajan Madhavan
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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About FIDE Handbook Documents FIDE Newsletter FIDE Activities

FIDE HANDBOOK
FIDE Laws of Chess taking effect from 1 January 2023

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.

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’.

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1.2 The player with the light-coloured pieces (White) makes the first move, then
the players move alternately, with the player with the dark-coloured pieces
(Black) making the next move.
1.3 A player is said to ‘have the move’ when his/her opponent’s move has been
‘made’.
1.4 The objective of each player is to place the opponent’s king ‘under attack’ in
such a way that the opponent has no legal move.
1.4.1 The player who achieves this goal is said to have ‘checkmated’ the
opponent’s king and to have won the game. Leaving one’s own king
under attack, exposing one’s own king to attack and also ’capturing’
the opponent’s king is not allowed.
1.4.2 The opponent whose king has been checkmated has lost the game.
1.5 If the position is such that neither player can possibly checkmate the
opponent’s king, the game is drawn (see Article 5.2.2).

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


2.1 The chessboard is composed of an 8 x 8 grid of 64 equal squares
alternately light (the ‘white’ squares) and dark (the ‘black’ squares).
The chessboard is placed between the players in such a way that the near
corner square to the right of the player is white.
2.2 At the beginning of the game White has 16 light-coloured pieces (the ‘white’
pieces); Black has 16 dark-coloured pieces (the ‘black’ pieces).
These pieces are as follows:
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

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Staunton Pieces

p Q K B N R

2.3 The initial position of the pieces on the chessboard is as follows:

2.4 The eight vertical columns of squares are called ‘files’. The eight horizontal
rows of squares are called ‘ranks’. A straight line of squares of the same
colour, running from one edge of the board to an adjacent edge, is called a
‘diagonal’.

Article 3: The Moves of the Pieces


3.1 It is not permitted to move a piece to a square occupied by a piece of the
same colour.
3.1.1 If a piece moves to a square occupied by an opponent’s piece the
latter is captured and removed from the chessboard as part of the
same move.
3.1.2 A piece is said to attack an opponent’s piece if the piece could make
a capture on that square according to Articles 3.2 to 3.8.
3.1.3 A piece is considered to attack a square even if this piece is
constrained from moving to that square because it would then
leave or place the king of its own colour under attack.
3.2 The bishop may move to any square along a diagonal on which it stands.

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3.3 The rook may move to any square along the file or the rank on which it
stands.

3.4 The queen may move to any square along the file, the rank or a diagonal on
which it stands.

3.5 When making these moves, the bishop, rook or queen may not move over
any intervening pieces.
3.6 The knight may move to one of the squares nearest to that on which it
stands but not on the same rank, file or diagonal.

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

3.8.2 by ‘castling’. This is a move of the king and either rook of the same
colour along the player’s first rank, counting as a single move of the
king and executed as follows: the king is transferred from its
original square two squares towards the rook on its original square,
then that rook is transferred to the square the king has just
crossed.

Before white kingside castling After white kingside castling


Before black queenside castling After black queenside castling

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Before white queenside castling After white queenside 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.

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:

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4.2.1 Only the player having the move may adjust one or more pieces on
their squares, provided that he/she first expresses his/her intention
(for example by saying “j’adoube” or “I adjust”).
4.2.2 Any other physical contact with a piece, except for clearly accidental
contact, shall be considered to be intent.
4.3 Except as provided in Article 4.2.1, if the player having the move touches on
the chessboard, with the intention of moving or capturing:
4.3.1 one or more of his/her own pieces, he/she must move the first piece
touched that can be moved.
4.3.2 one or more of his/her opponent’s pieces, he/she must capture the
first piece touched that can be captured.
4.3.3 one or more pieces of each colour, he/she must capture the first
touched opponent’s piece with his/her first touched piece or, if this
is illegal, move or capture the first piece touched that can be
moved or captured. If it is unclear whether the player’s own piece or
his/her opponent’s piece was touched first, the player’s own piece
shall be considered to have been touched before his/her
opponent’s.
4.4 If a player having the move:
4.4.1 touches his/her king and a rook he/she must castle on that side if it
is legal to do so
4.4.2 deliberately touches a rook and then his/her king he/she is not
allowed to castle on that side on that move and the situation shall
be governed by Article 4.3.1.
4.4.3 intending to castle, touches the king and then a rook, but castling
with this rook is illegal, the player must make another legal move
with his/her king (which may include castling with the other rook).
If the king has no legal move, the player is free to make any legal
move.
4.4.4 promotes a pawn, the choice of the piece is finalised when the piece
has touched the square of promotion.
4.5 If none of the pieces touched in accordance with Article 4.3 or Article 4.4
can be moved or captured, the player may make any legal move.
4.6 The act of promotion may be performed in various ways:
4.6.1 the pawn does not have to be placed on the square of arrival.
4.6.2 removing the pawn and putting the new piece on the square of
promotion may occur in any order.
4.6.3 If an opponent’s piece stands on the square of promotion, it must be
captured.
4.7 When, as a legal move or part of a legal move, a piece has been released on
a square, it cannot be moved to another square on this move. The move is
considered to have been made in the case of:

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4.7.1 A capture, when the captured piece has been removed from the
chessboard and the player, having placed his/her own piece on its
new square, has released this capturing piece from his/her hand.
4.7.2 Castling, when the player's hand has released the rook on the square
previously crossed by the king. When the player has released the
king from his/her hand, the move is not yet made, but the player no
longer has the right to make any move other than castling on that
side, if this is legal. If castling on this side is illegal, the player must
make another legal move with his/her king (which may include
castling with the other rook). If the king has no legal move, the
player is free to make any legal move.
4.7.3 Promotion, when the player's hand has released the new piece on
the square of promotion and the pawn has been removed from the
board.
4.8 A player forfeits his/her right to claim against his/her opponent’s violation
of Articles 4.1 – 4.7 once the player touches a piece with the intention of
moving or capturing it.
4.9 If a player is unable to move the pieces, an assistant, who shall be
acceptable to the arbiter, may be provided by the player to perform this
operation.

Article 5: The Completion of the Game


5.1.1 The game is won by the player who has checkmated his/her
opponent’s king. This immediately ends the game, provided that
the move producing the checkmate position was in accordance
with Article 3 and Articles 4.2 – 4.7.
5.1.2 The game is lost by the player who declares he/she resigns (this
immediately ends the game), unless the position is such that the
opponent cannot checkmate the player’s king by any possible
series of legal moves. In this case the result of the game is a draw.
5.2.1 The game is drawn when the player to move has no legal move and
his/her king is not in check. The game is said to end in ‘stalemate’.
This immediately ends the game, provided that the move producing
the stalemate position was in accordance with Article 3 and
Articles 4.2 – 4.7.
5.2.2 The game is drawn when a position has arisen in which neither
player can checkmate the opponent’s king with any series of legal
moves. The game is said to end in a ‘dead position’. This
immediately ends the game, provided that the move producing the
position was in accordance with Article 3 and Articles 4.2 – 4.7.
5.2.3 The game is drawn upon agreement between the two players during
the game, provided both players have made at least one move. This
immediately ends the game.

