7:d:t :! "Times New Roman$$Heading 1! " Arial$ < .AbLaws of Chess.@PART 1General Laws. INTRODUCTION.The game of chess is played by two opposing players by moving pieces on a square board called a "chessboard". ARTICLE 2THE CHESSBOARD AND ITS ARRANGEMENT 1.The chessboard is made up of 64 equal squares in colour alternatively light and dark. (usually black and white squares respectively.) 2.The chessboard is placed between the players such a way that the square in the corner to the right of each player is the light one. 3.The eight rows of squares running from one player to the other are called "files". 4.The right rows of sqaures running at right angles to the files are called "ranks". 5.The rows of sqaures of the same colour touching at corners are called "diagonals". ARTICLE 3THE PIECES AND THEIR POSITIONSAt the beginning of the game one player has 16 light coloured (white) pieces, the other has 16 dark coloured (black) pieces.The pieces on each side are as follows: a King, a Queen, two Rooks, two Bishops, two Knights and eight Pawns.The initial position of the board is as follows:R N B Q K B N RARTICLE 4THE METHOD OF PLAY1.The two players shall play alternatively and make one move at a time. The player with the white pieces commences the game. 2.A player whose turn it is to play is said to "have the move". ARTICLE 5THE MOVE IN GENERAL1.With the exception of castling (article 6) a move is the transfer of a piece from one square to another which is either unoccupied or occupied by an opponent's piece. 2.No piece, except the rook when castling or the knight (article 6) can cross a square occupied by another piece. 3.When a piece is played to a square occupied by an opponent's piece, the opponent's piece is said to have been "captured" and it is immediately removed from the chessboard by the player who has made the capture. See article 6 (b) for taking "en passant " ARTICLE 6THE MOVES OF THE INDIVIDUAL PIECESTHE KING - Except when castling, the king moves to an adjacent square that is not attacked by an opponent's piece. Castling is a move of the king and a rook, counting as a single move (of the king) carried out in the following manner: The king is transfer red from its original square to either of the two squares of the same colour nearest in the same rank, then the rook towards which the king has been moved is transferred over the king to the square which the king has just crossed.Castling is permanently impossible: a.if the king has already been moved, or b.with a rook that has already been moved. Castling is prevented for the time being: a.if the original square of the king or the squares which the king must cross or that which it is to occupy is attacked by an opponent's piece, or b.if there is any piece between the rook involved in the move and the king. THE QUEEN - The queen move to any square on the rank, file or either of the diagonals on which it stands.THE ROOK - The rook moves to any square on the rank or file on which it stands.THE BISHOP - The bishop moves to any square on either of the diagonals on which it stands.THE KNIGHT - The knight's move is made up of two different steps. It takes one step of a single square along the file or rank, and then, still moving away from the square it left, takes one step along a diagonal. (NOTE: Another simple way of remembering t he knight's move is to consider it as moving the diagonal of a rectangle of 3x2 squares).THE PAWN - The pawn can only move forward. a.Except when making a capture, pawn advances from its original square one or two vacant squares along the file on which it stands, and on subsequent moves it advances one vacant square along the file. When making a capture, it advances one square along either of the diagonals on which it stands. b.A pawn attacking a aquare crossed by an opponent's pawn which has been advanced two squares on the previous move can capture the opponent's pawn as though the latter had only been moved one square. This can only be made on the move immediately followi ng such advance and is known as taking "en passant". c.On reaching the eighth rank the pawn must immediately as part of the same move bee exchanged for a queen, a rook, a bishop or a knight at player's choice without taking into account the other pieces still remaining on the chessboard. This exchanging o f a pawn is called "promotion". The promoted piece must be of same colour as the pawn and its action is immediate. ARTICLE 7THE COMPLETION OF A MOVEa.In the case of the transfer of a piece to a vacant square, when the player's hand has quitted the piece; or b.In the case of a capture, when the capture piece has been removed from the chessboard and when the player, having placed the pieve on its new square, has quitted the piece with his hand; or c.In the case of castling, when the player's hand has quitted the rook on the square crossed by the king; when the player's hand has quitted the king the move is still incomplete but the player has no longer the right to make any other move except castl ing; or d.In the case of promotion of the pawn, when the pawn has been removed from the chessboard and the player's hand has quitted the new piece after placing it on the promotion square; if the player's hand has quitted the pawn that has reached the promotion square the move is still incomplete but the player no longer has the right to move the pawn to another square. ARTICLE 8TOUCHED PIECEProvided that he first warns his opponent, the player whose turn it is to move