Fide rules for rapid chess. Rules for playing rapid chess. E. Algebraic notation

The FIDE rules of chess apply to the game on the chessboard.

The original version of the Rules of Chess is the English text, which was approved by the 79th FIDE Congress in Dresden (Germany) in November 2008 and came into force on July 1, 2009.

(In these Rules, the words “he”, “him” and “him” correspond to the words “she”, “her” and “her”).

Preface

The rules of chess cannot take into account all possible situations that arise during the game and do not provide for the solution of organizational issues. In cases where the articles of the Rules cannot resolve the situation, decisions must be made on the basis of similar situations considered in the Rules. The Rules require that arbitrators have the necessary competence, common sense and absolute objectivity. Moreover, detailed Rules would deprive the arbitrator of freedom to make a decision dictated by fairness, logic and specific conditions. FIDE calls on all chess federations to accept this point of view.

Any Federation has the right to introduce more detailed Rules, but they:

a. must not contradict the official FIDE Chess Rules;

b. their use is limited to the territory of the given federation;

c. are not valid for any FIDE match, championship or qualifying competition or tournament where FIDE titles or ratings are determined.

Basic rules of the game

Article 1: Nature and purposes of the game of chess

1.1. Chess is played by two partners who take turns moving their pieces on a square board called a “chessboard.” The player with the white pieces starts the game. The chess player gets the right to move only after his partner has completed his move. (See Article 6.7).

1.2. The goal of each player is to attack the opponent's king in such a way that the opponent's king has no escape. The player who achieves this goal is considered to have "checkmated" the opponent's king and won the game. The partner whose king is checkmated has lost the game. Leaving your king under attack and exposing him to attack is not allowed. Capturing the opponent's king is prohibited.

1.3. If the position is such that neither partner can checkmate, the game ends in a draw.

Article 2: Initial position of the pieces on the chessboard

2.1. The chessboard consists of 64 equal squares (8x8), alternately light ("white" squares) and dark ("black" squares). It is placed between the players so that the nearest corner field to the right of the player is white.

2.2. At the beginning of the game, one player has 16 light pieces (“white”); the other - 16 dark figures ("black").

These figures, usually indicated by corresponding symbols, are as follows:

White King
White queen
Two white rooks
Two white elephants
Two white horses
Eight white pawns
Black king
Black queen
Two black rooks
Two black elephants
Two black horses
Eight black pawns

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

2.4. The eight vertical rows of squares are called "verticals". The eight horizontal rows of squares are called "horizontals". Straight lines of squares of the same color touching at the corners are called "diagonals".

Article 3: Piece moves

3.1. It is not allowed to move a piece onto a square occupied by a piece of the same color. If a piece moves onto a square occupied by a partner's piece, the latter is captured and removed from the chessboard as part of the same move. A piece is said to attack a partner's piece if that piece can capture on that square, according to Articles 3.2 to 3.8.

A piece attacks a square even if it cannot move to that square because it would leave or place the king of the same color under attack.

3.2. The bishop can move to any square along the diagonal on which it stands.

3.3. The rook can move to any square vertically or horizontally on which it stands.

3.4. The queen can move to any square vertically, horizontally or diagonally on which it stands.

3.5. When these moves are made, the queen, rook or bishop cannot move through a square occupied by another piece.

3.6. The knight can move to one of the nearest squares from the one on which it stands, but not on the same vertical, horizontal or diagonal.

3.7. The pawn can only move forward:

a. to a free field located directly in front of it on the same vertical;

b. from the starting position, as in case (a) - to one field, and to two fields along the same vertical, if both of these fields are not occupied;

With. on the field occupied by the partner’s piece, located diagonally in front of it on the adjacent vertical, while simultaneously capturing this piece.

d. A pawn attacking a square crossed by an opponent's pawn, advanced from its original position by two squares at once, can take this advanced pawn as if its last move was only one square. This capture can only be done with the next move and is called an “on the pass” capture.

e. A pawn that reaches the very last rank from its starting position must be replaced on the same square by a queen or rook or bishop or knight of the same color as part of the move. This replacement of a pawn is called "promotion", the action of the new piece begins immediately. The player's choice is not limited to pieces that have already been captured.

3.8. There are two different ways to move the king:

A. move to any adjacent square that is not attacked by one or more of your partner's pieces. The partner's pieces are considered to attack the field even if they cannot move;

or "castling".

This movement of the king and one of the rooks of the same color along the original rank is performed as follows: the king is moved from its original square two squares towards the rook, then the rook is moved through the king to the next square.

b. (1) Castling is not possible:

A. if the king has already moved from his original place,

b. with the rook that was already moving from its original place.

(2) Castling is temporarily impossible if the field is attacked by one of the partner’s pieces:

a. on which the king stands, or which he must cross, or which he must occupy;

b. if there is some piece between the king and the rook with which castling can be made.

3.9 The king is "in check" if it is attacked by one or more of his opponent's pieces, even if such pieces cannot move. Neither piece can make a move that puts or leaves its king in check.

Article 4: Making moves

4.1. Each move must be made with only one hand.

4.2. During his turn, a player can correct one or more pieces on their squares, provided that he first warns of his intention (for example, by saying “correcting”).

4.3. If the player who is to move intentionally touches the chessboard (except as provided in Article 4.2):

a. one or more of his pieces, he must make a move with the first piece he touches, if such a move is possible,

b. one or more pieces of the partner, he must take the first piece that he touched, the capture of which is possible.

c. one piece of each color, he must capture the partner's piece with his own piece or, if this is not possible, go or capture the first touched partner's piece with his other piece. If it cannot be determined which piece was touched first, it is considered that it is the piece of the player whose turn it is to move, and not his partner.

4.4. If the player who must make a move

A. intentionally touches his king and rook, he must castle towards that rook if such a move is possible.

b. deliberately touches the rook and then the king, castling is not permitted and Article 4.3(a) must be applied to the situation.

c. If a player who wants to castle touches the king, but castling to that side is not possible, the player must move the king, including castling to the other side, provided it is possible. If the king has no move, the player can make any possible move.

d. If a player promotes a pawn, the piece selection is complete when that piece touches the promotion square.

4.5. If none of the touched pieces can move or be captured, the player can make any possible move.

4.6. If a piece is placed on a square as a possible move or part of a possible move, it cannot move to another square. A move is considered made when all requirements of Article 3 are fully satisfied:

a) in the case of a capture, when the captured piece is removed from the board and the player, having placed his piece on this square, releases his hand,

b) in the case of castling, when the player released his hand from the rook on a square crossed by the king. If a player has released his hand from the king, the move has not yet been made, but the player has no right to make another move other than castling in that direction, if possible,

c) in the case of promoting a pawn, when it is removed from the board and the player has released his hand from the new piece he placed on the promotion square. If a player releases his hand from a pawn that has reached the promotion square, then the move has not yet been made, and the player does not have the right to move the pawn to another square.

4.7. A player loses the right to claim a partner's violation of Articles 4.3 or 4.4 as soon as he intentionally touches a piece.

Article 5: Completion of the game

5.1. The game is considered won by the player

a. who checkmated his partner's king. This ends the game immediately if the mating position has been reached by a move permitted by the Rules.

b. whose partner declares that he is giving up. This immediately ends the game.

5.2. The game is considered to end in a draw,

a. if the player who must move does not have any move permitted by the Rules, and his king is not in check. Such a game is said to end in a stalemate. This ends the game immediately if the stalemate resulted from a move allowed by the Rules.

b. if a position has arisen where neither partner can mate the king with any series of possible moves. This ends the game immediately if that position was reached by a move permitted by the Rules (see Article 9.6).

c. by agreement between the two partners during the game. This ends the game immediately (see Article 9.1).

The game can end in a draw:

d. if any identical position occurs or has occurred on the chessboard for at least the third time (see Article 9.2)

e. if the last 50 consecutive moves have been made by the players without moving any pawn and without capturing any piece (see Article 9.3).

Competition rules

Article 6: Chess clock

6.1. A "chess clock" is a clock with two dials connected to each other so that only one of them can work at the same time. In the Rules of Chess, the term "clock" means the time displayed on one of two dials. Each dial is equipped with a "flag". "Falling flag" means that the time allotted to the player has ended.

6.2. a) When using a chess clock, each player must make a minimum specified number of moves or all moves within a given period of time; If an electronic clock is used, players may be given a certain amount of extra time for each move. All this must be specified in advance.

b) The time saved by a player in one period of the game is added to his time for the next period, except in the "time delay" mode. In the “time delay” mode, both partners receive “basic thinking time”, as well as a fixed additional time for each move. The main time countdown begins only after the fixed time has expired. If a player switches his clock before this fixed extra time has expired, then the regular time does not change, regardless of the amount of extra time used.

6.3. Immediately after the flag falls, the requirements of Article 6.2(a) must be checked.

6.4. Before the start of the game, the arbiter decides where the chess clock will be set.

6.5. At the set start time of the game, the clock of the player who has white pieces is started.

6.6. a. Any player who appears at the board after the start of the round is considered to have lost the game. Thus, the acceptable delay time is 0 minutes. The competition regulations may establish a different acceptable time of lateness.

b. If the Rules of the Competition establish an acceptable late time other than 0 and no player shows up for the start of the game, then the player playing White loses the time that will pass before he arrives, unless the rules of the competition or the referee's decisions are different.

6.7. A. During the game, each player, having made a move on the board, must stop his clock and turn on his partner’s clock. The player must always be able to stop his clock. His move is considered incomplete until he has done so, unless the move he makes ends the game (see Articles 5.1, 5.2, 9.6). The time between making a move on the board and switching the clock is included in the time allotted for that move.

b. The player must switch his clock with the same hand with which he made the move. The player is prohibited from placing his finger on or above the watch button.

c. Players must switch clocks carefully. Do not hit the watch, lift it or knock it over. Misuse of the watch shall be punished in accordance with Article 13.4.

d. If a player is unable to change the clock, he may ask an assistant to do so, who must be approved by the referee. The clock must be adjusted by the referee.

6.8. The flag is considered to have fallen when the referee records this fact, or when the player makes a correct statement about it.

6.9. If a player has not made the prescribed number of moves within the allotted time, the game is considered lost by that player, unless Article 5.1, or one of Article 5.2 (a), (b) and (c), applies. However, the game is considered a draw if the position is such that the partner cannot checkmate the king with any series of moves allowed by the Rules, even with the most unskilled play.

6.10. a. The watch reading is considered final unless the watch has obvious defects. A watch with an obvious defect must be replaced and the referee must try to set the time on the replaced watch as accurately as possible.

b. If during play it is found that the settings on one or both clocks were incorrect, then either the player or the referee must stop the clock immediately. The arbiter must make the correct settings and adjust the time and move counter. The referee must determine the correct settings as accurately as possible.