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COMPETITIVE RULES OF PLAY

Article 6: The Chessclock


6.1 ‘Chessclock’ means a clock with two time displays, connected to each
other in such a way that only one of them can run at a time. ‘Clock’ in the
Laws of Chess means one of the two time displays. Each time display has a
‘flag’.
‘Flag-fall’ means the expiration of the allotted time for a player.
6.2 Handling the chessclock:
6.2.1 During the game each player, having made his/her move on the
chessboard, shall pause his/her own clock and start his/her
opponent’s clock (that is to say, he/she shall press his/her clock).
This ‘completes’ the move. A move is also completed if:
6.2.1.1 the move ends the game (see Articles 5.1.1, 5.2.1, 5.2.2,
9.2.1, 9.6.1 and 9.6.2), or
6.2.1.2 the player has made his/her next move, when his/her
previous move was not completed.
6.2.2 A player must be allowed to pause his/her clock after making
his/her move, even after the opponent has made his/her next
move. The time between making the move on the chessboard and
pressing the clock is regarded as part of the time allotted to the
player.
6.2.3 A player must press his/her clock with the same hand with which
he/she made his/her move. It is forbidden for a player to keep
his/her finger on the clock or to ‘hover’ over it.
6.2.4 The players must handle the chessclock properly. It is forbidden to
press it forcibly, to pick it up, to press the clock before moving or to
knock it over. Improper clock handling shall be penalised in
accordance with Article 12.9.
6.2.5 Only the player whose clock is running is allowed to adjust the
pieces.
6.2.6 If a player is unable to use the clock, an assistant, who must be
acceptable to the arbiter, may be provided by the player to perform
this operation. His/Her clock shall be adjusted by the arbiter in an
equitable way. This adjustment of the clock shall not apply to the
clock of a player with a disability.
6.3 Allotted time:
6.3.1 When using a chessclock, each player must complete a minimum
number of moves or all moves in an allotted period of time
including any additional amount of time added with each move. All
these must be specified in advance.
6.3.2 The time saved by a player during one period is added to his/her
time available for the next period, where applicable. In the time-

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delay mode both players receive an allotted ‘main thinking time’.
Each player also receives a ‘fixed extra time’ with every move. The
countdown of the main thinking time only commences after the
fixed extra time has expired. Provided the player presses his/her
clock before the expiration of the fixed extra time, the main thinking
time does not change, irrespective of the proportion of the fixed
extra time used.
6.4 Immediately after a flag falls, the requirements of Article 6.3.1 must be
checked.
6.5 Before the start of the game the arbiter shall decide where the chessclock
is placed.
6.6 At the time determined for the start of the game White’s clock is started.
6.7 Default time:
6.7.1 The regulations of an event shall specify a default time in advance.
If the default time is not specified, then it is zero. Any player who
arrives at the chessboard after the default time shall lose the game
unless the arbiter decides otherwise.
6.7.2 If the regulations of an event specify that the default time is not zero
and if neither player is present initially, White shall lose all the time
that elapses until he/she arrives, unless the regulations of an event
specify or the arbiter decides otherwise.
6.8 A flag is considered to have fallen when the arbiter observes the fact or
when either player has made a valid claim to that effect.
6.9 Except where one of Articles 5.1.1, 5.1.2, 5.2.1, 5.2.2, 5.2.3 applies, if a
player does not complete the prescribed number of moves in the allotted
time, the game is lost by that player. However, the game is drawn if the
position is such that the opponent cannot checkmate the player’s king by
any possible series of legal moves.
6.10 Chessclock setting:
6.10.1 Every indication given by the chessclock is considered to be
conclusive in the absence of any evident defect. A chessclock with
an evident defect shall be replaced by the arbiter, who shall use
his/her best judgement when determining the times to be shown
on the replacement chessclock.
6.10.2 If during a game it is found that the setting of either or both clocks
is incorrect, either player or the arbiter shall stop the chessclock
immediately. The arbiter shall install the correct setting and adjust
the times and move-counter, if necessary. He/She shall use his/her
best judgement when determining the clock settings.
6.11.1 If the game needs to be interrupted, the arbiter shall pause the
chessclock.
6.11.2 A player may pause the chessclock only in order to seek the
arbiter’s assistance, for example when promotion has taken place
and the piece required is not available.

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6.11.3 The arbiter shall decide when the game restarts.
6.11.4 If a player pauses the chessclock in order to seek the arbiter’s
assistance, the arbiter shall determine whether the player had any
valid reason for doing so. If the player has no valid reason for
pausing the chessclock, the player shall be penalised in
accordance with Article 12.9.
6.12.1 Screens, monitors, or demonstration boards showing the current
position on the chessboard, the moves and the number of moves
made/completed, and clocks which also show the number of
moves, are allowed in the playing hall.
6.12.2 The player may not make a claim relying only on information
shown in this manner.

Article 7: Irregularities
7.1 If an irregularity occurs and the pieces have to be restored to a previous
position, the arbiter shall use his/her best judgement to determine the
times to be shown on the chessclock. This includes the right not to change
the clock times. He/She shall also, if necessary, adjust the clock’s move-
counter.
7.2.1 If during a game it is found that the initial position of the pieces was
incorrect, the game shall be cancelled and a new game shall be
played.
7.2.2 If during a game it is found that the chessboard has been placed
contrary to Article 2.1, the game shall continue but the position
reached must be transferred to a correctly placed chessboard.
7.3 If a game has started with colours reversed then, if less than 10 moves
have been made by both players, it shall be discontinued and a new game
played with the correct colours. After 10 moves or more, the game shall
continue.
7.4 Dispaced pieces:
7.4.1 If a player displaces one or more pieces, he/she shall re-establish
the correct position in his/her own time.
7.4.2 If necessary, either the player or his/her opponent shall pause the
chessclock and ask for the arbiter’s assistance.
7.4.3 The arbiter may penalise the player who displaces the pieces.
7.5 Illegal moves:
7.5.1 An illegal move is completed once the player has pressed his/her
clock. If during a game it is found that an illegal move has been
completed, the position immediately before the irregularity shall be
reinstated. If the position immediately before the irregularity cannot
be determined, the game shall continue from the last identifiable
position prior to the irregularity. Articles 4.3 and 4.7 apply to the

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move replacing the illegal move. The game shall then continue
from this reinstated position.
7.5.2 If the player has moved a pawn to the furthest distant rank, pressed
the clock, but not replaced the pawn with a new piece, the move is
illegal. The pawn shall be replaced by a queen of the same colour
as the pawn.
7.5.3 If the player presses the clock without making a move, it shall be
considered and penalised as if an illegal move.
7.5.4 If a player uses two hands to make a single move (for example in
case of castling, capturing or promotion) and pressed the clock, it
shall be considered and penalised as if an illegal move.
7.5.5 After the action taken under Article 7.5.1, 7.5.2, 7.5.3 or 7.5.4 for the
first completed illegal move by a player, the arbiter shall give two
minutes extra time to his/her opponent; for the second completed
illegal move by the same player the arbiter shall declare the game
lost by this player. However, the game is drawn if the position is
such that the opponent cannot checkmate the player’s king by any
possible series of legal moves.
7.6 If, during a game it is found that any piece has been displaced from its
correct square, the position before the irregularity shall be reinstated. If the
position immediately before the irregularity cannot be determined, the
game shall continue from the last identifiable position prior to the
irregularity. The game shall then continue from this reinstated position.