may adjust one or more pieces on their squares.Apart from the above case, if the player whose turn it is to move touches one or more pieces he must make his move by moving or taking the piece first touched which can be moved or taken.The touching of a piece or pieces entails no obligation if a brach of this rule is not pointed out by the opponent before he touches a piece, or if none of the moves indicated above can be carried our in accordance with the rules. ARTICLE 9ILLEGAL POSITIONS 1.If, during the game, it is found out that an illegal move has been made, then the position shall be reconstructed as it was immediately before the illegal move was played. The game shall then continue in accordance with the rules given in Article 8 as regards the move replacing the illegal move.If it proves impossible to reconstruct the position, then the game shall be anulled and a fresh game played. 2.If during a game, one or more pieces have been accidentally displaced and are not correctly replaced, the position shall be set up as it was immediately before the mistake and the game continued.If it proves impossible to set up the position again, the game shall be anulled and a fresh game started. 3.If, after an adjournment, the position is incorrectly put up, then the position as it was on adjournment shall be set up again and the game continued. 4.If, during a game, it is found that the initial position of the pieces was incorrect, then the game shall be annulled and a fresh game played.(FIDE Interpretations - This has been extended to apply to the case where the players have started with the wrong colours.) 5.If, during a game, it is found that the position of the chessboard is incorrect, then the position reached shall be transferred to a chessboard correctly placed and the game continued.(FIDE Interpretations - All irregularities cited in Article 9 are ignored if discovered after a game has in fact ended. But, within a reasonable time after the agreed "end" of the game, it may be proved that it had in fact ended earlier, eg by an unnotice d mate or stalemate or by a valid but incorrectly disallowed claim of a draw or an exceeding of the time limit. (Article 17) Any moves or agreements that occurred after the game did in fact end, are null and void. The FIDE has also ruled that an unfinishe d game subject to adjudication is not finished until adjudicated.) ARTICLE 10CHECK 1.The king is in check when the square it occupies is attacked by an opponent's piece; the latter is said to be "checking the king." 2.The check must be warded off on the move immediately following. If the check cannot be avoided then it is "mate". (See Article 11:1). 3.A piece that intercepts a check to its king can itself give check to the opponent's king. ARTICLE 11WON GAME 1.The game is won for the player who has mated the opponent's king. 2.The game is considered won for the player whose opponent declares he resigns. ARTICLE 12DRAWN GAME 1.When the king of the player whose turn it is to move is not in check, and the player cannot make a legal move, situation is called "stalemate". 2.By agreement between the two players. (see Article 17 A). 3.On demand by one of the players when the same position appears three times, the same player having the move each time. The position is considered the same if pieces of the same kind and colour occupy the same squares, and the possible moves of all pie ces are unchanged.This right of claiming the draw belongs only to the player: a.who is in position to play a move leading to such repetition of the position, if he indicates this move and claims the draw before making it; or b.who is due to reply to a move by which such repeated position has been produced, provided he does not move before claiming. If a player's claim of a draw under clause (a) proves incorrect (Article 17 A) and the game continues, that player is still bound to play the move he indicated.If a player makes a move without having claimed a draw in the manner prescribed in (a) or (b) he then loses his right to claim a draw; this right is, however, restored to him if the same position appears again with the same player having the move, and wit h the possible moves of all pieces unchanged.4.When the player whose turn it is to move proves that at least fifty moves have been played by each side without a capture of a piece and without a pawn-move having been made.This number of fifty can be increased for certain positions provided the number is clearly laid down before the start of the game. ADDENDAARTICLE 8Supplementary to paragraph 1 - Should the opponent be absent, a player who wishes to adjust one or more pieces may do so after giving notice to the umpire. ARTICLE 12FIDE Interpretations - A player is not entitled to claim a draw "by perpetual check" until he can do so under Section 3. A player is not entitled to claim a draw because it is impossible for his opponent to mate; he must continue to play if none of the Se ctions 1 to 4 apply, and he could lose under Article 17 (See Part II). PART IIAdditional Rules for Competitions.ARTICLE 13RECORDING OF GAMES 1.During the play, each player is required to record the game (moves of his own and his opponent's), move by move, as clearly and legibly as possible, on the score-sheet provided for the contest. 