6.11. If both flags fall and it is impossible to determine which one fell first, then:

a. the game must continue if this happens in any period of the game except the last period (when all remaining moves must be made);

b. the game ends in a draw if this happens in the last period of the game.

6.12. A. If the game needs to be interrupted, the arbiter must stop the clock.

b. A player can stop the clock only to appeal to the arbiter, for example to obtain a missing piece when promoting a pawn or about an illegal move.

c. In each case, the arbiter decides when the game should be resumed.

d. If a player stops the clock to appeal to the umpire, the umpire must determine whether the player has a reason for making this appeal. If it is apparent that the player does not have a valid reason for stopping the clock, then the player shall be penalized in accordance with Article 13.4.

6.13. If any violation occurs and/or the pieces must be restored to the position preceding the violation, the arbiter must determine as accurately as possible the time that must be set on the clock. He must also, if necessary, adjust the move counter on the clock.

6.14. In the playing hall it is permitted to use screens, monitors or demonstration chessboards showing the current positions, moves and their number, as well as a clock showing the number of moves made. The player cannot make a statement based on this information.

Article 7: Violations and irregularities

7.1. If during the game you find:

a. that the initial position of the pieces was incorrect, the game should be canceled and a new game played;

b. that as soon as the board has not been positioned as required by Article 2.1, the game continues, but the position achieved must be transferred to the correctly positioned board.

7.2. If the game starts with a different color, play continues unless the arbiter decides otherwise.

7.3. If a player moves one or more pieces on the board, he must restore the correct position in his own time. If necessary, the player or his partner must stop the clock and seek assistance from the referee. The arbiter may punish the player who moved the pieces.

7.4. A. If during the game it is discovered that a move has been made that is impossible under the Rules, including violations of the requirements for promoting a pawn or capturing the partner’s king, then the position must be restored before making this impossible move. If the position before the violation cannot be restored, the game must continue from the last position established before the violation. The clock must be set in accordance with Article 6.13. For a move that is made instead of an impossible move, Articles 4.3 and 4.6 apply. After this, the game must be continued from the restored position.

Commentary on Article 7.4a.
An impossible move during classical control is recorded by the participant, and if he did not declare an impossible move and made a response move, by the arbiter.
If a participant makes a statement, he stops the clock and addresses the referee. In this case, the arbiter warns the player who made the illegal move and adds 2 minutes to the applicant. If participants resolve a problem without contacting the referee, no additional time will be added.
If a player did not see that his partner had made an illegal move and made a counter move, the arbiter stops the clock, asks to correct the illegal move, but does not add additional time.

b. In case of application of Article 7.4(a) - for the first two illegal moves made by a player, the arbiter must give it to the opponent who declared it, in each case, two additional minutes; if a player makes a third illegal move, the game must be declared lost by that player.

7.5. If during the game it is discovered that the pieces have been moved from their squares, the position before the violation must be restored. If the position that was before the violation cannot be restored, the game continues from the last restored position. The clock must be set in accordance with Article 6.13.

Article 8: Recording moves

8.1. During the game, each player is required to record his and his partner's moves, as clearly and legibly as possible, in algebraic notation (Appendix C), on the form provided for that competition. It is prohibited to write down moves in advance unless the player claims a draw under Article 9.2 or Article 9.3. A player can respond to his partner's move before recording it, but he must record his previous move before making the next one. Both players must mark the draw proposal on the scoresheet. (Appendix C.13)

If a player is unable to take notes himself, he may provide an assistant, who must be approved by the arbiter, or he may request that he be provided with an assistant to record the moves. His watch must be adjusted by the referee.

Commentary on Article 8.1.
The arbiter, at the request of a partner, must make a remark to the player about the inadmissibility of recording moves before they are played back on the board, then - a warning. In case of a third violation, the referee adds two additional minutes to the partner.

8.2. The referee must be able to see the score sheet throughout the game.

8.3. Entry forms are the property of the competition organizers.

8.4. If a player has less than five minutes left on the clock before control and is not given additional time (30 seconds or more) after each move, then he is not required to comply with the requirements of Article 8.1. Immediately after the fall of one flag, the player who did not keep a record must completely restore the record of the game on the form before he made the next move on the chessboard.

Commentary on Article 8.4.
The player must restore the record immediately after the flag falls at the expense of his time, since at this moment it is necessary to ensure that the control has been passed.

8.5. A. If both players are unable to keep the score in accordance with Article 8.4, the referee or his assistant shall endeavor to be present and keep the score. In this case, immediately after the flag falls, the referee must stop the clock. Both partners should then completely reconstruct their scoresheets using the arbitrator's entry or the partner's scoresheet.

b. If only one player fails to keep a record in accordance with Article 8.4, immediately after the fall of one flag, he must completely restore the record of the game on the scoresheet before he made his next move on the chessboard. If it is his turn, he can use his partner's form, but he must return it before his move.

c. If the moves are not completely recorded on both forms, the partners must restore the recording on another board under the supervision of the arbiter. The arbiter must stop the clock, record the actual position on the board, the clock reading and the number of moves made before the record can be reconstructed.

8.6. If the score sheets cannot be restored to the resulting position and it cannot be confirmed that the player has exceeded his allotted time, the game continues and another move is made. The move is considered the first until the next control, unless it turns out that more moves have been made.

8.7. At the end of the game, both players must sign both forms indicating the result of the game. Even if the result is stated incorrectly, it must be counted unless the referee decides otherwise.

Article 9: Draw

9.1. a. The rules of the competition may state that players cannot agree to a draw before a certain number of moves, or at all, without the permission of the arbiter.

b. If the competition clause allows for a tie, the following applies:

1. A player who wants to offer a draw must do so after making his move on the board, but before changing the clock. An offer at any other time during the game remains valid, but Article 12.6 must be taken into account. No conditions may be attached to such an offer. In this case, the offer cannot be taken back and remains in force until the partner accepts it or rejects it verbally; will reject it by touching the piece with the intention of making a move or capturing; or the game will end in a different way.

2. The offer of a draw must be marked by each player on his scoresheet using the - = symbol. (See Appendix C.13)

3. Demands of a draw under Articles 9.2, 9.3 or 10.2 shall be considered as an offer of a draw.

9.2. The game is declared to have ended in a draw upon the correct statement of the player whose turn it is to move, if the same position is used at least three times (not necessarily by repeating moves):

a. may arise if he first writes down his move on the form and declares to the arbiter his intention to make that move,

b. has already arisen and the player whose turn it is to move demands a draw.

The positions mentioned in points (a) and (b) are considered the same if it is the same player's turn, and pieces of the same type and color occupy the same squares, and the possible moves of all pieces of both players are the same.

Positions are not considered equal if a pawn that could have been taken en passant can no longer be captured in this way in the new position.

9.3. The game is declared to have ended in a draw upon the correct statement of the player whose turn it is to move, if:

A. he writes down the move on the form and declares his intention to make that move, which results in the last 50 moves being made by the players without moving pawns or capturing pieces;

b. the last 50 moves were made by each player without moving any pawns or capturing any piece.

9.4. If a player touches a piece under Article 4.3 without claiming a draw, he loses the right to claim a draw on that move under Articles 9.2 and 9.3.

9.5. If a player declares a draw under Articles 9.2 or 9.3, he must immediately stop the clock. He cannot take back his statement.

a. if such a statement turns out to be correct, the game immediately ends in a draw;

b. if it turns out to be incorrect, the referee must add three minutes to the partner's remaining time. The game must continue and the declared move must be made in accordance with Article 4.

9.6. A game ends in a draw when a position is reached in which checkmate cannot be achieved by any series of moves permitted by the Rules, even with the most unskilled play. This immediately ends the game.

Article 10: Quick play until the end of the game

10.1. “Quick play until the end of the game” is the last phase of the game, when all moves remaining until the end of the game must be made within a limited time.

10.2. If the player who must make a move has less than two minutes left, he can claim a draw before his flag falls. He must stop the clock and call the referee.

a. If the arbiter agrees that the partner is not trying to win the game by normal means, or that it is impossible to win by normal means, he must declare the game a draw. Otherwise, he must defer his decision or reject the application.

b. If the arbiter delays his decision, the partner may be given two minutes to think and the game continues in the presence of the arbiter, if possible. The referee must announce the final result of the game later or after the flag has fallen. He must declare a draw if he agrees that the final position cannot be won by normal means, or that the partner did not make sufficient attempts to win by normal means.

c. If the arbiter denies the request, the partner must be given two additional minutes to think.

d. The judge's decision regarding points (a), (b) and (c) shall be final.

Commentary on Article 10.2.
The most controversial rule. It disappears when using an electronic clock if modes with time addition are used.
At 10.2.c. 2 minutes are added only if the referee considers the statement of a draw to be deliberately false. Most often, the arbiter asks for the game to continue and watches as the player who rejected the draw tries to play for the win. If the referee does not see such attempts, then, without waiting for the flag to fall, he records a draw.

Article 11: Accounting of results

11.1. Unless otherwise stated in advance, the player who wins the game, or wins due to a no-show, receives one point (1), the player who loses receives no points (0), and the player who draws receives half a point. (½).

Article 12: Player Conduct

12.1. Players must not engage in any behavior that brings the game of chess into disrepute.

12.2. Players are not allowed to leave the tournament premises without permission from the referee. The tournament area is defined as the playing area, restrooms, seating areas, smoking areas, and any other areas designated by the referee. The player whose turn it is is not allowed to leave the playing court without the permission of the referee.

12.3. a. During the game, players are prohibited from using any notes, sources of information, advice, or analysis on another board,

b. It is strictly prohibited to bring cell phones or other electronic communications devices not authorized by the referee into the tournament area unless they are completely turned off. If a player's cell phone rings in the tournament room during play, that player shall be awarded a forfeit. His opponent is awarded the victory. However, if the opponent cannot win by any series of moves allowed by the Rules, the result will be a "draw".

c. Smoking is permitted only in areas determined by the arbitrator.

12.4. Game sheets are intended only for recording moves, clock readings, draw proposals and other relevant data.

12.5. Players who have finished their games become spectators.

12.6. It is prohibited to distract or irritate the opponent in any way. This includes unfounded claims or unfounded offers of draw.

12.7. Violation of any part of Articles 12.1 to 12.6 shall be punished in accordance with Article 13.4.

12.8. A participant who persistently refuses to comply with the Rules of Chess shall be punished by being awarded defeat. The result that will be credited to the partner is determined by the arbitrator.

Commentary on Article 12.8.
It can be given "0" - for non-compliance with the Rules of Chess, and "1/2" to the partner if he does not have sufficient material to deliver a cooperative checkmate.

12.9. If both players are found guilty under Article 12.8, the game shall be declared lost by both.

12.10. In the case of Article 10.2.d or Appendix D, the player may not appeal the arbitrator's decision. Otherwise, a player may appeal any decision of the arbitrator unless the Competition Rules provide otherwise.