Article 8: The recording of the moves


8.1 How the moves shall be recorded:
8.1.1 In the course of play each player is required to record his/her own
moves and those of his/her opponent in the correct manner, move
after move, as clearly and legibly as possible, in one of the
following ways:
8.1.1.1 by writing in the algebraic notation (Appendix C), on the
paper ‘scoresheet’ prescribed for the competition.
8.1.1.2 by entering moves on the FIDE certified ‘electronic
scoresheet’ prescribed for the competition.
8.1.2 It is forbidden to record the moves in advance, unless the player is
claiming a draw according to Article 9.2, or 9.3 or adjourning a
game according to Guidelines I.1.1
8.1.3 A player may reply to his/her opponent’s move before recording it, if
he/she so wishes. He/She must record his/her previous move
before making another.
8.1.4 The scoresheet shall be used only for recording the moves, the
times of the clocks, offers of a draw, matters relating to a claim and
other relevant data.

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8.1.5 Both players must record the offer of a draw on the scoresheet with
a symbol (=).
8.1.6 If a player is unable to keep score, an assistant, who must be
acceptable to the arbiter, may be provided by the player to record
the moves. His/Her clock shall be adjusted by the arbiter in an
equitable way. This adjustment of the clock shall not apply to a
player with a disability.
8.2 The scoresheet shall be visible to the arbiter throughout the game.
8.3 The scoresheets are the property of the organiser of the competition. An
electronic scoresheet with an evident defect shall be replaced by the arbiter.
8.4 If a player has less than five minutes left on his/her clock during an allotted
period of time and does not have additional time of 30 seconds or more
added with each move, then for the remainder of the period he/she is not
obliged to meet the requirements of Article 8.1.1.
8.5 Incomplete scoresheets:
8.5.1 If neither player keeps score under Article 8.4, the arbiter or an
assistant should try to be present and keep score. In this case,
immediately after a flag has fallen the arbiter shall pause the
chessclock. Then both players shall update their scoresheets,
using the arbiter’s or the opponent’s scoresheet.
8.5.2 If only one player has not kept score under Article 8.4, he/she must,
as soon as either flag has fallen, update his/her scoresheet
completely before moving a piece on the chessboard. Provided it is
that player’s move, he/she may use his/her opponent’s scoresheet,
but must return it before making a move.
8.5.3 If no complete scoresheet is available, the players must reconstruct
the game on a second chessboard under the control of the arbiter
or an assistant. He/She shall first record the actual game position,
clock times, whose clock was running and the number of moves
made/completed, if this information is available, before
reconstruction takes place.
8.6 If the scoresheets cannot be brought up to date showing that a player has
overstepped the allotted time, the next move made shall be considered as
the first of the following time period, unless there is evidence that more
moves have been made or completed.
8.7 At the conclusion of the game both players shall indicate the result of the
game by signing both scoresheets or approve the result on their electronic
scoresheets. Even if incorrect, this result shall stand, unless the arbiter
decides otherwise.

Article 9: The Drawn Game


9.1 Draw offers and event Regulations:
9.1.1 The regulations of an event may specify that players cannot offer or
agree to a draw, whether in less than a specified number of moves
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or at all, without the consent of the arbiter.
9.1.2 However, if the regulations of an event allow a draw agreement the
following shall apply:
9.1.2.1 A player wishing to offer a draw shall do so after having
made a move on the chessboard and before pressing
his/her clock. An offer at any other time during play is
still valid but Article 11.5 must be considered. No
conditions can be attached to the offer. In both cases
the offer cannot be withdrawn and remains valid until
the opponent accepts it, rejects it orally, rejects it by
touching a piece with the intention of moving or
capturing it, or the game is concluded in some other
way.
9.1.2.2 The offer of a draw shall be recorded by each player on
his/her scoresheet with the symbol (=).
9.1.2.3 A claim of a draw under Article 9.2 or 9.3 shall be
considered to be an offer of a draw.
9.2 The game is drawn, upon a correct claim by a player having the move, when
the same position for at least the third time (not necessarily by a repetition
of moves):
9.2.1 is about to appear, if he/she first indicates his/her move, which
cannot be changed, by writing it on the paper scoresheet or
entering it on the electronic scoresheet and declares to the arbiter
his/her intention to make this move, or
9.2.2 has just appeared, and the player claiming the draw has the move.
9.2.3 Positions are considered the same if and only if the same player has
the move, pieces of the same kind and colour occupy the same
squares and the possible moves of all the pieces of both players
are the same. Thus positions are not the same if:
9.2.3.1 at the start of the sequence a pawn could have been
captured en passant.
9.2.3.2 a king had castling rights with a rook that has not been
moved, but forfeited these after moving. The castling
rights are lost only after the king or rook is moved.
9.3 The game is drawn, upon a correct claim by a player having the move, if:
9.3.1 he/she indicates his/her move, which cannot be changed, by writing
it on the paper scoresheet or entering it on the electronic
scoresheet and declares to the arbiter his/her intention to make
this move which will result in the last 50 moves by each player
having been made without the movement of any pawn and without
any capture, or
9.3.2 the last 50 moves by each player have been completed without the
movement of any pawn and without any capture.

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9.4 If the player touches a piece as in Article 4.3, he/she loses the right to claim
a draw under Article 9.2 or 9.3 on that move.
9.5 Draw claims:
9.5.1 If a player claims a draw under Article 9.2 or 9.3, he/she or the
arbiter shall pause the chessclock. He/She is not allowed to
withdraw his/her claim.
9.5.2 If the claim is found to be correct, the game is immediately drawn.
9.5.3 If the claim is found to be incorrect, the arbiter shall add two
minutes to the opponent’s remaining thinking time. Then the game
shall continue. If the claim was based on an intended move, this
move must be made in accordance with Articles 3 and 4.
9.6 If one or both of the following occur(s) then the game is drawn:
9.6.1 the same position has appeared, as in 9.2.2 at least five times.
9.6.2 any series of at least 75 moves have been made by each player
without the movement of any pawn and without any capture. If the
last move resulted in checkmate, that shall take precedence.

Article 10: Points


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

Article 11: The Conduct of the Players


11.1 The players shall take no action that will bring the game of chess into
disrepute.
11.2 Playing venue and playing area:
11.2.1 The ‘playing venue’ is defined as the ‘playing area’, rest rooms,
toilets, refreshment area, area set aside for smoking and other
places as designated by the arbiter.
11.2.2 The playing area is defined as the place where the games of a
competition are played.
11.2.3 Only with the permission of the arbiter can:
11.2.3.1 a player leave the playing venue,
11.2.3.2 the player having the move be allowed to leave the
playing area.

