Appendix
Appendix A: Adjourned
games
-
- If a game is not finished at the end of the time prescribed for
play, the arbiter shall require the player having the move to 'seal'
that move. The player must write his move in unambiguous notation
on his scoresheet, put his scoresheet and that of his opponent in
an envelope, seal the envelope and only then stop his clock without
starting the opponent's clock. Until he has stopped the clocks,
the player retains the right to change his sealed move. If, after
being told by the arbiter to seal his move, the player makes a move
on the chessboard, he must write that same move on his scoresheet
as his sealed move.
- A player having the move, who adjourns the game before the end
of the playing session, shall be considered to have sealed at the
nominal time for the end of the session.
- The following shall be indicated upon the envelope:
- the names of the players
- the position immediately before the sealed move
- the time used by each player
- the name of the player who has sealed the move
- the number of the sealed move
- the offer of a draw, if the proposal was made before the adjournment
of the game
- the date, time and venue of resumption of play.
- The arbiter shall check the accuracy of the information on the envelope
and is responsible for the safe?keeping of it.
- If a player proposes a draw after his opponent has sealed his move,
the offer is valid until the opponent has accepted it or rejected it
as in Article 9.1.
- Before the game is to be resumed, the position immediately before
the sealed move shall be set up on the chessboard, and the times used
by each player when the game was adjourned shall be indicated on the
clocks.
- If prior to the resumption the game is agreed drawn, or if one of
the players notifies the arbiter that he resigns, the game is concluded.
- The envelope shall be opened only when the player who must reply to
the sealed move is present.
- Except in the cases mentioned in Article 6.9 and 9.6, the game is
lost by a player whose recording of his sealed move
- is ambiguous, or
- is false, in such a way that its true significance is impossible
to establish, or
- is illegal.
- If, at the agreed resumption time
- the player having to reply to the sealed move is present, the
envelope is opened, the sealed move made on the chessboard and his
clock started.
- the player having to reply to the sealed move is not present,
his clock shall be started. On his arrival, he may stop his clock
and summon the arbiter. The envelope is then opened and the sealed
move made on the chessboard. His clock is then restarted.
- the player who sealed the move is not present, his opponent has
the right to record his reply on the scoresheet, seal his scoresheet
in a fresh envelope, stop his clock and start his opponent's clock
instead of making his reply in the normal manner. If so, the envelope
shall be handed to the arbiter for safe?keeping and opened on the
opponent's arrival.
- A10 The player shall lose the game if he arrives at the chessboard
more than one hour late for the resumption of an adjourned game (unless
the rules of the competition or the arbiter decides otherwise). However,
if the player who made the sealed move is the late player, the game
is decided otherwise, if:
- the absent player has won the game by virtue of the fact that
the sealed move is checkmate, or
- the absent player has produced a drawn game by virtue of the fact
that the sealed move is stalemate, or a position as described in
Article 9.6 has arisen on the chessboard, or
- the player present at the chessboard has lost the game according
to Article 6.9.
-
- If the envelope containing the sealed move is missing, the game
shall continue from the position, with the clock times recorded
at the time of adjournment. If the time used by each player cannot
be re?established the clocks shall be set by the arbiter. The player
who sealed the move makes the move he states he sealed on the chessboard.
- If it is impossible to reestablish the position, the game is annulled
and a new game must be played.
- If, upon resumption of the game, either player points out before making
his first move, that the time used has been incorrectly indicated on
either clock, the error must be corrected. If the error is not then
established the game continues without correction unless the arbiter
feels that the consequences will be too severe.
- The duration of each resumption session shall be controlled by the
arbiter's time piece. The starting time and finishing time shall be
announced in advance.
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Appendix B: Rapidplay
- A rapidplay game is one where all the moves
must be made in a fixed time between 15 to 60 minutes.
- lay shall be governed by the FIDE Laws of Chess, except where they
are overridden by the following Laws.
- Players do not need to record the moves.
- Once each player has made three moves, no claim can be made regarding
incorrect piece placement, orientation of the chessboard or clock setting.
- The arbiter shall make a ruling according to either Article
4 or Article 10,
only if requested to do so by one or both players.
- The flag is considered to have fallen when a valid claim to that
effect has been made by a player. The arbiter shall refrain from signalling
a flag fall.