Article 13: Role of the Arbitrator (See Preface)

13.1. The arbiter must ensure that the Rules of Chess are strictly observed.

13.2. The referee must contribute to the best possible conduct of the competition: ensure good playing conditions, ensure that the players are not disturbed. He must closely monitor the progress of the competition.

13.3. The arbiter must observe the games, especially when the players are short of time, ensure that the decisions he makes are respected and, if necessary, impose the prescribed penalties on the players.

13.4. The arbitrator may impose one or more of the following penalties:

a. warning;

b. increasing the time remaining with the partner;

c. reduction of the remaining time for a player who has violated the Rules;

d. announcement of the loss of the game;

e. reducing the number of points for a player who violated the Rules;

f. increase in points scored for a partner, provided for this game;

g. exclusion of the offender from the competition.

13.5. The referee may add cooling time to either one or both players in the event of outside interference in the game.

13.6. The arbiter must not interfere with the game, except in cases specified in the Rules of Chess. He must not indicate the number of moves made, except for the application of Article 8.5 when one player runs out of time. The arbiter should refrain from telling a player that his partner has made a move or that the player has forgotten to change the clock.

13.7. a. Spectators and players are not allowed to talk in the tournament room or interfere with other players in any way. If necessary, the referee may remove violators from the tournament premises.

b. It is prohibited to use a mobile phone in the tournament premises.

Tournament rules of the chess federation

Approved by the General Assembly 1986, Meeting of the FIDE Presidential Council 2007

Changes made by the General Assembly in 1989, 1992, 1993, 1994 and 2006.

The competition must be conducted in accordance with the FIDE Chess Rules. The FIDE Tournament Rules must be used in conjunction with the Rules of the Game of Chess and in no way conflict with them. They are used in all official FIDE competitions. It is also recommended to use them in all FIDE tournaments with rating calculations, with amendments if necessary. Organizers, participants and referees of any competition are expected to be familiar with these rules prior to the start of the competition.

1. General position

If a problem arises at a competition that is not regulated by the internal rules, it is recommended that these rules be applied as fundamental ones.

2. Organizer (SA)

The federation or administrative body responsible for organizing the competition may entrust the technical part to the Organizer. He, together with the federation, in consultation with FIDE if necessary, must appoint an Organizing Committee, which is responsible for financial, technical and organizational matters.

3. Invitation, Registration and Functions

(a) Invitations should be sent out as early as possible.
(b) The Organizer (CA) must send invitations through the relevant National Federations to all eligible participants. The invitation letter must first be approved by the FIDE President in the case of World Championship competitions and by the Continental President in the case of continental competitions.
(c) The invitation must be as complete as possible, clearly setting out the intended terms and details that may be of benefit to the player. The invitation letter/brochure, which must also be posted on the FIDE website, must contain the following information:

(1) Dates and place of the tournament.
(2) Hotel where participants will stay (including e-mail, fax and telephone).
(3) Tournament Schedule: dates, times and locations: arrivals, opening ceremonies, draws, games, special events, closing ceremonies, departures.
(4) The speed of play and type of clock that will be used at the tournament.
(5) The pairing system that will be used in the competition, as well as the tiebreaker system.
(6) Financial conditions: transportation costs; organization of accommodation, or the cost of accommodation, including for persons accompanying players; nutritional conditions; starting money, pocket money, entry fee, all details of the prize pool, including special prizes, money for points scored, currency in which the money will be paid; tax obligations; visas and how to get them.
(7) Arranging delivery to the games venue.
(8) Approximate number of participants, names of invited players, and the name of the Chief Arbiter (See below).
(9) Tournament website, contacts with organizers, name of the Organizer (CA).
(10) Players' obligations to the media, the general public, sponsors, government officials, etc.
(11) The date by which the player must give a definite response to the invitation, and when and where he must report the time of his arrival.
(12) Security organization.
(13) Requirements or wishes for vaccinations.
(14) Organization of tourist trips, special events, Internet access, etc.

4. An invitation sent to a player should not be withdrawn, provided that he accepts it within the deadline set for response. If a competition is canceled or postponed, the organizers must provide compensation.

5. The Organizer (CO) must guarantee medical care and medicines for all participants, their official assistants, arbiters and FIDE competition officials, as well as insurance against accidents and, if necessary, medical care, including medicines, surgeries, etc., but is not responsible in case of chronic diseases. An official doctor must be appointed for the duration of the competition.

6. Organizers and arbiters of FIDE competitions must take into account the Guidelines for the Organization of Tournaments at the Highest Level (C.01.).

7. The remaining provisions may also apply to the role of the Organizer. He and the Chief Arbiter must work closely together to ensure the smooth running of the competition.

8. Chief Arbiter (CA)

The Chief Arbiter of world-class competitions is appointed by the FIDE President, of continental competitions - by the Continental President, each in agreement with the Organizer. He must have the title of International Arbiter, as well as sufficient experience in conducting FIDE Competitions, knowledge of the official languages ​​of FIDE and the relevant FIDE rules.

FIDE and/or the Organizing Committee may appoint arbitrators and other personnel. The duties of the Chief Arbiter are determined by the Rules of the Game of Chess, competition rules and other FIDE Rules. During competitions, they also include keeping minutes of each round, monitoring the normal course of the competition, ensuring order in the playing area and convenience for the players during the game, as well as observing the work of the competition technical staff. Before the start of the competition: he may, in agreement with the Organizer, introduce additional rules; must check all conditions for the game including the gaming room, gaming room, lighting, heating, air conditioning, ventilation, noise, etc.; provide all necessary equipment through the Organizer; ensure that the required number of assistants and support technical staff are recruited. He checks the conditions for the work of arbitrators. He has the final decision whether the conditions of the competition comply with the requirements of these FIDE rules.

9. Draw

(a) The draw for the first round will be conducted by the Organizer and, if possible, shall be open to players, spectators and the media. Responsibility for pairing lies with the Chief Arbiter.
(b) The draw must take place at least 12 hours (one night) before the start of the first round. All participants must be present at the drawing ceremony. A player who does not arrive on time for the draw may be included at the discretion of the Chief Arbiter. The results of the first round draw must be announced as soon as possible.
(c) If a player withdraws, is excluded from the competition after the draw but before the start of the first round, or if there are additional entries, the announced draw remains unchanged. Additional draws or changes may be made at the discretion of the Chief Arbiter in consultation with the players directly concerned, but only if this minimizes changes to the already announced pairings.
(d) When drawing round-robin competitions, as well as in the case of double round-robin tournaments, the Berger tables must be applied.
(e) For tournaments using the Swiss system, a pre-declaration system must be used.
(f) The pairing system for tournaments held under other systems must be announced in advance.
(g) If pairings are restricted in any way, for example players from the same federation should not meet in the last three rounds if possible, then this should be communicated to the players as early as possible.
(h) For round robin tournaments, this restricted draw may be conducted using the Varma Tables below, which may vary for tournaments with 10 to 24 players.

Instructions for drawing tournament numbers "with restrictions"
1. The arbitrator must prepare in advance unmarked envelopes, each containing one of the numbers below. Envelopes containing a group of numbers are then placed into larger, unmarked envelopes.
2. The order in which players draw lots is predetermined as follows: players from the federation with the most representatives must draw first. If two or more federations have the same number of representatives, the order is determined by the country code in the FIDE list in alphabetical order. Among players of the same federation, the order is determined by their last names in alphabetical order.
3. For example, the first player from the first group with the most players must choose one of the large envelopes containing at least enough numbers for his group, and then draw one of the numbers from that envelope. Other players in this group must also draw their numbers from the same envelope. The remaining numbers are available for use by other players.
4. Then the players of the next group draw lots and the procedure continues until all players have drawn their numbers.
5. The following Varma table can be used with a number of players from 10 to 24.

9/10 players A:(3, 4, 8); B:(5, 7, 9); C:(1, 6);D:(2, 10)
- 11/12 players A:(4, 5, 9, 10); B:(1, 2, 7); S:(6, 8, 12); D:(3, 11)
- 13/14 players A:(4, 5, 6, 11, 12); B:(1, 2, 8, 9); S:(7, 10, 13); D:(3, 14)
- 15/16 players A: (5, 6, 7, 12, 13, 14); B:(1, 2, 3, 9, 10); S:(8, 11, 15); D:(4, 16)
- 17/18 players A: (5, 6, 7, 8, 14, 15, 16); B:(1, 2, 3, 10, 11, 12); S:(9, 13, 17); D:(4, 18)
- 19/20 players A: (6, 7, 8, 9, 15, 16, 17, 18); B:(1, 2, 3, 11, 12, 13, 14); S:(5, 10, 19); D:(4, 20)
- 21/22 player A: (6, 7, 8, 9, 10, 17, 18, 19, 20); B:(1, 2, 3, 4, 12, 13, 14, 15); S:(11, 16, 21); D:(5, 22)
- 23/24 player A:(6, 7, 8, 9, 10, 11, 19, 20, 21, 22); B:(1, 2, 3, 4, 13, 14, 15, 16, 17); S:(12, 18, 23); D:(5, 24)

10. Game

(a) All games must be played in the tournament premises at times determined in advance by the organizers, unless otherwise decided by the Chief Arbiter.
(b) Smoking is prohibited in FIDE ranking tournaments. Smoking is not permitted in the playing area during the tournament. This applies to everyone present: players, officials, media representatives and spectators.
There must be a separate area outside the gaming room where smoking is permitted. It should be easily accessible from the gaming room. If local rules prohibit indoor smoking altogether, players and officials should be able to easily exit.
(c) When a mechanical clock is used, it must be set so that the hands on each dial indicate six o'clock at the expiration of the first time control.
(d) The Chief Arbiter must announce the start and adjournment times of games.
(e) If it is clear that there is collusion in the outcome of the games, the Chief Arbiter must impose a penalty.
(f) The arbitrator must have at his disposal a glossary of relevant terms in multiple languages.

11. Cases when not all games are played

(a) If a player loses a game due to an unexcused absence, he is eliminated after the first game, unless otherwise decided by the Chief Arbiter.
(b) If a player loses three games by forfeit, he must be excluded from the competition unless otherwise provided by the competition rules or the Chief Arbiter's decision.
(c) When a player is eliminated or eliminated from a round-robin tournament, the consequences shall be as follows:
(d) If a player completes less than 50% of his games, his results remain in the standings (for ranking and historical purposes), but the points scored by or against him are not counted towards the final tally. Unplayed games of this player are designated as "-" in the tournament table, and the same games for his opponents are designated as "+". If neither player is present, this should be indicated as two "-".
(e) If a player has completed at least 50% of his games, his results remain in the tournament table and are counted in the final tally. This player's unplayed games are indicated as above.
(f) If a player withdraws from a Swiss system tournament, the points accumulated by him and his partners will remain in the standings for scoring. Only actually played games are taken into account when calculating the rating.
(g) Articles 10(e) and (f) apply also in team competitions; both unplayed matches and unplayed games must be clearly marked as such.