2.If, acutely pressed for time, a player is clearly unable to comply with the Section 1 above, he shall nevertheless do his best to indicate on his score-sheet the number of moves made. As soon as his time trouble is over he shall immediately complete h is record of the game by writing down the omitted moves. But he shall not have the right to claim a draw under Article 12:Section 3 if the moves in question were not recorded in conformity with Section 1 above.FIDE Interpretations: a.The word "acutely pressed for time" is open for the referee's decision at the spot taking into the account the time on the clock, number of moves to be made and the nature of the position at the moment. The referee may decide that a player is not "ac utely pressed for time" and require player refuses, the referee may rule that the player loses the game under Article 17:Section 4. b.If, on referee's instruction to write down the moves, a player declares that he cannot fill the missing moves with consulting the opponent's score-sheet, the request for the sheet shall be made to the referee, who will judge whether the player's form can be completed before the time control without embarrassing the opponent. The latter shall not refuse his score-sheet for two reasons: The record belongs to the organisers of the contest, and the player who is to complete his record shall do so in his own time. c.In all other cases, the score-sheets can be completed only after the time control. There are then two possibilities: One player alone has not completed his record, in which case he shall do so in his own playing time; bothe players have not completed records, in which case both clocks shall be stopped until the two records are completed, if necessary with the help of a chessboard under the control of the regferee, who shall, beforehand, have recorded the position existing at the moment of the interru ption. If in the first possibility the referee sees that the player's score-sheet, although filled in, will not help in reconstituting the game, he shall act as in the second possibility. ARTICLE 14USES OF THE CHESS CLOCK 1.Each player has to complete a certain number of moves within a certain time, these two factors having been laid down in advance.Note: Generally the following time limits are observed: a.for a five hour session - each player to complete 40 moves in the first 150 minutes (on his clock) and 16 moves per hour thereafter. b.for a four hour session - each player to complete 36 moves in the first 120 minutes (on his clock) and 18 moves per hour thereafter. c.for a three hour session - each player to complete 32 moves in the first 90 minutes (on his clock) and 20 moves per hour thereafter. 2.The time control for each player if affected by means of a clock provided with a special apparatus usually a "flag". 3.The clock of the player who has white is set in motion at the time fixed for the commencement of the game. After that, each player, having made his move, stops his clock and starts that of his opponent.(FIDE Interpretation - The first sentence of Section 3 applies even if both players are late.) 4.When considering whether the prescribed number of moves has been made in the given time the last move is not considered as made until after the player has stopped his clock.(FIDE Interpretation - Section 4 of Article 14 does no apply if the last move ends the game, eg. by mate, stalemate, or draw under Article 12:Section 3:clause (a). This is consistent with FIDE Interpretation of Article 9.) 5.All indications by a clock or its apparatus are considered as conclusive in the absence of evident defects. The player who claims that there is such a defect is bound to do so aas soon as he becomes aware of it.(FIDE Interpretation - The second sentence of Section 5 does not imply that the harm suffered by a player through an evident defect must be rectified retrospectively. For example, if a plyer shows that his opponent's clock has ceased to function, he is en title to be provided with a sound clock but not to have the clock times changed. 6.If the game has to be interrupted for some reason for which neither player is responsible the clock shall be stopped until the point concerned has been dealt with. This shall be done, for example, in case of an illegal position necessitating correctio n, or in that of a defective clock that must be changed, or if a piece for pawn promotion is not immediately at hand. 7.In cases arising out of Article 9, clauses 1 and 2, and when it proves impossible to determine the time taken by each player upto the moment when the illegality occurred, each player shall be allotted up to this moment a time proportional to that indi cated on the clock at the moment when the illegality was found out. ARTICLE 15ADJOURNMENT OF THE GAME 1.If, after the lapse of the time laid down for play, the game is not finished, the player whose turn it is to move shall write down his move in unambiguous notation on his score-sheet, put this score-sheet as well as of his opponent in an envelope, clo se the envelope and then stop his clock. This move is called the "sealed move". Should the player make his move on the chessboard he shall seal the same move on his score-sheet. 2.On the envelope shall be stated: a.the name of the players. b.the position immediately before the sealed move. c.the time taken by each player. d.the name of the player who has sealed his move and the number of this move. 3.The envelope shall be put in safe custody. ARTICLE 16RESUMPTION OF THE GAME 1.When the game is to be resumed position immediately before the sealed move shall be set up and the time taken by each of the players when the game was adjourned shall be indicated on the clocks. 