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11.2.3.3 a person who is neither a player nor arbiter be allowed
access to the playing area.
11.2.4 The regulations of an event may specify that the opponent of the
player having a move must report to the arbiter when he/she
wishes to leave the playing area.
11.3 Notes and electronic devices:
11.3.1 During play the players are forbidden to use any notes, sources of
information or advice, or analyse any game on another chessboard.
11.3.2 During a game, a player is forbidden to have any electronic device
not specifically approved by the arbiter in the playing venue.
11.3.2.1 However, the regulations of an event may allow such
devices to be stored in a player’s bag, provided the
device is completely switched off. This bag must be
placed as agreed with the arbiter. Both players are
forbidden to use this bag without permission of the
arbiter.
11.3.2.2 If it is evident that a player has such a device on their
person in the playing venue, the player shall lose the
game. The opponent shall win. The regulations of an
event may specify a different, less severe, penalty.
11.3.3 The arbiter may require the player to allow his/her
clothes, bags, other items or body to be inspected, in
private. The arbiter or person authorised by the arbiter
shall inspect the player, and shall be of the same gender
as the player. If a player refuses to cooperate with these
obligations, the arbiter shall take measures in
accordance with Article 12.9.
11.3.4 Smoking, including e-cigarettes, is permitted only in the
section of the venue designated by the arbiter.
11.4 Players who have finished their games shall be considered to be
spectators.
11.5 It is forbidden to distract or annoy the opponent in any manner whatsoever.
This includes unreasonable claims, unreasonable offers of a draw or the
introduction of a source of noise into the playing area.
11.6 Infraction of any part of Articles 11.1 – 11.5 shall lead to penalties in
accordance with Article 12.9.
11.7 Persistent refusal by a player to comply with the Laws of Chess shall be
penalised by loss of the game. The arbiter shall decide the score of the
opponent.
11.8 If both players are found guilty according to Article 11.7, the game shall be
declared lost by both players.
11.9 A player shall have the right to request from the arbiter an explanation of
particular points in the Laws of Chess.

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11.10 Unless the regulations of an event specify otherwise, a player may appeal
against any decision of the arbiter, even if the player has signed the
scoresheet (see Article 8.7).
11.11 Both players must assist the arbiter in any situation requiring
reconstruction of the game, including draw claims.
11.12 Checking a ‘three times occurrence of the position’ or a ’50 moves’ claim
is a duty of the players, under supervision of the arbiter.

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


12.1 The arbiter shall see that the Laws of Chess are observed.
12.2 The arbiter shall:
12.2.1 ensure fair play,
12.2.2 act in the best interest of the competition,
12.2.3 ensure that a good playing environment is maintained,
12.2.4 ensure that the players are not disturbed,
12.2.5 supervise the progress of the competition,
12.2.6 take special measures in the interests of disabled players and
those who need medical attention,
12.2.7 follow the Fair-Play Rules or Guidelines
12.3 The arbiter shall observe the games, especially when the players are short
of time, enforce decisions he/she has made, and impose penalties on
players where appropriate.
12.4 The arbiter may appoint assistants to observe games, for example when
several players are short of time.
12.5 The arbiter may award either or both players additional time in the event of
external disturbance of the game.
12.6 The arbiter must not intervene in a game except in cases described by the
Laws of Chess. He/She shall not indicate the number of moves completed,
except in applying Article 8.5 when at least one flag has fallen. The arbiter
shall refrain from informing a player that his/her opponent has completed a
move or that the player has not pressed his/her clock.
12.7 If someone observes an irregularity, he/she may inform only the arbiter.
Players in other games must not to speak about or otherwise interfere in a
game. Spectators are not allowed to interfere in a game. The arbiter may
expel offenders from the playing venue.
12.8 Unless authorised by the arbiter, it is forbidden for anybody to use a mobile
phone or any kind of communication device in the playing venue or any
contiguous area designated by the arbiter.
12.9 Options available to the arbiter concerning penalties:
12.9.1 warning,

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12.9.2 increasing the remaining time of the opponent,
12.9.3 reducing the remaining time of the offending player,
12.9.4 increasing the points scored in the game by the opponent to the
maximum available for that game,
12.9.5 reducing the points scored in the game by the offending person,
12.9.6 declaring the game to be lost by the offending player (the arbiter
shall also decide the opponent’s score),
12.9.7 a fine announced in advance,
12.9.8 exclusion from one or more rounds,
12.9.9 expulsion from the competition.

APPENDICES

Appendix A. Rapid Chess


A.1 A ‘Rapid chess’ game is one where either all the moves must be completed
in a fixed time of more than 10 minutes but less than 60 minutes for each
player; or the time allotted plus 60 times any increment is of more than 10
minutes but less than 60 minutes for each player.
A.2 Players do not need to record the moves, but do not lose their rights to
claims normally based on a scoresheet. The player can, at any time, ask the
arbiter to provide him/her with a scoresheet, in order to write the moves.
A.3 The penalties mentioned in Articles 7 and 9 of the Competitive Rules of Play
shall be one minute instead of two minutes.
A.4 The Competitive Rules of Play shall apply if:
A.4.1 one arbiter supervises at most three games and
A.4.2 each game is recorded by the arbiter or his/her assistant and, if
possible, by electronic means.
A.4.3 The player may at any time, when it is his/her move, ask the arbiter
or his/her assistant to show him/her the scoresheet. This may be
requested a maximum of five times in a game. More requests shall
be considered as a distraction of the opponent.
A.5 Otherwise the following apply:
A.5.1 From the initial position, once 10 moves have been completed by
each player,
A.5.1.1 No change can be made to the clock setting, unless the
schedule of the event would be adversely affected.

A.5.1.2 No claim can be made regarding incorrect set-up or


orientation of the chessboard. In case of incorrect king

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placement, castling is not allowed. In case of incorrect
rook placement, castling with this rook is not allowed.
A.5.2 If the arbiter observes an action taken under Article 7.5.1, 7.5.2,
7.5.3 or 7.5.4, he/she shall act according to Article 7.5.5, provided
the opponent has not made his/her next move. If the arbiter does
not intervene, the opponent is entitled to claim, provided the
opponent has not made his/her next move. If the opponent does
not claim and the arbiter does not intervene, the illegal move shall
stand and the game shall continue. Once the opponent has made
his/her next move, an illegal move cannot be corrected unless this
is agreed by the players without intervention of the arbiter.
A.5.3 To claim a win on time, the claimant may pause the chessclock and
notify the arbiter. However, the game is drawn if the position is
such that the claimant cannot checkmate the player’s king by any
possible series of legal moves.
A.5.4 If the arbiter observes both kings are in check, or a pawn stands on
the rank furthest from its starting position, he/she shall wait until
the next move is completed. Then, if an illegal position is still on
the board, he/she shall declare the game drawn.
A.5.5 The arbiter shall also call a flag fall, if he/she observes it.
A.6 The regulations of an event shall specify whether Article A.4 or Article A.5
shall apply for the entire event.

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

Appendix C. Algebraic Notation

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FIDE recognises for its own tournaments and matches only one system of
notation, the Algebraic System, and recommends the use of this uniform chess
notation also for chess literature and periodicals. Scoresheets using a notation
system other than algebraic may not be used as evidence in cases where
normally the scoresheet of a player is used for that purpose. An arbiter who
observes that a player is using a notation system other than the algebraic should
warn the player of this requirement.