12. Punishments, protests

(a) If a dispute arises, the Chief Arbiter or the Organizer shall, as appropriate, make reasonable efforts to resolve it through conciliation. If this fails and the dispute is such that a penalty is appropriate, then in cases where the Laws of Chess or other rules do not provide for any specific penalties, he has the discretion to impose penalties. He must take measures to maintain order and suggest other solutions that could satisfy the aggrieved party.
(b) Each competition must have an Appeal Committee. The Chief Arbiter, the Organizer or his assistants will ensure that the Appeal Committee is elected or appointed before the start of the first round, usually by drawing lots. It must consist of a chairman, at least two members and two reserve members. If possible, the chairman, members and alternate members should belong to different federations. Neither the referee, nor the administrator, nor the player involved in the dispute can be a member of the appeal committee considering the dispute. The committee must have an odd number of voting members. Members of the Appeal Committee cannot be persons under 18 years of age.
(c) A player may appeal any decision of the Chief Arbiter or one of his assistants, provided that the application is submitted in writing with a fee no later than the deadline. The amount of the contribution and the deadline for submitting the application must be set in advance. The decisions of the appeal committee are final. The fee is refundable in the event of a positive decision on the application. It can also be returned in the opposite case, if in the opinion of the committee the protest was justified.

13. Television rights, filming, photography

(a) Television cameras in the playing hall and adjacent areas are permitted with the consent of the Organizer and the Chief Arbiter only if they operate silently and unobtrusively. The Chief Arbiter must ensure that the presence of television, video or photographic cameras does not disturb or distract the players in any way.
(b)Only authorized reporters may take photographs in the gaming area. Authorization to do so shall be limited to the first ten minutes of the first round and the first five minutes of each subsequent round, unless the Chief Arbiter decides otherwise.

14. Player behavior

(a) Once a player has formally accepted the invitation, he must play except in cases of force majeure such as illness or incapacity. Accepting another invitation is not a valid reason for refusing to participate.
(b) The player may include medical conditions such as diabetes or dietary requirements in his response if he wishes.
(c) All participants must be dressed appropriately.
(d) A player who does not wish to continue the game and leaves without surrendering the game or informing the arbiter is being discourteous. He may be punished at the discretion of the Chief Arbiter for unsportsmanlike conduct.
(e) A player may speak only in the manner prescribed by the Rules of the Game of Chess and the Tournament Rules.
(f) All complaints regarding the conduct of players or captains should be raised with the referee. The player is not allowed to express dissatisfaction with his partner.

15. The role of the captain in team tournaments

(a) The role of the team captain is primarily administrative. Depending on the rules of a particular competition, the captain may be required to submit at a certain time a written personal request for the players of his team who will participate in each round, inform his players about the pairings, sign a protocol with the results of the match at the end of the game, etc.
(b) The captain has the right to advise the players of his team to make or accept a draw offer or to surrender the game, unless the rules of the competition provide otherwise. He must limit himself to brief information only, based solely on the circumstances relating to the match. He can tell the player: "offer a draw", "accept a draw" or "surrender the game". For example, when asked by a player whether he should accept a draw offer, the captain should answer “yes”, “no” or invite the player to make the decision himself.
The captain must refrain from any interference during the game. He must not give any information to the player regarding the position on the chessboard and advise others regarding the position in the game.
The same prohibitions apply to players. Even though in a team competition there is a certain team loyalty that extends beyond a player's individual game, a chess game is essentially a competition between two players. Therefore, the player has the final say regarding the conduct of his own game. While the captain's advice should carry significant weight with the player, the player is under absolutely no obligation to accept that advice. Moreover, the captain cannot act on behalf of the player and his party without the knowledge and consent of the player. All discussions must be conducted within the view of the arbitrator, and he must have the right to insist on hearing the conversation.
(c) The team captain must at all times influence his team so that it follows both the letter and the spirit of Article 12 of the FIDE Rules of Chess regarding the conduct of players. Team championships in particular must be conducted in the spirit of the highest principles of sportsmanship.

Our step-by-step instructions will help you easily master the game of chess.

It's never too late to learn how to play chess - the most popular game in the world! It's easy to learn the rules of chess:

Step 1. How to install the board

Before the game, the board is positioned so that there is a white field in the lower right corner in front of each player.

Step 2. How the pieces move

Each of the 6 figures moves differently. Pieces cannot jump over other pieces (with the exception of a knight) or stand on a field where there is already a piece of the same color. However, they can take the place of an enemy piece that is considered captured. Pieces are usually placed so that they threaten the opponent's pieces with a capture (stand on the square where the captured piece stood and replace it), defend their own pieces that are in danger of being captured, or control important squares on the board.

How to move the king in chess

The king is the most important figure, but also one of the weakest. The king can only move one square in any direction: up, down, sideways and diagonally. The king can never stand on a broken square (where it can be captured by an opponent's piece). When the king is attacked by another piece, it is called "check".

How to move a queen in chess

The queen is the strongest piece. He can move in a straight line in any direction - forward, backward, sideways or diagonally on any number of squares, but he cannot jump over other pieces. If the queen or any other piece captures the opponent's piece, the move ends. Watch as the white queen takes the black one, forcing the black king to move.

How to move a rook in chess

The rook can move any number of squares, but only forward, backward and sideways (not diagonally). Rooks are especially strong when they protect each other and work together!

How to move the bishop in chess

The bishop can move in a straight line for any number of squares, but only diagonally. During the game, each elephant always moves to squares of the same color (white or black). Bishops work well together because they cover each other's weaknesses.

How to move a knight in chess

Knights move differently than other pieces - two squares in one direction and then one square at an angle of 90 degrees, in the letter "L". The knight is the only piece that can jump over other pieces.

How to move a pawn in chess

A pawn is an unusual piece; it moves and captures in different ways: a pawn can only move forward, but can only capture diagonally. A pawn can only move one square at a time, except for the very first move, when it can move forward one or two squares. A pawn can only capture diagonally one square in front of itself. The pawn cannot move or recapture. If another piece is directly in front of a pawn, the pawn cannot move forward and cannot capture that piece.

Step 3: Learn the special rules of chess

Chess has several special rules that may seem counterintuitive at first. They were invented to make the game more fun and interesting.

How to promote a pawn in chess

A pawn has one great feature - if it reaches the opposite side of the board, it can become any other piece (this is called "pawn promotion").

A pawn can be promoted to any piece. There is a misconception that a pawn can only transform into one of the previously captured pieces. This is wrong. As a rule, a pawn is promoted to a queen. Only pawns can transform into other pieces.

How to perform an en route take

The last rule regarding pawns is called "". A pawn that has just advanced two squares in one move from its original position can be taken by an opponent's pawn occupying a square on the same rank and on an adjacent rank, as if the last move of the captured pawn was only one square that it passed.

Such a capture is only possible in a move following an advance two squares, and is impossible subsequently. Study an example to better understand this unusual but important rule.

How to castle

Another special rule of chess is called. Castling allows you to do two important things in one move: secure (if possible) your king and move your rook out of the corner, bringing it into play. When castling, a player moves his king two squares towards a rook, then that rook moves onto the square that the king just crossed (see example). Castling can only be performed if the following conditions are met:

  • the king never moved before castling
  • before castling, the corresponding rook had never moved
  • there should be no other pieces between the king and the rook
  • the king cannot be in check or cross a square attacked by an opponent's piece

Please note that when castling to the kingside, the king is closer to the edge of the board. This move is called "short castling". Castling to the other flank, across the square where the queen was, is called “long castling.” Both with short and long castling, the king moves only two squares.

Step 4. Who goes first?

The chess player playing with white always goes first. To decide who will play as white, chess players usually flip a coin or one of them guesses the color of a pawn hidden in the opponent's hand. Then the whites make a move, then the blacks, then the whites again, then the blacks, and so on in turn until the end of the game. The ability to move first is a small advantage that gives White the opportunity to immediately launch an attack.

Step 5. Let us remind you how to win a game of chess

A chess game can end in several ways: checkmate, draw, surrender, defeat by time...

How to checkmate in chess

The goal of the game is to checkmate the opponent's king. Checkmate occurs when the king falls into check and cannot escape. There are three ways to protect yourself from check:

  • retreat to another field (not castling!),
  • protect yourself from the check with another piece
  • or take the piece that attacked the king.

If the king cannot avoid checkmate, the game is over. Usually the king is not taken or removed from the board, the game is simply declared over.

When the game ends in a draw

Sometimes a chess game ends not in victory, but in a draw. There are 5 reasons why a game can end in a draw:

  • " " appears on the board if the player who must move does not have any possible moves and his king is not in check

When moving the queen to c7, Black is not in check, but he cannot make a move either. The board is stalemate and the game ends in a draw.

  • Players can simply agree to a draw and end the game.
  • There are not enough pieces on the board to checkmate (for example, a king and a bishop against a king).
  • A player declares a draw if the same board position is repeated three times (not necessarily three times in a row).
  • The last 50 moves were completed by each player without advancing pawns and without capturing.

Step 6: Learn Basic Strategic Techniques

There are four simple things that every chess player should know:

Protect your king

Move your king to the corner of the board, where he is usually in less danger. Don't delay castling. Usually castling should be done as early as possible. Remember: it doesn't matter how close you are to checkmate your opponent's king if your king gets checkmate first!

Don't give up the pieces

Don't lose your pieces just like that! Every figure is valuable. You can't win the game without pieces to checkmate. There is a simple system by which most players determine the relative value of each piece:

  • Pawn - basic unit - 1 point
  • A horse is worth 3 points
  • Bishop is worth 3 points
  • A rook is worth 5 points
  • The queen is worth 9 points
  • The king is priceless

These points do not affect the outcome of the game in any way - it is just a system that you can use to make decisions during the game. It helps you understand when it is better to take an opponent's piece, exchange pieces, or make a different move.

Control the center of the chessboard

You need to try to control the center of the board with your pieces and pawns. If you control the center, you will have more room to maneuver your pieces, and it will be more difficult for your opponent to find good squares for his. In the above example, White, trying to control the squares in the center, makes strong moves, and Black makes weak ones.

Use all your shapes

In the example above, White has used all of his pieces! Your pieces are useless as long as they are on the first rank. Try to develop all your pieces so as to gather more forces to attack the enemy king. In a game with a worthy opponent, attacking the king with one or two pieces will not work.

Step 7: Practice by playing as much as possible

To improve at chess, the most important thing for you is to play! Whether you play at home with friends or family or online, you need to play a lot to get better. Nowadays it's easy to find opponents online!

How to play chess variations

Although most people play chess using standard rules, some people like to play chess with modified rules. These are called "chess variations". Each option has its own rules.