2.The envelope shall not be opened until the player whose turn it is to move (ie the one who has to reply to the sealed move) is present. The clock of this player shall be started when the sealed move has been made on the chessboard. 3.If the player whose turn it is to move is absent, then his clock shall be started, but the envelope shall be opened only when he arrives. 4.When the player who has sealed the move is absent, then the player whose turn it is to move need not make his reply to the sealed move on the chessboard. He has the right to write down his move in reply on his score-sheet, put this move in an envelope , stop his clock and start his opponent's clock. The envelope shall then be put into safe custody and opened on the opponent's arrival. 5.If the envelope containing the sealed move has disappeared without it being possible to re-establish, with the agreement of the two players, the position and the times used for the adjourned game, or if for any other reason the said position and the s aid times cannot be re-established, the game is annulled and a fresh game shall be played instead of the adjourned game.If the envelope enclosing the move sealed according to Sub-Article 4 has disappeared then the game shall be resumed as from the position at the time of the adjournment and with the clock time used at the same time. 6.If, at the resumption of play, either clock has been incorrectly set, and if either player points out before making his first move, then the error shall be corrected. If the error is not so pointed out the game continues without correction. ARTICLE 17LOSS OF THE GAME A game is lost by a player: 1.who has not played the prescribed number moves in the give time; 2.who arrives at the chessboard more than one hour late, either at the commencement or the resumption; 3.who has sealed a move real significant of which is impossible to establish.(FIDE Interpretation - If a game has already been ended by agreement or otherwise before the sealed move is opened, the sealed move is null and void.) 4.who during the game refuses to comply with the Laws of Chess. If both players arrive at the chessboard more than one hour late, or if both refuse to comply with the Laws of Chess, the game shall be declared lost of both. ARTICLE 17 (DRAWN GAME)1.A proposal of a draw may be made by a player only at the moment when he has made a move. On proposing a draw he starts his opponent's clock. The opponent may accept or, either orally or by making a move, reject the proposal. In the interval, the playe r who has made the proposal cannot withdraw it. ARTICLE 17 A NO 22.If a player claims a draw in accordance with Article 12(3) his clock shall run until the competition Director has investigated the correctness of his claim. If the claim is proved correct, the game shall be declared as a draw, even if the claimant has exceeded the time limit in the meantime. If the claim is proved to be incorrect, the game shall be continued, unless the claimant has exceeded the time limit, in which case the game shall be declared lost for the claimant.(NOTE: National Federations have the right to forbid, in events of their own, an agreement to draw before each player has made 30 moves. But this does no apply to FIDE events. However, referees at all events are expected to impose penalties on players who are guilty of clear violations of the moral principles of chess. In extreme casees the penalty may be loss of the game. A premature agreement to draw could under certain circumstances come into this category of behaviour.) ARTICLE 18PLAYER'S BEHAVIOUR 1.a.While play is in progress players are forbidden to use written or printed notes or to analyse the game on another chessboard, and are also forbidden to have recourse to the counsel or advice of a third party, whether asked for or not. b.No analysis is allowed in the rooms of play either while play is in progress or during an adjournment. c.It is forbidden to distract or worry the opponent in any way whatsoever. 2.Infringements of the law in Sub-Article 1 may incur penalties even to forfeiture of the game. ARTICLE 19THE COMPETITION DIRECTOR A person shall be designated to direct the competition. The ties of this director are: a.to see that the rules of play are strictly observed; b.to supervise the competition, to enforce the time control, to fix the order of the resumption of adjourned games, to see that arrangements contained in Article 15 are observed, above all to see that the particulars put down on the envelope at the adjo urnment are correct, to be custodian of the sealed envelope until the time when the game is resumed, etc. c.to put into force decision which may be taken by him on disputes that have arisen in the course of the competition; d.to impose penalties on the players for any fault or infringement of the rules. ARTICLE 20THE INTERPRETATION OF THE LAWS OF THE GAMEIn case of doubt as to be application or interpretation of these laws the FIDE will examine the evidence and make an official decision.CONCLUDING NOTEThe Laws of Chess cannot, should not, cover every possible situation that might occur during play; nor do they cover every question of organisation. In most such cases a correct decision can normally be found by applying, by analogy, the provisions for ca ses of a similar type. As for the Director's duties, it can only be assumed in most cases he has the necessary competence, sound judgement, and complete objectiviy. In the following