Description of the Algebraic System


C.1 In this description, ‘piece’ means a piece other than a pawn.
C.2 Each piece is indicated by an abbreviation. In the English language it is the
first letter, a capital letter, of its name. Example: K=king, Q=queen, R=rook,
B=bishop, N=knight. (N is used for a knight, in order to avoid ambiguity.)
C.3 For the abbreviation of the name of the pieces, each player is free to use the
name which is commonly used in his/her country. Examples: F = fou
(French for bishop), L = loper (Dutch for bishop). In printed periodicals, the
use of figurines is recommended.
C.4 Pawns are not indicated by their first letter, but are recognised by the
absence of such a letter. Examples: the moves are written e5, d4, a5, not
pe5, Pd4, pa5.
C.5 The eight files (from left to right for White and from right to left for Black)
are indicated by the small letters, a, b, c, d, e, f, g and h, respectively.
C.6 The eight ranks (from bottom to top for White and from top to bottom for
Black) are numbered 1, 2, 3, 4, 5, 6, 7, 8, respectively. Consequently, in the
initial position the white pieces and pawns are placed on the first and
second ranks; the black pieces and pawns on the eighth and seventh ranks.
C.7 As a consequence of the previous rules, each of the sixty-four squares is
invariably indicated by a unique combination of a letter and a number.

C.8 Each move of a piece is indicated by the abbreviation of the name of the
piece in question and the square of arrival. There is no need for a hyphen
between name and square. Examples: Be5, Nf3, Rd1.
In the case of pawns, only the square of arrival is indicated. Examples: e5,
d4, a5.
A longer form containing the square of departure is acceptable. Examples:
Bb2e5, Ng1f3, Ra1d1, e7e5, d2d4, a6a5.

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C.9 When a piece makes a capture, an x may be inserted between:
C.9.1 the abbreviation of the name of the piece in question and
C.9.2 the square of arrival. Examples: Bxe5, Nxf3, Rxd1, see also C.10.
C.9.3 When a pawn makes a capture, the file of departure must be
indicated, then an x may be inserted, then the square of arrival.
Examples: dxe5, gxf3, axb5. In the case of an ‘en passant’ capture,
‘e.p.’ may be appended to the notation. Example: exd6 e.p.
C.10 If two identical pieces can move to the same square, the piece that is
moved is indicated as follows:
C.10.1 If both pieces are on the same rank by:
C.10.1.1 The abbreviation of the name of the piece,
C.10.1.2 The file of departure, and
C.10.1.2 The square of arrival.
C.10.2 If both pieces are on the same file by:
C.10.2.1 The abbreviation of the name of the piece,
C.10.2.2 The rank of the square of departure, and
C.10.2.3 The square of arrival.
C.10.3 If the pieces are on different ranks and files, method 1 is preferred.
Examples:
C.10.3.1 There are two knights, on the squares g1 and e1, and
one of them moves to the square f3: either Ngf3 or Nef3,
as the case may be.
C.10.3.2 There are two knights, on the squares g5 and g1, and
one of them moves to the square f3: either N5f3 or N1f3,
as the case may be.
C.10.3.3 There are two knights, on the squares h2 and d4, and
one of them moves to the square f3: either Nhf3 or Ndf3,
as the case may be.
C.10.3.4 If a capture takes place on the square f3, the notation
of the previous examples is still applicable, but an x may
be inserted: 1) either Ngxf3 or Nexf3, 2) either N5xf3 or
N1xf3, 3) either Nhxf3 or Ndxf3, as the case may be.
C.11 In the case of the promotion of a pawn, the actual pawn move is indicated,
followed immediately by the abbreviation of the new piece. Examples: d8Q,
exf8N, b1B, g1R.
C.12 The offer of a draw shall be marked as (=).
C.13 Abbreviations
C.13.1 0-0 = castling with rook h1 or rook h8 (kingside castling)
C.13.2 0-0-0 = castling with rook a1 or rook a8 (queenside castling)

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C.13.3 x = captures
C.13.4 + = check
C.13.5 ++ or # = checkmate
C.13.6 e.p. = captures ‘en passant’
Articles C.13.3 – C.13.6 are optional.

Sample game:
1.e4 e5 2. Nf3 Nf6 3. d4 exd4 4. e5 Ne4 5. Qxd4 d5 6. exd6 e.p. Nxd6 7. Bg5
Nc6 8. Qe3+ Be7 9. Nbd2 0-0 10. 0-0-0 Re8 11. Kb1 (=)
Or: 1. e4 e5 2. Nf3 Nf6 3. d4 ed4 4. e5 Ne4 5. Qd4 d5 6. ed6 Nd6 7. Bg5 Nc6
8. Qe3 Be7 9 Nbd2 0-0 10. 0-0-0 Re8 11. Kb1 (=)
Or: 1. e2e4 e7e5 2.Ng1f3 Ng8f6 3. d2d4 e5xd4 4. e4e5 Nf6e4 5. Qd1xd4
d7d5 6. e5xd6 e.p. Ne4xd6 7. Bc1g5 Nb8c6 8. Qd4d3 Bf8e7 9. Nb1d2 0-0
10. 0-0-0 Rf8e8 11. Kb1 (=)

Appendix D. Rules for Play with Blind and Visually Disabled Players
D.1 The organiser, after consulting the arbiter, shall have the power to adapt the
following rules according to local circumstances. In competitive chess
between sighted and visually disabled (legally blind) players either player
may demand the use of two boards, the sighted player using a normal
board, the visually disabled player using one specially constructed. This
board must meet the following requirements:
D.1.1 measure at least 20 cm by 20 cm,
D.1.2 have the black squares slightly raised,
D.1.3 have a securing aperture in each square,
D.1.4 The requirements for the pieces are:
D.1.4.1 all are provided with a peg that fits into the securing
aperture of the board,
D.1.4.2 all are of Staunton design, the black pieces being
specially marked.
D.2 The following regulations shall govern play:
D.2.1 The moves shall be announced clearly, repeated by the opponent
and executed on his/her chessboard. When promoting a pawn, the
player must announce which piece is chosen. To make the
announcement as clear as possible, the use of the following names
is suggested instead of the corresponding letters:
A - Anna
B - Bella
C - Cesar

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D - David
E - Eva
F - Felix
G - Gustav
H - Hector
Unless the arbiter decides otherwise, ranks from White to Black
shall be given the German numbers
1 - eins
2 - zwei
3 - drei
4 - vier
5 - fuenf
6 - sechs
7 - sieben
8 - acht
Castling is announced “Lange Rochade” (German for long castling)
and “Kurze Rochade” (German for short castling).
The pieces bear the names: Koenig, Dame, Turm, Laeufer, Springer,
Bauer.