  • Chess-960: In chess-960 (Fischer chess), the initial arrangement of pieces is chosen randomly. The pawns are positioned as in regular chess, and the remaining pieces behind them are placed randomly.
  • King of the Hill: In this variant of chess, you can achieve victory by occupying with your king one of the squares in the center of the chessboard, the so-called “top of the mountain.”
  • Swedish chess: This game is played in pairs. When one player takes an opponent's piece, his partner can use it. For example, if I play white, and my partner, playing black, takes the white knight from his opponent, then with any future move I can place it on any free square of the board.
  • Crazyhouse: A very interesting game where you can use pieces taken from your opponent. For example, if I play white and take a black pawn, it turns into a white pawn, which I can put on the board as my piece with any future move.
  • Up to three checks: In this game, the first one to give three checks to the opponent's king wins.

Enjoy these amazing chess variations.

How to play chess-960

How to play according to the rules of chess tournaments

Many tournaments use a set of general, similar rules. These rules do not apply to games played at home or online, but you may still want to use them.

  • Touched - go- If a chess player touches his piece, he is obliged to make a move with this piece, if possible. If a chess player touches an opponent's piece, he must take it. A chess player who wants to touch a piece to correct it must first indicate his intention by saying “correcting.”
  • Chess clock- Most tournaments use a chess clock, which allows you to set the time for the game, not for the move. Both opponents receive the same time for the entire game and decide independently how to spend it. After making a move, the chess player presses a button or lever that starts the opponent's clock. If a player runs out of time and the opponent declares this, the player who overstayed loses the game (if the opponent has enough pieces to checkmate, otherwise a draw is awarded).

Frequently Asked Questions about Chess (FAQ)

This amount of information may be a little confusing. That is why we provide answers to the most frequently asked questions that people who are just starting their journey into the world of chess usually face. We hope you find them useful!


How can I improve at chess?

Knowing the rules and basic strategy is just the beginning: chess is so difficult that a lifetime would not be enough to master everything! To improve, you need to do three things:

  1. Play a lot- just keep playing! Play as often as possible. Learn from every game, won or lost.
  2. Learn chess lessons- if you really want to make progress quickly, you should take some online lessons. You can find it here.
  3. Enjoy- Don’t be discouraged if you can’t win all the games in a row. Everyone loses - even world champions. If you enjoy the game and know how to learn lessons even from lost games, you will always love chess!

What is the strongest first move in chess?

Although there is no universally recognized strongest move in chess, it is important to fight for the center of the board from the very beginning. For this reason, most chess players make the first move of one of the central pawns (from the king or from the queen) two squares forward: 1. d4 or 1. e4. Others prefer 1. c4 or 1. Nf3. Most of the other moves aren't as good. Bobby Fischer considered the best move with the king's pawn to be 1. e4.

What color goes first?

The player with white pieces always goes first.

Can a pawn move backward?

The pawn cannot move backwards. Once it reaches the opposite edge of the board, it can transform into another piece (for example, a queen). The piece you promoted the pawn to can, of course, move backwards.

Is it possible to move more than one piece at a time?

During your turn, you can only move one piece, but there is one exception! When you castle, you move the king and rook in one move.

What is the most important piece in chess?

The king is the most important chess piece. If you lose the king, you lose the game. However, the most powerful chess piece is the queen.

When was chess invented?

The origins of chess are not completely known. According to the most common version, chess originated in India almost two thousand years ago from other similar games. Modern chess has been known since the 15th century, when the game became popular in Europe.

What was the longest game in the history of chess?

The longest tournament game (by number of moves) in chess history was played by Ivan Nikolic and Goran Arsovic in Belgrade, Serbia in 1989.

What is chess notation?

The notation was invented so that it was possible to analyze played chess games. Thanks to it, we have the opportunity to record all the moves of the game and play it back as many times as we like. You just need to correctly record your own moves and your opponent’s moves.

Chess notation allows you to store all your games...

Each square has coordinates, and each piece is designated by a capital letter (K ​​- knight, C - bishop, F - queen, L - rook and Kp - king).

What is the purpose of chess?

Chess is a game between two opponents on opposite sides of a board lined with 64 squares of light and dark colors. Each player has 16 pieces: 1 king, 1 queen, 2 rooks, 2 bishops, 2 knights and 8 pawns.

A board, two chess players and 32 pieces are all you need to start the game.

The goal of the game is to checkmate the opponent's king. Checkmate is a situation where the king is threatened by an opponent's piece (the king is in check) and he cannot avoid this threat.

The FIDE rules of chess apply to play over the board. This publication is a translation of the English text of the Laws of the Game of Chess, which was adopted at the 71st FIDE Congress in Istanbul (Turkey) in November 2000 and comes into force on July 1, 2001.
In these Rules, the words “he”, “him” and “him” can also mean “she”, “her” and “hers”.

Preface

The rules of the game of chess cannot take into account all possible situations that arise during the game, nor can they provide for all organizational issues. In those cases that are not fully regulated by the article of the Rules, it is possible to make the right decision by acting by analogy with the situations discussed in the Rules. The rules assume that the arbitrators are competent, have sound judgment and are completely objective. An overly detailed rule could deprive the arbitrator of his discretion and prevent him from making a decision based on fairness, logic and consideration of specific conditions.
FIDE calls on all chess players in the federation to accept this point of view.
Any chess federation has the right to introduce more detailed rules, provided that they:
  1. do not contradict in any way the official FIDE Chess Rules;
  2. operate only on the territory of this federation; And
  3. are not valid in any match, championship or qualifying competition organized by FIDE, or in a tournament with a title norm or FIDE rating calculation.

Rules of the game

Article 1. The essence and goals of the game of chess

1.1. A game of chess is played by two partners who take turns moving pieces on a square board called a “chessboard.” The player with the white pieces starts the game. It is considered that it is the player's turn to move when his partner's move is made.
1.2. The goal of each player is to put the partner's king "under attack" in such a way that the partner does not have a possible move that would allow him to avoid "capturing" the king on the next move. The player who achieves this goal is considered to have "checkmated" his partner's king and won the game. The partner whose king is checkmated loses the game.
1.3. If the position is such that neither player can checkmate, the game ends in a draw.

Article 2. Initial position of pieces on the chessboard

2.1. The chessboard consists of 64 (8x8 grid) equal squares, alternately light (“white” squares) and dark (“black” squares).
The chessboard is positioned between the players so that the nearest corner square to the player's right is white.
2.2. At the beginning of the game, one player has 16 pieces of light color ("white" pieces), the other - 16 pieces of dark color ("black" pieces). These figures, usually indicated by corresponding symbols, are as follows:
2.3. The initial position of the pieces on the chessboard is as follows:

2.4. The eight vertical rows of fields are called "verticals".
The eight horizontal rows of fields are called "horizontals". A straight row of fields of the same color, touching each other at the corners, is called a “diagonal”.

Article 3. Piece moves

3.1. It is not allowed to move a piece onto a square occupied by a piece of the same color. If a piece moves to a square occupied by a partner's piece, the latter is captured and removed from the chessboard as part of the same move. A piece is considered to attack a partner's piece if the piece can capture on that square in accordance with Articles 3.2-3.8.
3.2. The bishop can move to any square along the diagonal on which it stands.

3.3. The rook can move to any square vertically or horizontally on which it stands.

3.4. The queen can move to any square vertically, horizontally or diagonally on which it stands.

3.5. When making these moves, the bishop, rook or queen cannot move through any pieces standing in their way.
3.6. The knight can move to one of the squares closest to the one on which it stands, but not on the same horizontal, vertical or diagonal.
3.7. 3.8.(a) There are two different ways of moving the king, by: 1) Castling is not possible:
  1. if the king has already moved, or
  2. with a rook that has already moved.
2) Castling is temporarily impossible:
  1. if the square on which the king stands, or the square which he must cross, or the square which he must occupy, is attacked by one or more of his opponent's pieces;
  2. if there is any piece between the king and the rook with which they intend to castle.
(b) The king is considered to be "in check" if it is attacked by one or more of his partner's pieces, even if such pieces themselves cannot move.
The announcement of the Shah is not necessary.
3.9. No piece can be moved in such a way as to put your king in check or leave your king in check.

Article 4. Execution of moves

4.1. Each move must be performed with only one hand.
4.2. By warning in advance of his intention (for example, by saying “I’m correcting.” In the original “j”adoube” in French and “I adjust” in English.), the player, during his move, can correct the position of one or more pieces on their fields.
4.3. Except as provided in Article 4.2, if a player, during his move, intentionally touches the chessboard
  1. one or more of his pieces, he must move the first touched piece whose move is possible; or
  2. one or more pieces of the partner, he must capture the first touched piece that can be captured;
  3. one piece of each color, he must capture the partner's piece with his own piece or, if this is not possible, move the piece or capture the piece that he touched first and whose move or capture is possible. If it is unclear whether the player’s or his partner’s piece was touched first, it must be assumed that the player touched his own piece before the partner’s piece.
4.4.
  1. If a player intentionally touches his king and rook, he should castle to that side if possible.
  2. If a player intentionally touches the rook and then his king, he cannot castle that way on that move, and Article 4.3.a applies to that situation.
  3. If a player, intending to castle, touches the king or the king and the rook at the same time, and castling in this direction is impossible, the player must make another possible move with the king, including castling in the other direction. If the king has no possible move, the player can make any possible move.
4.5. If none of the touched pieces can move or be captured, the player is allowed to make any possible move.
4.6. A player loses his right to claim that his partner has violated Articles 4.3 or 4.4 as soon as he intentionally touches a piece.
4.7. When, as a possible move or part of a possible move, a piece is placed on a square and the hand is released from it, it cannot then be moved to another square. A move is considered to have been made when all the necessary requirements of Article 3 have been met.

Article 5. End of the game

5.1.
  1. The game is won by the player who checkmated his partner's king. This ends the game immediately, provided that the move creating the checkmate position was a possible move.
  2. The game is won by the player whose partner declares that he resigns. This immediately ends the game.
5.2.
  1. The game ends in a draw when the player who must move has no possible move and his king is not in check. It is believed that the game ended in a stalemate. This ends the game immediately, provided that the move creating the stalemate position was a possible move.
  2. A game ends in a draw when a position arises in which neither player can checkmate his partner's king with any series of possible moves. It is believed that the party has reached a “dead position.” This ends the game immediately, provided that the move creating this position was possible.
  3. The game ends in a draw by agreement between the two partners during the game. This immediately ends the game. (See Article 9.1.)
  4. A game can end in a draw if any identical position can appear or has appeared on the chessboard at least three times. (See Article 9.2.)
  5. The game may end in a draw if each player has made the last 50 consecutive moves without advancing any pawn or capturing any piece. (See Article 9.3.)