cases the decision is left to the competition Director: a.where a player offers a draw too frequently. (Article 18c may be applied.) b.in defining what constitutes evident defects of a clock. c.the procedure where a player or team arrives latae for the start of the competition. If the delay is due to a cause for which a player or team is not responsible, it must follow from the principles of chess collaboration at least in international tour naments that concessions should be granted as far as is possible without creating eventual difficulties to other players of the organisation. APPENDIXCHESS NOTATIONFor recording the games the FIDE rules recognise two systems of notation, namely, the Algebraic notation and the Descriptive notation. THE ALGEBRAIC NOTATIONHere, the pieces, with the exception of the pawns are represented by their initial letters (the knight generally with 'N'). The pawns are not mentioned.The eight files from the left to right of White are represented by the letters: a, b, c, d, e, f, g, h. The eight ranks from White's side of the board are numbered: 1, 2, 3, 4, 5, 6, 7, 8. The combination of letters and figures can now designate every squ are on the board. For example, White's queen rook's square will be "a1" and Black's king rook's square "h8".While writing the move, the initial letter of the piece (except the pawn) with the square of departure and the arrival will form the unit of notation. For example, e2-e4 will indicate the the pawn on e2 had moved to the square e4. Similarly, notation Nb8- c6 will mean that the knight from b8 had moved to c6. The en passant capture is indicated on the square of capture; thus is White plays his pawn from h2 to h4 and Black captures en passant by his pawn on h4, then the notations will read: h2-h4, g4xh3. In the shortened from of notation the square of departure is omitted.When two similar pieces can go to the same square, the shortened notation is completed in the following way: if for example, two knights are on g1 and d2, the move Ng1-f3 will be written in the shortened form Ng-f3. If the knights are on g1 and g5, the mo ve Ng1-f3 will be shortened as N1-f3.THE DESCRIPTIVE NOTATIONIn this, the pieces are represented by their initial letters, including the pawn which is indicated by the letter P. Here "N" is generally preferred for the knight. Distinction between the king side pieces and the queen side pieces is made, where necessar y, by adding the letter K or Q before the piece mentioned.The eight files are given the names of the pieces which originally stand on them. That is, reading from left to right the files are (from the White's side) QR, QN, QB, Q, K, KB, KN, KR. For Black, the same will be from right to left.The eight ranks are numbered from 1 to 8 from White's side on the board for White and from Black's side on the board for Black. (Note that there is no such distinction in the Algebraic notation.)The initial letter of the piece moved and the square to which it is moved are indicated. Thus B-QB4 means the bishop is played to the queen bishop's file on the fourth square. Where two similar pieces can move to the same square, then the square of depart ure is also mentioned, usually within brackets: the, R(Q2)-K2 means that the rook on Q2 moves to K2. Or if any piece can move to similar files on either side of the board, distinction is made in the square of arrival by adding the appropriate letter, thus : R-QB2 means that the rook, which could have moved to either KB2 or QB2 did so to the latter. In other cases simple QB2 might suffice. Similarly if two pieces from different squares can move to the same square, then the square of the origin of the piece moved must be indicated as also the square of arrival. For example, rooks are on KR2 and QR2 and it is desired to show that the rook at KR2 went to QB2, then the move is written: R(KR2)-QB2.ABBREVIATIONS USED IN NOTATIONO-O Castles with the rook h1 or a8 (king side). O-O-O Castles with the rook a1 or h8 (queen side). = Promotion. x or : takes (capture). + or ch. Check. ++ Mate. ! Well played. ? Bad move. THE FORSYTHE NOTATIONThis is used for copying our a position without having to use a diagram to indicate the placing of the various pieces and pawns. In writing our the notation the player always reads it from White's side of the board, beginning with the top left hand corner (a8) and reading left to right, coming down the board rank by rank and ending with h1.The notation, rank by rank, indicates the pieces and the blank square by using the initial letter of the pieces, and figures for the blank squares. The White pieces are indicated by capital letters and the Black pieces by small letters.For example, the following position occurred after the 23rd move in the 10th match game between Petrosian and Spassky in 1966:r2q1rk1/7p/p2p4/nppP4/2P2nB1/1P2N3/PQ1N3P/5RK1This would mean that on White's eighth rank there is a Black rook on the first square, the next two squares are blank, then Black queen, one blank square, Black rook, Black king and one blank square. In the same way the position on every rank is shown. Ca pital letters indicate White pieces.It must be borne in mind that the Forsythe notation is always written while reading the board from White's side only. Player's will find this sytem useful for noting the adjournment positions on the sealing envelopes, quickly noting a position from a book , etc.   Lo $ }n1   #y jP[Z,   +37D j    N.  H# U D . 8 / a  +^ mB&;W/%d: word.app #:$:C>m4:s