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


‘touched’ when it has been taken out of the securing aperture.
D.2.3 A move shall be considered ‘made’ when:
D.2.3.1 in the case of a capture, the captured piece has been
removed from the board of the player whose turn it is to
move,
D.2.3.2 a piece has been placed into a different securing
aperture,
D.2.3.3 the move has been announced.
D.2.4 Only then shall the opponent's clock be started.
D.2.5 As far as points D.2.2 and D.2.3 are concerned, the normal rules are
valid for the sighted player.
D.2.6 Chessclock for visually disabled players:
D.2.6.1 A specially constructed chessclock for the visually
disabled shall be admissible. It should be able to
announce the time and number of moves to the visually
disabled player.
D.2.6.2 Alternatively an analogue clock with the following
features may be considered:

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1) a dial fitted with reinforced hands, with every five
minutes marked by one raised dot, and every 15
minutes by two raised dots, and
2) a flag which can be easily felt; care should be
taken that the flag is so arranged as to allow the
player to feel the minute hand during the last five
minutes of the full hour.
D.2.7 The visually disabled player must keep score of the game in Braille
or longhand, or record the moves on a recording device.
D.2.8 A slip of the tongue in the announcement of a move must be
corrected immediately and before the clock of the opponent is
started.
D.2.9 If during a game, different positions should arise on the two boards,
they must be corrected with the assistance of the arbiter and by
consulting both players' game scores. If the two game scores
correspond with each other, the player who has written the correct
move but made the wrong one must adjust his/her position to
correspond with the move on the game scores. When the game
scores are found to differ, the moves shall be retraced to the point
where the two scores agree, and the arbiter shall readjust the
clocks accordingly.
D.2.10 The visually disabled player shall have the right to make use of an
assistant who shall have any or all of the following duties:
D.2.10.1 making either player's move on the board of the
opponent,
D.2.10.2 announcing the moves of both players,
D.2.10.3 keeping the game score of the visually disabled player
and starting his/her opponent's clock.
D.2.10.4 informing the visually disabled player, only at his/her
request, of the number of moves completed and the
time used up by both players,
D.2.10.5 claiming the game in cases where the time limit has
been exceeded and informing the arbiter when the
sighted player has touched one of his/her pieces,
D.2.10.6 carrying out the necessary formalities in cases where
the game is adjourned.
D.2.11 If the visually disabled player does not make use of an assistant,
the sighted player may make use of one who shall carry out the
duties mentioned in points D.2.10.1 and D.2.10.2. An assistant
must be used in the case of a visually disabled player paired with a
hearing-impaired player.

GUIDELINES

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

Guidelines I. Adjourned Games


I.1 Adjournment procedure:
I.1.1 If a game is not finished at the end of the time prescribed for play,
the arbiter shall require the player having the move to ‘seal’ that
move. The player must write his/her move in unambiguous
notation on a paper scoresheet, put his/her scoresheet and that of
his/her opponent in an envelope, seal the envelope and only then
stop the chessclock. Until he/she has stopped the chessclock the
player retains the right to change his/her sealed move. If, after
being told by the arbiter to seal his/her move, the player makes a
move on the chessboard he/she must write that same move on
his/her scoresheet as his/her sealed move.
I.1.2 A player having the move who adjourns the game before
the end of the playing session shall be considered to
have sealed at the nominal time for the end of the
session, and his/her remaining time shall so be
recorded.
I.2. The following shall be indicated upon the envelope:
I.2.1 the names of the players,
I.2.2 the position immediately before the sealed move,
I.2.3 the time used by each player,
I.2.4 the name of the player who has sealed the move,
I.2.5 the number of the sealed move,
I.2.6 the offer of a draw, if the proposal is current,
I.2.7 the date, time and venue of resumption of play.
I.3 The arbiter shall check the accuracy of the information on the envelope and
is responsible for its safekeeping.
I.4 If a player proposes a draw after his/her opponent has sealed his/her move,
the offer is valid until the opponent has accepted it or rejected it as in
Article 9.1.
I.5 Before the game is to be resumed, the position immediately before the
sealed move shall be set up on the chessboard, and the times used by each
player when the game was adjourned shall be indicated on the clocks.
I.6 If prior to the resumption the game is agreed drawn, or if one of the players
notifies the arbiter that he/she resigns, the game is concluded.

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I.7 The envelope shall be opened only when the player who must reply to the
sealed move is present.
I.8 Except in the cases mentioned in Articles 5, 5.2.2, 6.9 and 9.6, the game is
lost by a player whose recording of his/her sealed move:
I.8.1 is ambiguous, or
I.8.2 is recorded in such a way that its true significance is impossible to
establish, or
I.8.3 is illegal.
I.9 If, at the agreed resumption time:
I.9.1 the player having to reply to the sealed move is present, the envelope
is opened, the sealed move is made on the chessboard and his/her
clock is started,
I.9.2 the player having to reply to the sealed move is not present, his/her
clock shall be started; on his/her arrival, he/she may pause his/her
clock and summon the arbiter; the envelope is then opened and the
sealed move is made on the chessboard; his/her clock is then
restarted,
I.9.3 the player who sealed the move is not present, his/her opponent has
the right to record his/her reply on the scoresheet, seal his/her
scoresheet in a fresh envelope, pause his/her clock and start the
absent player’s clock instead of making his/her reply in the normal
manner; if so, the envelope shall be handed to the arbiter for
safekeeping and opened on the absent player’s arrival.
I.10 Any player who arrives at the chessboard after the default time shall lose
the game unless the arbiter decides otherwise. However, if the sealed move
resulted in the conclusion of the game, that conclusion shall still apply.
I.11 If the regulations of an event specify that the default time is not zero, the
following shall apply: If neither player is present initially, the player who has
to reply to the sealed move shall lose all the time that elapses until he/she
arrives, unless the regulations of an event specify or the arbiter decides
otherwise.
I.12 Resuming an adjourned game:
I.12.1 If the envelope containing the sealed move is missing, the game
shall continue from the adjourned position, with the clock times
recorded at the time of adjournment. If the time used by each
player cannot be re-established, the arbiter shall set the clocks. The
player who sealed the move shall make the move he/she states
he/she sealed on the chessboard.
I.12.2 If it is impossible to re-establish the position, the game shall be
annulled and a new game shall be played.
I.13 If, upon resumption of the game, either player points out before making
his/her first move that the time used has been incorrectly indicated on
either clock, the error must be corrected. If the error is not then established

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the game shall continue without correction unless the arbiter decides
otherwise.
I.14 The duration of each resumption session shall be controlled by the arbiter’s
timepiece. The starting time shall be announced in advance.