Competition rules

Article 6. Chess clock

6.1. A "chess clock" is a clock with two time display devices connected to each other in such a way that only one of them can operate at the same time.
"Clock" in the Rules of the Game of Chess means one of two time indicating devices.
“Falling flag” means the end of the player’s allotted time.
6.2.
  1. When using a chess clock, each player must make a minimum number of moves or all moves in a given period of time, and/or additional time may be allocated for each move. All this must be determined in advance.
  2. The time a player saves during one period is added to the time allotted to him for the next period, with the exception of the "time delay" mode.
In "time delay" mode, both players receive a predetermined "primary thinking time". Each player also receives "fixed extra time" for each turn. The reduction of the main time begins only after the fixed time has expired. As long as the player stops his clock before the fixed time expires, the main thinking time does not change, regardless of how much of the fixed time is used up.
6.3. Each time indicating device has a "flag". Once the flag drops, compliance with the requirements of Article 6.2.a should be immediately checked.
6.4. Before the start of the game, the arbiter decides where the chess clock will be placed.
6.5. At the time set for the start of the game, the clock of the player with the white pieces starts.
6.6. If neither partner is present at the beginning, the player holding the white pieces must lose all time that expires before his arrival, unless the rules of the competition provide otherwise or the arbiter decides otherwise.
6.7. Any player who arrives at the chessboard more than one hour later than the scheduled start of the game loses the game, unless the rules of the competition provide otherwise or the arbiter decides otherwise.
6.8.
  1. During the game, each player, having made his move on the chessboard, must stop his clock and start his partner’s clock. The player must always be given the opportunity to stop his clock. His turn is not complete until he has done so, unless the completed move ends the game. (See Articles 5.1 and 5.2.)
    The time between making a move on the chessboard and stopping your own clock and starting your partner’s clock is counted as part of the time allotted to the player.
  2. The player must stop his clock with the same hand with which he made his move. The player is prohibited from placing his finger on or over the button.
  3. Players must handle the chess clock correctly. Do not use excessive force, lift or knock on them. Misuse of the watch shall be punished in accordance with Article 13.4.
  4. If a player is unable to handle the clock, the player may be provided with an assistant authorized by the referee to perform this operation. The clock must be adjusted in a fair manner by the referee.
6.9. The flag is considered to have fallen when the arbiter establishes this fact or when one of the partners has made a correct statement about this action.
6.10. Except as provided in Article 5.1 or one of Article 5.2. a, b and c, if a player does not complete the prescribed number of moves within the allotted time, the game is lost by that player. However, the game ends in a draw if such a position has arisen that the partner cannot checkmate the player's king with any series of possible moves, even with the most unskilled counter play.
6.11. Each watch reading is considered incontestable in the absence of any obvious defect. Chess clocks with obvious defects should be replaced. The arbitrator must use reasonable cause in determining the time to be set on the new clock.
6.12. If both flags fall and it is impossible to determine which flag fell first, the game must be continued.
6.13.
  1. If play must be interrupted, the referee must stop the clock.
  2. A player can stop the clock only to request the help of the arbiter, for example when a required piece is not available during a "transformation".
  3. In each case, the referee must decide when play should restart.
  4. If a player stops the clock to request the referee's assistance, the referee must determine whether the player had any justifiable reason for doing so. If it is apparent that the player did not have a valid reason for stopping the clock, the player shall be penalized in accordance with Article 13.4.
6.14. If any violation of the rules occurs and/or a piece must be restored to a previous position, the arbiter must use valid reasons in determining the time to be set on the clock. He must also, if necessary, correct the move counter on the clock.
6.15. Screens, monitors or display boards showing the position on the chessboard, the moves and the number of moves made, and clocks that also show the number of moves are permitted in the playing hall. However, the player may not make a claim based on information obtained in this way.

Article 7. Violations of positions

7.1.
  1. If during the game it is determined that the initial position of the pieces was incorrect, the game is canceled and a new game is played.
  2. If during the game it is determined that the only error made is that the position of the chessboard is contrary to Article 2.1, then the game continues and the resulting position is transferred to the correctly located chessboard.
7.2. If a game is started with the wrong color then it continues unless the arbiter decides otherwise.
7.3. If the player moves one or more pieces, he must restore the correct position at the expense of his time. If necessary, the player or his partner must leave the clock and ask the referee for help. The arbiter may punish the player who moved the pieces.
7.4.
  1. If during the game it is determined that an illegal move has been made, then the position that was immediately before the violation of the rules must be restored. If the position immediately before the violation cannot be determined, then the game should be continued from the most recent retrievable position that preceded the violation. The clock must be corrected in accordance with Article 6.14. Article 4.3 applies to a move replacing an illegal move. The game then continues from this restored position.
  2. After taking action in accordance with Article 7.4.a, for the first two illegal moves of a player, the arbiter must give his partner two minutes of extra time in each case, for the third illegal move of the same player, the arbiter must declare the game lost by that player.
7.5. If during the game it is determined that pieces have been moved from their fields, then the position that was before the violation of the rules must be restored. If the position immediately before the violation cannot be determined, then the game should be continued from the most recent retrievable position that preceded the violation. The clock must be corrected in accordance with Article 6.14. The game then continues from this restored position.

Article 8. Recording of moves

8.1. During the game, each player must record his own and his partner's moves in the correct manner, move by move, as clearly and legibly as possible, in algebraic notation (Appendix E), on the competition form.
A player can respond to his partner's move before recording it if he so wishes. He must write down his previous move before making the next one. Both players must write down the draw proposal on the form (Appendix E.12).
If a player is unable to keep a record of his moves, then part of the time determined by the arbiter is subtracted from the time allotted to him before the start of the game.
8.2. The entry form must be visible to the arbiter throughout the game.
8.3. Entry forms are the property of the competition organizers.
8.4. If a player has less than five minutes left on the clock and the player does not have an additional time of 30 seconds or more added after each move, then he is not required to comply with Article 8.1. Immediately after one of the flags falls, the player must completely restore the entry on his scoresheet before moving the piece on the chessboard.
8.5.
  1. If neither player is required to keep a record under Article 8.4, the umpire or assistant must endeavor to be present and keep a record. In this case, immediately after one of the flags falls, the referee must stop the clock. Both players are then required to reconstruct the entry on their scoresheets using the referee's or partner's scoresheet.
  2. If only one player is not required to keep a record under Article 8.4, he must, as soon as any flag falls, completely restore the record on his scoresheet before moving a piece on the chessboard. If it is the player's move, then he can use his partner's form, but must return it before making a move.
  3. If none of the forms are completed, the players must reconstruct the game on another chessboard under the supervision of an arbiter or assistant, who must first record the position that occurred in the game, the clock readings and the number of moves made, if available, before the reconstruction begins.
8.6. If the entries on the sheets cannot be reconstructed and do not prove that the player has exceeded the allotted time, then the subsequent move made must be considered the first move until the next time control, unless it is obvious that more moves were made.
8.7. At the end of the game, both players must sign both forms indicating the results of the game. Even if incorrect, the result will stand unless the arbitrator decides otherwise.

Article 9. Draw

9.1.
  1. A player, if he wishes to offer a draw, must do so after making his move on the chessboard and before stopping his clock and starting his partner's clock. An offer at any other time during the game remains valid, but Article 12.5 must be taken into account. There are no conditions attached to the offer. In both cases, the offer cannot be withdrawn and remains in force until the partner accepts it, rejects it verbally, rejects it by touching a piece with the intention of moving it or capturing it, or the game ends in some other way.
  2. The offer of a draw must be marked by each player on his scoresheet (see Appendix E).
  3. A demand for a draw under Article 9.2, 9.3 or 10.2 shall be considered as an offer for a draw.
9.2. The game ends in a draw at the correct request of the player whose turn it is to move, when the position is the same at least three times (not necessarily by sequential repetition of moves)
  1. may arise if he first writes down his move on the form and declares to the arbiter his intention to make that move, or
  2. has already arisen, and it is the turn of the player demanding a draw.
Positions in both (a) and (b) are considered the same if it is the same player's turn, pieces of the same name and color occupy the same squares, and the possible moves of all pieces of both players have not changed.
The positions are not equal if a pawn that could have been captured en passant can no longer be captured, or if the right to castling is changed, temporarily or permanently.
9.3. The game ends in a draw at the correct request of the player whose turn it is to move, if
  1. he will write on his scoresheet and declare to the arbiter his intention to make a move which will result in the last 50 moves being made by each player without advancing any pawn and without capturing any piece, or
  2. the last 50 consecutive moves are made by each player without advancing any pawn and without capturing any piece.
9.4. If a player makes a move without claiming a draw, he loses the right to claim under Article 9.2 or 9.3 on that move.
9.5. If a player claims a draw under Article 9.2 or 9.3, he must immediately stop his own and his partner's clocks. He cannot refuse his demand.
  1. If the claim is found to be correct, the game immediately ends in a draw.
  2. If the call is found to be incorrect, the arbiter must add three minutes to the partner's remaining time. In addition, if the claimant has more than two minutes on his clock, the arbiter must deduct half of the claimant's remaining time, up to a maximum of three minutes. If the applicant has more than one minute but less than two minutes, his remaining time must be one minute. If the applicant has less than one minute, the arbiter shall not make any adjustments to the applicant's clock. The game will then continue and the announced move must be made.
9.6. A game ends in a draw when a position arises in which checkmate cannot be achieved by any series of possible moves, even with the most unskilled play. This immediately ends the game.

Article 10. Quick play until the end of the game

10.1. "Quick play until the end of the game" is the final period of the game, when all remaining moves must be made within a limited time.
10.2. If the player whose turn it is to move has less than two minutes left on the clock, he can claim a draw, but before his flag falls. He must stop the clock and address the referee.
  1. If the arbiter agrees that the opponent is not making an effort to win the game by normal means, or that it is impossible to win by normal means, then he must rule the game as a draw. Otherwise, he must postpone his decision or reject the request.
  2. If the arbiter delays his decision, the partner may be given an additional two minutes to think and the game must continue in the presence of the arbiter, if possible. The referee must announce the final result after the flag falls.
  3. If the arbiter denies the request, the partner must be given two minutes to think.
  4. The arbitrator's decision made pursuant to Articles 10.2 a, b, c shall be final.
10.3. If both flags fall and it is impossible to determine which flag fell first, the game ends in a draw.

Article 11. Accounting for results

11.1. Unless otherwise stated in advance, a player who wins his game or wins by award scores one point (1), a player who loses his game or wins by award scores no points (0) and a player who ends his game in a draw , gets half a point (1/2).

Article 12. Conduct of players

12.1. Players should not bring the game of chess into disrepute through their behavior.
12.2. During the game, players are prohibited from using any notes, sources of information, advice or analysis on another chessboard. Game record sheets should only be used to record moves, clock readings, draw proposals, and anything relevant to the claim.
12.3. Players who have completed their games must be considered spectators.
12.4. Players are not allowed to leave the “playing area” without permission from the referee. The playing area is defined as the playing area, rest rooms, refreshment area, smoking area and other areas designated by the referee.
The player whose turn it is is not allowed to leave the playing court without the permission of the referee.
12.5. It is prohibited to distract or disturb your partner in any way. This also applies to an unreasonable demand or offer of a draw.
12.6. Violation of any part of Articles 12.1 to 12.5 shall result in penalties in accordance with Article 13.4.
12.7. A player's persistent refusal to obey the Rules of the Game of Chess shall be punished by a loss. The arbitrator must decide which result to credit to the partner.
12.8. If both partners are found guilty under Article 12.7, the game is declared lost by both players.