- To claim a win on time, the claimant must stop both clocks and notify
the arbiter. For the claim to be successful, the claimant's flag must
remain up and his opponent's flag down after the clocks have been stopped.
- If both flags have fallen, the game is drawn.
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Appendix C: Blitz
- A blitz game is one where all the moves must
be made in a fixed time less than 15 minutes.
- Play shall be governed by the Rapidplay Laws as in Appendix B except
where they are overridden by the following Laws.
- An illegal move is completed once the opponent's clock has been started.
The opponent is then entitled to claim a win before making his own move.
Once the opponent has made his own move, an illegal move cannot be corrected.
- In order to win, a player must have mating potential.
This is defined as adequate forces eventually to produce a position
legally, possibly by helpmate, where an opponent
having the move cannot avoid being checkmated in one move. Thus two
knights and a king against a lone king is insufficient, but a rook and
king against a knight and king is sufficient.
- Article 10.2 does
not apply.
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Appendix D:
Quickplay finishes where no arbiter is present in the venue
- Where games are played as in Article
10, a player may claim a draw when he has less than two minutes
left on his clock and before his flag falls. This concludes the game.
He may claim on the basis
- that his opponent cannot win by normal means, or
- that his opponent has been making no effort to win by normal means.
In A the player must write down the final position and his opponent
verify it.
In B the player must write down the final position and submit an up?to?date
scoresheet which must be completed before play has ceased. The opponent
shall verify both the scoresheet and the final position.
The claim shall be referred to an arbiter whose decision shall be final..
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Appendix E: Algebraic
notation
- Each piece is indicated by the first letter, a capital letter, of
its name. Examples: K = king, Q = queen, R = rook, B = bishop, N
= knight. (In the case of the knight, for the sake of convenience,
N is used.)
- For the first letter of the name of a piece, each player is free
to use the first letter of the name which is commonly used in his country.
- Pawns are not indicated by their first letter, but are recognized
by the absence of such a letter. Examples:Beispiele: e5, d4, a5.
- The eight files (from left to right for White and from right to left
for Black) are indicated by the small letters, a, b, c, d, e, f, g and
h, respectively.
- The eight ranks (from bottom to top for White and from top to bottom
for Black) are numbered 1, 2, 3, 4, 5, 6, 7 and 8, respectively. Consequently,
in the initial position the white pieces and panws are placed on the
first and second ranks; the black pieces and panws on the eighth and
seventh ranks.
- As a consequence of the previous rules, each of the sixty four squares
is invariably indicated by a unique combination of a letter and a number.
- Each move of a piece is indicated by
- the first letter of the name of the piece in question and
- the square of arrival.
There is no hyphen between (a) and (b).
Examples: Be5, Nf3, Rd1.
In the case of pawns, only the square of arrival is indicated.
Examples: e5, d4, a5.
- When a piece makes a capture, an x is inserted between
- the first letter of the name of the piece in question and
- the square of arrival.
Examples: Bxe5, Nxf3, Rxd1.
When a pawn makes a capture, not only the squre of arrival but also
the file of departure must be indicated, followed by an x.
Examples: dxe5, gxf3, axb5.
In the case of an en passant capture, the square
of arrival is given as the square on which the capturing pawn finally
rests and e.p. is appended to the notation.
- If two identical pieces can move to the same square, the piece that
is moved is indicated as follows:
- If both pieces are on the same rank: by
- the first letter of the name of the piece,
- the file of the square of departure, and
- the square of arrival..
- If both pieces are on the same file: by
- the first letter of the name of the piece,
- the rank of the square of departure, and
- the square of arrival.
- If the pieces are on different ranks and files, method (1) is
preferred.
In the cae of capture, an x must be inserted between II and III.
- If two pawns can capture the same piece or pawn of the opponent,
the pawn that is moved is indicated by
- the letter of the file of departure,
- an x,
- the square of arrival.
- n the case of the promotion of a pawn, the actual pawn move is indicated,
followed immediately by the first letter of the new piece.
Examples: d8Q, f8N, g1R.
- Essential Abbreviations:
- 0-0 = Rcastling with rook h1 or rook h8 (kingside castling)
- 0-0-0 = castling with rook a1 or rook a8 (queenside castling)
- x = captures
- + = check
- ++ = checkmate
- e. p. = captures en passant
- (=) = offer of a draw
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