Guidelines II. Chess960 Rules


II.1 Before a Chess960 game a starting position is randomly set up, subject to
certain rules. After this, the game is played in the same way as regular
chess. In particular, pieces and pawns have their normal moves, and each
player's objective is to checkmate the opponent's king.
II.2 Starting Position Requirements
The starting position for Chess960 must meet certain rules. White pawns
are placed on the second rank as in regular chess. All remaining white
pieces are placed randomly on the first rank, but with the following
restrictions:
II.2.1 the king is placed somewhere between the two rooks, and
II.2.2 the bishops are placed on opposite-coloured squares, and
II.2.3 the black pieces are placed opposite the white pieces.
The starting position can be generated before the game either by a
computer program or using dice, coin, cards, etc.
II.3 Chess960 castling rules
II.3.1 Chess960 allows each player to castle once per game, a move by
potentially both the king and rook in a single move. However, a few
interpretations of regular chess rules are needed for castling,
because the regular rules presume initial locations of the rook
and king that are often not applicable in Chess960.
II.3.2 How to castle. In Chess960, depending on the pre-castling position
of the castling king and rook, the castling manoeuvre is performed
by one of these four methods:
II.3.2.1 double-move castling: by making a move with the king
and a move with the rook, or
II.3.2.2 transposition castling: by transposing the position of the
king and the rook, or
II.3.2.3 king-move-only castling: by making only a move with the
king, or
II.3.2.4 rook-move-only castling: by making only a move with the
rook.
II.3.2.5 Recommendations:
When castling on a physical board with a human
player, it is recommended that the king be moved
outside the playing surface next to his/her final
position, the rook then be moved from its starting
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position to its final position, and then the king be
placed on his final square.
After castling, the rook and king's final positions
should be exactly the same positions as they would
be in regular chess.

II.3.2.6 Clarification
Thus, after c-side castling (notated as 0-0-0 and known as queen-side
castling in ortho-dox chess), the king is on the c-square (c1 for
white and c8 for black) and the rook is on the d-square (d1 for
white and d8 for black). After g-side castling (notated as 0-0 and
known as king-side castling in orthodox chess), the king is on the g-
square (g1 for white and g8 for black) and the rook is on the f-
square (f1 for white and f8 for black).
II.3.2.7 Notes
1. To avoid any misunderstanding, it may be useful to state "I am about to castle"
before castling.
2. In some starting positions, the king or rook (but not both) does not move during
castling.
3. In some starting positions, castling can take place as early as the first move.
4. All the squares between the king's initial and final squares (including the final
square) and all the squares between the rook's initial and final squares (including
the final square) must be vacant except for the king and castling rook.
5. In some starting positions, some squares can stay filled during castling that would
have to be vacant in regular chess. For example, after c-side castling 0-0-0, it is
possible to have a, b, and/or e still filled, and after g-side castling (0-0), it is
possible to have e and/or h filled.

Guidelines III. Games without Increment including Quickplay Finishes


III.1 A ‘quickplay finish’ is the phase of a game when all the remaining moves
must be completed in a finite time.
III.2.1 The Guidelines below concerning the final period of the game
including Quickplay Finishes, shall only be used at an event if their
use has been announced beforehand.
III.2.2 These Guidelines shall apply only to standard chess and rapid
chess games without increment and not to blitz games.
III.3.1 If both flags have fallen and it is impossible to establish which flag
fell first then:
III.3.1.1 the game shall continue if this occurs in any period of
the game except the last period.
III.3.1.2 the game is drawn if this occurs in the period of a game
in which all remaining moves must be completed.
III.4 If the player having the move has less than two minutes left on his/her
clock, he/she may request that an increment extra five seconds be
introduced for both players. This constitutes the offer of a draw. If the offer
refused, and the arbiter agrees to the request, the clocks shall then be set

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with the extra time; the opponent shall be awarded two extra minutes and
the game shall continue.
III.5 If Article III.4 does not apply and the player having the move has less than
two minutes left on his/her clock, he/she may claim a draw before his/her
flag falls (see also Article 6.12.2). He/She shall summon the arbiter and
may pause the chessclock. He/She may claim on the basis that his/her
opponent cannot win by normal means, and/or that his/her opponent has
been making no effort to win by normal means:
III.5.1 If the arbiter agrees that the opponent cannot win by normal
means, or that the opponent has been making no effort to win the
game by normal means, he/she shall declare the game drawn.
Otherwise he/she shall postpone his/her decision or reject the
claim.
III.5.2 If the arbiter postpones his/her decision, the opponent may be
awarded two extra minutes and the game shall continue, if
possible, in the presence of an arbiter. The arbiter shall declare the
final result later in the game or as soon as possible after the flag of
either player has fallen. He/She shall declare the game drawn if
he/she agrees that the opponent of the player whose flag has
fallen cannot win by normal means, or that he/she was not making
sufficient attempts to win by normal means.
III.5.3 If the arbiter has rejected the claim, the opponent shall be awarded
two extra minutes.
III.6 The following shall apply when the competition is not supervised by an
arbiter:
III.6.1 A player may claim a draw when he/she has less than two minutes
left on his/her clock and before his/her flag falls. This concludes
the game. He/She may claim on the basis:
III.6.1.1 that his/her opponent cannot win by normal means,
and/or
III.6.1.2 that his/her opponent has been making no effort to win
by normal means. In III.6.1.1 the player must write down
the final position and his/her opponent must verify it. In
III.6.1.2 the player must write down the final position and
submit an up-to-date scoresheet. The opponent shall
verify both the scoresheet and the final position.
III.6.2 The claim shall be referred to the designated arbiter.

Glossary of Terms in the Laws of Chess


Term First Definition
Reference

adjourn 8.1 Instead of playing the game in one session it is


temporarily halted and then continued at a later
time.

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algebraic notation 8.1 Recording the moves using a-h and 1-8 on the 8x8
board.

analyse 11.3 Where one or more players make moves on a


board to try to determine what is the best
continuation.

appeal 11.10 Normally a player has the right to appeal against a


decision of the arbiter or organiser.

arbiter Preface The person(s) responsible for ensuring that the


rules of a competition are followed.

arbiter’s N/A There are approximately 39 instances in the Laws


discretion where the arbiter must use his/her judgement.

assistant 8.1 A person who may help the smooth running of the
competition in various ways.

attack 3.1 A piece is said to attack an opponent’s piece if the


player’s piece can make a capture on that square.

black 2.1.1 There are 16 dark-coloured pieces and 32 squares


called black. Or 2. When capitalised, this also
refers to the player of the black pieces.

blitz B A game where each player’s thinking time is 10


minutes or less.

board 2.4 Short for chessboard.

Bronstein mode 6.3.2 See delay mode

capture 3.1 Where a piece is moved from its square to a


square occupied by an opponent’s piece, the latter
is removed from the board. See also 3.7.4.1 and
3.4.7.2. In notation x.

castling 3.8.2 A move of the king towards a rook. See the article.
In notation 0-0 kingside castling, 0-0-0 queenside
castling.

cellphone N/A See mobile phone.

check 3.9 Where a king is attacked by one or more of the


opponent’s pieces. In notation +.

checkmate 1.2 Where the king is attacked and cannot parry the
threat. In notation ++ or #.

chessboard 1.1 The 8x8 grid as in 2.1.

chessclock 6.1 A clock with two time displays connected to each


other.

chess set N/A The 32 pieces on the chessboard.