Article 13. Role of the arbitrator (see Preface)

13.1. The arbiter must ensure that the Rules of the Game of Chess are strictly followed.
13.2. The referee must act solely in the best interests of the competition. He must ensure that good playing conditions are maintained and players are not disturbed. He needs to observe the progress of the competition.
13.3. The arbiter should observe the games, especially when the players are short of time, enforce the decisions he makes and impose penalties on the players where necessary.
13.4. The arbitrator may impose one or more of the following penalties:
  1. warning,
  2. increasing the time remaining with the partner,
  3. reducing the time remaining for the player who violated the rules,
  4. declaring the game lost,
  5. reducing the number of points scored in the game by the side that violated the rules,
  6. increasing the number of points scored in a game by a partner to the maximum possible for this game,
  7. exclusion from the competition.
13.5. The referee may give one or both players extra time if there is external interference with the game.
13.6. The arbiter must not interfere with the game, except in cases described in the Rules of the Game of Chess. He must not indicate the number of moves made, except in the application of Article 8.5 when at least one player has used all his time. The arbiter should refrain from telling a player that his partner has completed his turn.
13.7. Spectators and players from other matches are not permitted to talk or otherwise interfere with the game. If necessary, the referee may remove offenders from the playing area.

Article 14. FIDE

14.1. National federations may apply to FIDE for an official ruling on matters relating to the Laws of the Game of Chess.

Applications

A. Postponed batches

A1.
  1. If the game is not completed after the allotted playing time has elapsed, the arbiter must request that the player whose turn it is to write down the move as a “secret” move. The player must write down his move in unambiguous notation on the move record form, put his and his partner’s form in an envelope, seal the envelope and only then stop his clock without starting his partner’s clock. Until the player stops the clock, he retains the right to change the secret move. If, after the arbiter has suggested recording a secret move, a player makes a move on the board, he must record that move on his scoresheet as a secret move.
  2. The player whose turn it is to move and who postpones the game until the end of the gaming session is considered to have recorded a secret move at the time specified for the end of the session, and the time remaining to him must be recorded as such.
A2. The envelope must indicate the following:
  1. players' names,
  2. position directly before the secret passage,
  3. time used by each player,
  4. last name of the player who recorded the move as “secret”,
  5. the number of the move recorded as a “secret” move,
  6. offer of a draw, if this offer remains in force,
  7. date, time and place of resumption of the game.
A3. The arbitrator checks the accuracy of the information on the envelope and is responsible for its safety.
A4. If a player offers a draw after his partner has recorded his move as a secret move, then the offer remains valid until the partner accepts or rejects it, in accordance with Art. 9.1.
A5. Before the game is resumed, the chessboard position is restored to that immediately before the secret move was recorded, and the time used by each player when the game was adjourned is set on the clock.
A6. If, before the game is resumed, a draw is agreed upon, or one of the players tells the arbiter that he is giving up, the game is considered over.
A7. The envelope is opened only if there is a player present who must respond to the move recorded as secret.
A8. Except for the cases mentioned in Art. 6.10 and 9.6, the game is considered lost by the player whose record of the secret move
  1. ambiguous,
  2. written in such a way that its true meaning cannot be determined,
  3. indicates an impossible move.
A9. If at the time agreed upon to resume play
  1. The player who must respond to the move recorded as secret is present, then the envelope is opened, the written move is made on the board and his clock is started.
  2. The player who must respond to the move recorded as secret is absent, then his clock starts. On arrival, he can stop the clock and call the referee. The envelope is then opened and the recorded move is made on the chessboard. After this, his clock starts again.
  3. The player who recorded the move as a secret move is absent, then his partner has the right to record his return move on the form, seal his form in a blank envelope and start the absent player's clock instead of making his return move in the usual way. In this case, the envelope is given to the referee for safekeeping and opened after the absent player arrives.
A10. A player loses the game if he arrives at the chessboard later than one hour after the postponed game is resumed (unless the rules of the competition and the arbiter provide otherwise).
However, if the late player is the one who recorded the move as secret, the game ends differently if:
  1. the absent player won the game as a result of his checkmate being recorded as a secret move or
  2. an absent player made a draw as a result of a move recorded as a secret move resulting in a stalemate or a position specified in Art. 9.6, or
  3. the player present at the chessboard lost the game in accordance with Art. 6.10.
A.11.
  1. If the envelope containing the secret move recorded is lost, the game must continue from the position and with the clock readings recorded at the time of adjournment. If the time used by each player cannot be restored, the referee must set the clock. The player who has written down the move as a secret move makes the move on the chessboard that he claims to have written down.
  2. If the position cannot be restored, the game is annulled and a new game must be played.
A12. If, when the game is resumed, any player notes before making his first move that one or another clock is set incorrectly to the time used, the error is corrected. If the fault is not identified at that time, the game continues without correction of the clock, unless the arbiter finds that the consequences would be too severe.
A13. The duration of each finishing session must be controlled by the referee's clock. Start time and end time are announced in advance.

B. Quick game

IN 1. "Quick Play" is a game where all moves must be made within a set time of 15 to 60 minutes for each player.
AT 2. The game is played according to the FIDE Chess Rules, except in those cases where they are replaced by the following Rapid Play Rules.
AT 3. Players are not required to record moves.
AT 4. Once each player has made three moves, no claims can be made regarding the incorrect placement of pieces, the position of the chessboard or the readings of the clock.
If the king and queen have swapped places, castling with that king is not allowed.
AT 5.
  1. The arbitrator makes a decision in accordance with Art. 4 (the piece that was touched) only if one or both players ask him to do so.
  2. The player loses the right to make statements in accordance with Art. 7.2, 7.3 and 7.5 (violations of position, illegal moves) as soon as he touches a piece in accordance with Article 4.3.

Extract from the decisions of the FIDE Commission on Rules dated October 3, 1998, Elista, paragraph 8.
When asked whether a player whose partner made an illegal move should be penalized because the move was not noticed, the answer was given in the negative.

AT 6. The flag is considered to have fallen when a correct declaration to this effect is made by the player. The referee must refrain from reporting a dropped flag.
AT 7. To claim a time win, the claimant must stop the clocks (his or her partner's) and notify the arbiter. For the application to be granted, the applicant's flag must not have fallen after the clock has been stopped, but his partner's flag must have fallen.
AT 8. If both flags fall, the game ends in a draw.

S. Blitz

C1. Blitz is a game where all moves must be made within a set time of less than 15 minutes for each player.
C2. The game is played according to the rules for rapid chess as in Appendix B, except when the following rules for playing blitz apply.
C3. An illegal move is completed when the partner's clock is started. However, his partner has the right to declare a win only before he makes a move. If a partner cannot checkmate a player with any series of possible moves, even in the most unskilled mutual play, then he has the right to declare a draw before making his move. Once a partner has made his move, the illegal move cannot be corrected.

Extract from the decisions of the FIDE Commission on Rules dated October 3, 1998, Elista, paragraph 5.
About capturing the king in blitz. The commission had a long discussion about whether this should be considered an impossible move or not... The commission decided not to make any changes to these rules until 2000.

The rules were reviewed and approved by the RCF Arbitrators' Panel

The FIDE rules of chess apply to the game on the chessboard. The original version of the Rules of Chess is the English text, which was approved by the 75th FIDE Congress in Calvio (Spain) in October 2004 and entered into force on July 1, 2005. (In these Rules, the words “he”, “him” and “him” correspond to the words “she”, “her” and “her”).

PREFACE

The rules of chess cannot take into account all possible situations that arise during the game and do not provide for the solution of organizational issues. In cases where the articles of the Rules cannot resolve the situation, decisions must be made on the basis of similar situations considered in the Rules. The Rules require that arbitrators have the necessary competence, common sense and absolute objectivity. Moreover, detailed Rules would deprive the arbitrator of freedom to make a decision dictated by fairness, logic and specific conditions. FIDE calls on all chess federations to accept this point of view. Any Federation has the right to introduce more detailed Rules, but they:

a) must not contradict the official FIDE Chess Rules;

b) their use is limited to the territory of the given federation;

c) are not valid for any FIDE match, championship or qualifying competition or tournament where FIDE titles or ratings are determined.

All comments and suggestions can be sent to the RCF Board of Arbitrators at the address: 121019, Moscow, Gogolevsky Boulevard, 14.

BASIC RULES OF THE GAME

Article 1: Nature and purposes of the game of chess

1.1. Chess is played by two partners who take turns shuffling their pieces on a square board called a “chessboard.” The player with the white pieces starts the game. The chess player gets the right to move only after his partner has completed his move.

1.2. The goal of each player is to attack the opponent's king in such a way that the opponent's king has no escape. The player who achieves this goal is said to have "checkmated" the opponent's king and won the game. The partner whose king is checkmated has lost the game. Leaving your king under attack and exposing him to attack is not allowed.

Capturing the opponent's king is prohibited.

1.3. If the position is such that neither partner can checkmate, the game ends in a draw.

Article 2: Initial position of the pieces on the chessboard

2.1. The chessboard consists of 64 equal squares (8x8), alternately light ("white" squares) and dark ("black" squares). It is placed between the players so that the nearest corner field to the right of the player is white.

2.2. At the beginning of the game, one player has 16 light pieces (“white”); the other -16 dark figures ("black").

These figures, usually indicated by corresponding symbols, are as follows:

White King

White queen

Two white rooks

Two white elephants

Two white horses

Eight white pawns

Black king

Black queen

Two black rooks

Two black elephants

Two black horses

Eight black pawns

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

2.4. The eight vertical rows of squares are called "verticals". The eight horizontal rows of squares are called "horizontals". Straight lines of squares of the same color touching at the corners are called "diagonals".

Article 3: Piece moves

3.1. It is not allowed to move a piece onto a square occupied by a piece of the same color. If a piece moves onto a square occupied by a partner's piece, the latter is captured and removed from the chessboard as part of the same move. A piece is said to attack a partner's piece if that piece can capture on that square, according to Articles 3.2 to 3.8. A piece attacks a square even if it cannot move to that square because it would leave or place the king of the same color under attack.

3.2. The bishop can move to any square along the diagonal on which it stands.

3.3. The rook can move to any square vertically or horizontally on which it stands.

3.4. The queen can move to any square vertically, horizontally or diagonally on which it stands.

3.5. When these moves are made, the queen, rook or bishop cannot move through a square occupied by another piece.

3.6. The knight can move to one of the nearest squares from the one on which it stands, but not on the same vertical, horizontal or diagonal.

