FIDE Handbook for Chess
FIDE Handbook for Chess
FIDE HANDBOOK
FIDE Laws of Chess taking effect from 1 January 2023
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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).
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Staunton Pieces
p Q K B N R
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’.
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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.
3.7.3.3 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.
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Before white queenside castling After white queenside castling
Before black kingside castling After black kingside castling
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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.
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COMPETITIVE RULES OF PLAY
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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.
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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.
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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.
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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.
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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
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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.
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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.
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.
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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.
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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.
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.
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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.
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algebraic notation 8.1 Recording the moves using a-h and 1-8 on the 8x8
board.
assistant 8.1 A person who may help the smooth running of the
competition in various ways.
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.
checkmate 1.2 Where the king is attacked and cannot parry the
threat. In notation ++ or #.
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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.
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.
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.
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 offer 9.1.2 Where a player may offer a draw to the opponent.
This is indicated on the scoresheet with the
symbol (=).
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tobacco.
fair play 12.2.1 Whether justice has been done has sometimes to
be considered when an arbiter finds that the Laws
are inadequate.
flag 6.1 The device that displays when a time period has
expired.
kingside 3.8.1 The vertical half of the board on which the king
stands at the start of the game.
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
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.
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.
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.
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.
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.
scoresheet 8.1 A paper sheet with spaces for writing the moves.
This can also be electronic.
stalemate 5.2.1 Where the player has no legal move and his/her
king is not in check.
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.
vertical 2.4 The 8th rank is often thought as the highest area
on a chessboard. Thus each file is referred to as
‘vertical’.
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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