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Chess960 II A variant of chess where the back-row pieces are
set up in one of the 960 distinguishable possible
positions

claim 6.8 The player may make a claim to the arbiter under
various circumstances.

clock 6.1 One of the two time displays.

completed move 6.2.1 Where a player has made his/her move and then
pressed his/her clock.

contiguous area 12.8 An area touching but not actually part of the
playing venue. For example, the area set aside for
spectators.

cumulative N/A Where a player receives an extra amount of time


(Fischer) mode (often 30 seconds) prior to each move.

dead position 5.2.2 Where neither player can mate the opponent’s king
with any series of legal moves.

default time 6.7 The specified time a player may be late without
being forfeited.

delay (Bronstein) 6.3.2 Both players receive an allotted ‘main thinking


mode 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.

demonstration 6.12.1 A display of the position on the board where the


board pieces are moved by hand.

diagonal 2.4 A straight line of squares of the same colour,


running from one edge of the board to an adjacent
edge.

disability 6.2.6 A condition, such as a physical or mental


handicap, that results in partial or complete loss of
a person's ability to perform certain chess
activities.

displaced 7.4.1 to put or take pieces from their usual place. For
example, a pawn from a2 to a4.5; a rook partway
between d1 and e1; a piece lying on its side; a
piece knocked onto the floor.

draw 5.2 Where the game is concluded with neither side


winning.

draw offer 9.1.2 Where a player may offer a draw to the opponent.
This is indicated on the scoresheet with the
symbol (=).

e-cigarette N/A Device containing a liquid that is vaporised and


inhaled orally to simulate the act of smoking

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tobacco.

en passant 3.7.4.1 See that article for an explanation. In notation e.p.

exchange 3.7.5.3 1. 3.7.5.3 Where a pawn is promoted.


2. Where a player captures a piece of the same
value as his/her own and this piece is recaptured.
3. Where one player has lost a rook and the other
has lost a bishop or knight.

explanation 11.9 A player is entitled to have a Law explained.

fair play 12.2.1 Whether justice has been done has sometimes to
be considered when an arbiter finds that the Laws
are inadequate.

file 2.4 A vertical column of eight squares on the


chessboard.

Fischer mode N/A See cumulative mode

flag 6.1 The device that displays when a time period has
expired.

flag-fall 6.1 Where the allotted time of a player has expired.

forfeit 4.8.1 To lose the right to make a claim or move. Or 2. To


lose a game because of an infringement of the
Laws.

handicap N/A See disability

I adjust N/A See j’adoube

illegal 3.10.2 A position or move that is impossible because of


the Laws of Chess.

impairment N/A See disability

increment 6.1 An amount of time (from 2 to 60 seconds) added


from the start before each move for the player.
This can be in either delay or cumulative mode.

intervene 12.7 To involve oneself in something that is happening


in order to affect the outcome.

j’adoube 4.2 Giving notice that the player wishes to adjust a


piece, but does not necessarily intend to move it.

kingside 3.8.1 The vertical half of the board on which the king
stands at the start of the game.

legal move 3.10.1 See the article for an explanation

made 1.1 A move is said to have been ‘made’ when the piece
has been moved to its new square, the hand has
quit the piece, and the captured piece, if any, has
been removed from the board.

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mate N/A Abbreviation of checkmate

minor piece N/A Bishop or knight

mobile phone 11.3.2 Cellphone

monitor 6.12.1 An electronic display of the position on the board.

move 1.1 1. 40 moves in 90 minutes, refers to 40 moves by


each player.
2. Having the move refers to the player’s right to
play next.
3. White’s best move refers to the single move by
White.

Move-counter 6.10.2 A device on a chessclock which may be used to


record the number of times the clock has been
pressed by each player.

normal means G.III.5 Playing in a positive manner to try to win; or, having
a position such that there is a realistic chance of
winning the game other than just flag-fall.

organiser 8.3 The person responsible for the venue, dates, prize
money, invitations, format of the competition and
so on.

over-the-board Introduction The Laws cover only this type of chess, not
internet, nor correspondence, and so on.

penalties 12.3 The arbiter may apply penalties as listed in 12.9 in


ascending order of severity.

piece 2.1 One of the 32 figurines on the board. Or 2. A queen,


rook, bishop or knight.

playing area 11.2 The place where the games of a competition are
played.

playing venue 11.2 The only place to which the players have access
during play.

points 10 Normally a player scores 1 point for a win, ½ point


for a draw, 0 for a loss. An alternative is 3 for a win,
1 for a draw, 0 for a loss.

press the clock 6.2.1 The act of pushing the button or lever on a chess
clock which stops the player’s clock and starts that
of his/her opponent.

promotion 3.7.5.3 Where a pawn reaches the eighth rank and is


replaced by a new queen, rook, bishop or knight of
the same colour.

queen N/A As in queen a pawn, meaning to promote a pawn


to a queen.

queenside 3.8.1 The vertical half of the board on which the queen
stands at the start of the game.

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quickplay finish III The last part of a game where a player must
complete an unlimited number of moves in a finite
time.

rank 2.4 A horizontal row of eight squares on the


chessboard.

rapid chess A A game where each player’s thinking time is more


than 10 minutes, but less than 60.

repetition 9.2.1 1. A player may claim a draw if the same position


occurs three times.
2. A game is drawn if the same position occurs five
times.

resigns 5.1.2 Where a player gives up, rather than play on until
mated.

rest rooms 11.2 Toilets, also the room set aside in World
Championships where the players can relax.

result 8.7 Usually the result is 1-0, 0-1 or ½-½. In exceptional


circumstances both players may lose (Article
11.8), or one score ½ and the other 0. For unplayed
games the scores are indicated by +/- (White wins
by forfeit), -/+ (Black wins by forfeit), -/- (Both
players lose by forfeit).

regulations of an 6.7.1 At various points in the Laws there are options.


event The regulations of an event must state which have
been chosen.

sealed move I.1.1 Where a game is adjourned the player seals


his/her next move in an envelope.

scoresheet 8.1 A paper sheet with spaces for writing the moves.
This can also be electronic.

screen 6.12.1 An electronic display of the position on the board.

spectators 11.4 People other than arbiters or players viewing the


games. This includes players after their games
have been concluded.

standard chess III.3.2 A game where each player’s thinking time is at


least 60 minutes.

stalemate 5.2.1 Where the player has no legal move and his/her
king is not in check.

square of 3.7.5.1 The square a pawn lands on when it reached the


promotion eighth rank.

supervise 12.2.5 Inspect or control.

time control N/A 1. The regulation about the time the player is
allotted. For example, 40 moves in 90 minutes, all
the moves in 30 minutes, plus 30 seconds
cumulatively from move 1.
2. A player is said ‘to have reached the time

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control’, if, for example he/she has completed the
40 moves in less than 90 minutes.

time period 8.6 A part of the game where the players must
complete a number of moves or all the moves in a
certain time.

touch move 4.3 If a player touches a piece with the intention of


moving it, He/She is obliged to move it.

vertical 2.4 The 8th rank is often thought as the highest area
on a chessboard. Thus each file is referred to as
‘vertical’.

white 2.2 1. There are 16 light-coloured pieces and 32


squares called white.
2. When capitalised, this also refers to the player of
the white pieces.

zero tolerance 6.7.1 Where a player must arrive at the chessboard


before the start of the session.

50-move rule 9.3 A player may claim a draw if the last 50 moves
have been completed by each player without the
movement of any pawn and without any capture.

75-move rule 9.6.2 The game is drawn if the last 75 moves have been
completed by each player without the movement
of any pawn and without any capture.

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