3.7. The pawn can only move forward:

a) to a free field located directly in front of it on the same vertical;

b) from the starting position, as in case (a) - to one field, and to two fields along the same vertical, if both of these fields are not occupied;

c) on the field occupied by the partner’s piece, located diagonally in front of it on the adjacent vertical, while simultaneously capturing this piece.

d) A pawn attacking a square crossed by an opponent’s pawn, advanced from its original position by two squares at once, can capture this advanced pawn,

as if her last move was only for one field. This capture can only be done with the next move and is called an en passant capture.

f) A pawn that reaches the very last rank from its original position must be replaced by a queen or rook or bishop or knight of the same color as part of the move. This replacement of a pawn is called "promotion", the action of the new piece begins immediately.

The player's choice is not limited to pieces that have already been captured.

3.8. There are two different ways to move the king:

a) move to any adjacent square that is not attacked by one or more of the partner’s pieces. The partner's pieces are considered to attack the field, even if they cannot move.

b) do castling.

This movement of the king and one of the rooks of the same color along the original rank is carried out as follows: the king is moved from its original square two squares towards the rook, then the rook is moved through the king to the next square.

At the top left is the position before white castling on the kingside and black castling on the queenside.

At the top right is the position after castling White on the kingside and castling Black on the queenside.

At the top left is the position before White castling on the queenside and Black castling on the kingside.

Top right - position after castling White on the queenside and castling Black on the kingside

(1) Castling is not possible:

a) if the king has already moved from its original place,

b) with the rook that has already moved from the starting position.

(2) Castling is temporarily impossible if the field is attacked by one of the partner’s pieces:

a) on which the king stands or which he must cross or occupy;

b) if there is some piece between the king and the rook with which castling can be made.

3.9 The king is "in check" if it is attacked by one or more of his opponent's pieces, even if such pieces cannot move. Neither piece can make a move that puts or leaves its king in check.

Article 4: Making moves

4.1. Each move must be made with only one hand.

4.2. During his turn, a player can correct one or more pieces on their squares, provided that he first warns of his intention (for example, by saying “correcting”).

4.3. If the player who is to move intentionally touches the chessboard (except as provided in Article 4.2):

a) one or more of his pieces, he must make a move with the first piece he touches, if such a move is possible,

b) one or more pieces of the partner, he must take the first piece that he touches, which can be captured.

c) one piece of each color, he must capture the partner's piece with his own piece or, if this is not possible, go or capture the first touched partner's piece with his other piece. If it cannot be determined which piece was touched first, it is considered that it is the piece of the player whose turn it is to move, and not his partner.

4.4. a) If a player intentionally touches his king and rook, he must castle towards that rook if such a move is possible.

b) If a player intentionally touches the rook and then the king, castling is not permitted and Article 4.3(a) must be applied to the situation.

c) If a player who wants to castle touches the king, but castling to that side is not possible, the player must move the king, including castling to the other side, provided it is possible. If the king has no move, the player can make any possible move.

d) If a player promotes a pawn, the selection of a piece is complete when that piece touches the promotion square.

4.5. If none of the touched pieces can move or be captured, the player can make any possible move.

4.6. If a piece is placed on a square as a possible move or part of a possible move, it cannot move to another square. A move is considered made when all requirements of Article 3 are fully satisfied:

a) in the case of a capture, when the captured piece is removed from the board and the player, having placed his piece on this square, releases his hand,

b) in the case of castling, when the player released his hand from the rook on a square crossed by the king. If a player has released his hand from the king, the move has not yet been made, but the player has no right to make another move other than castling in that direction, if possible,

c) in the case of promoting a pawn, when it is removed from the board and the player has released his hand from the new piece he placed on the promotion square. If a player releases his hand from a pawn that has reached the promotion square, then the move has not yet been made, and the player does not have the right to move the pawn to another square. 4.7. A player loses the right to claim a partner's violation of Articles 4.3 or 4.4 as soon as he intentionally touches a piece.

Article 5: Completion of the game

5.1. The game is considered won by the player

a) who checkmated the partner’s king. This ends the game immediately if the mating position has been reached by a move permitted by the Rules,

b) whose partner declares that he gives up. This immediately ends the game.

5.2. The game is considered to end in a draw,

a) if the player who must move does not have any move permitted by the Rules, and his king is not in check. Such a game is said to end in a stalemate. This ends the game immediately if the stalemate resulted from a move allowed by the Rules.

b) if a position has arisen where neither partner can mate the king with any series of possible moves. This ends the game immediately if that position was reached by a move allowed by the Rules.

c) by agreement between two partners during the game. This immediately ends the game (see Article 9.!). The game can end in a draw:

d) if any identical position appears or has appeared on the chessboard at least for the third time (see Article 9.2)

f) if the last 50 consecutive moves have been made by the players without moving any pawn or capturing any piece (see Article 9.3).

COMPETITION RULES

Article 6: Chess clock

6.1. A "chess clock" is a clock with two dials connected to each other so that only one of them can work at the same time. In the Rules of Chess, the term "clock" means the time displayed on one of two dials. "Falling flag" means that the time allotted to the player has ended.

6.2. a) When using a chess clock, each player must make a minimum specified number of moves or all moves within a given period of time; If an electronic clock is used, players may be given a certain amount of extra time for each move. All this must be specified in advance.

b) The time saved by a player in one period of the game is added to his time for the next period, except in the “time delay” mode. In the “time delay” mode, both partners receive “basic thinking time”, as well as a fixed additional time for each move.

The main time countdown begins only after the fixed time has expired. If the player switches his clock before this expires

fixed extra time, then the main time does not change, regardless of the amount of extra time used.

6.3. Each dial is equipped with a "flag". Immediately after the flag falls, the requirements of Article 6.2(a) must be checked.

6.4. Before the start of the game, the arbiter decides where the chess clock will be set.

6.5. At the set start time of the game, the clock of the player who has white pieces is started.

6.6. If none of the players arrives at the beginning of the game, then the player playing white loses the time that will pass before his arrival, if the rules

the competition or the referee's decisions will not be different.

6.7. Any player who arrives for a game more than one hour after the scheduled start time of the round loses the game, unless the rules of the competition or the arbiter's decisions are different.

6.8. a) During the game, each player, having made a move on the board, must stop his clock and turn on his partner’s clock. The player must always be able to stop his clock. His move is considered incomplete until he has done so, unless the move he makes ends the game (see Articles 5.1, 5.2). The time between making a move on the board and switching the clock is included in the time allotted for that move.

b) The player must switch his clock with the same hand with which he made the move. The player is prohibited from placing his finger on or above the watch button.

c) Players must switch clocks carefully. Do not hit the watch, lift it or knock it over. Misuse of the watch shall be punished in accordance with Article 13.4.

d) If a player is unable to change the clock, he may ask an assistant to do so, who must be approved by the referee. The clock must be adjusted by the referee.

6.9. The flag is considered to have fallen when the referee records this fact, or when the player makes a correct statement about it.

6.10. If a player has not made the required number of moves within the allotted time, the game is considered lost by that player, unless Article 5.1, or one of Article 5.2 (a), (b) and (c), applies. However, the game is considered a draw if the position is such that the partner cannot

checkmate the king with any series of moves allowed by the Rules, even with the most unskilled play.

6.11. The watch reading is considered final unless the watch has obvious defects. Watches with obvious defects must be replaced and

The referee must try to set the time on the replaced clock as accurately as possible.

6.12. If both flags fall and it is impossible to determine which one fell first, then:

a) the game must continue if this happens in any period of the game except the last period (when all remaining moves must be made); b) the game ends in a draw if this happens in the last period of the game.

6.13. a) If the game needs to be interrupted, the arbiter must stop the clock.

b) A player may stop the clock only to appeal to the arbiter, for example to obtain a missing piece when promoting a pawn or regarding an illegal move.

c) In each case, the arbiter will decide when the game should be resumed.

d) If a player stops the clock to appeal to the umpire, the umpire must determine whether the player has a reason for making this appeal. If it is apparent that the player does not have a valid reason for stopping the clock, then the player shall be penalized in accordance with Article 13.4.

6.14. If any violation occurs and/or the pieces must be restored to the position preceding the violation, the arbiter must determine as accurately as possible the time that must be set on the clock. He must also, if necessary, adjust the move counter on the clock.

6.15. In the playing hall it is permitted to use screens, monitors or demonstration chessboards showing the current positions, moves and their number, as well as a clock showing the number of moves made. The player cannot make a statement based on this information.

Article 7: Violations and irregularities

7.1. If during the game you find:

a) that the initial position of the pieces was incorrect, the game must be canceled and a new game played;

b) if the board has not been positioned as required by Article 2.1, the game continues but the position achieved must be transferred to the correctly positioned board.

7.2. If the game starts with a different color, play continues unless the arbiter decides otherwise.

7.3. If a player moves one or more pieces on the board, he must restore the correct position in his own time. If necessary, the player or his partner must stop the clock and seek assistance from the referee. The arbiter may punish the player who moved the pieces.

7.4. a) If during the game it is discovered that a move has been made that is impossible under the Rules, including violations of the requirements for promoting a pawn or capturing the partner’s king, then the position must be restored before making this impossible move. If the position before the violation cannot be restored, the game must continue from the last position established before the violation. The clock must be set in accordance with Article 6.14. For a move that is made instead of an impossible move, Article 4.3 applies. After this, the game must be continued from the restored position.

Commentary on Article 7.4a.

An impossible move during classical control is recorded by the participant, and if he did not declare an impossible move and made a response move, by the arbiter.

If a participant makes a statement, he stops the clock and addresses the referee. In this case, the arbiter warns the player who made the illegal move and adds 2 minutes to the applicant. If participants resolve a problem without contacting the referee, no additional time will be added.

If a player did not see that his partner had made an illegal move and made a counter move, the arbiter stops the clock, asks to correct the illegal move, but does not add additional time.

b) In the case of Article 7.4(a) - for the first two illegal moves made by a player, the arbiter must add two additional minutes to the opponent who declared it, in each case; if a player makes a third illegal move, the game must be declared lost by that player. 7.5. If during the game it is discovered that the pieces have been moved from their squares, the position before the violation must be restored. If the position that was before the violation cannot be restored, the game continues from the last restored position. The clock must be set in accordance with Article 6.14.

Article 8: Recording moves

8.1. During the game, each player is required to record his and his partner's moves, as clearly and legibly as possible, in algebraic notation (Appendix E), on the form provided for that competition. It is prohibited to write down moves in advance unless the player claims a draw under Article 9.2 or Article 9.3. A player can respond to his partner's move before recording it, but he must record his previous move before making the next one. Both players must mark the draw proposal on the scoresheet. (Appendix E.12)

If a player is unable to take notes himself, he may provide an assistant, who must be approved by the arbiter, or he may request that he be provided with an assistant to record the moves. His watch must be adjusted by the referee.

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