Shivam Chess Society is a society which is recognised by Shivam Education Society of India.

Players Can also contact us at our mail i.e. shivamchessacademy@gmail.com

For any query please contact us                  

Nishant Tanwar                                  (Vice President - SES)                              

Himanshu Chauhan                          (Registration & Entry Fees)          

  


 

 

Rules of Chess

Laws of Chess

The Laws of Chess cannot cover all possible situations that may arise during a game, nor can they regulate all administrative questions. Where cases are not precisely regulated by an Article of the Laws, it should be possible to reach a correct decision by studying analogous situations which are discussed in the Laws. The Laws assume that arbiters have the necessary competence, sound judgement and absolute objectivity. Too detailed a rule might deprive the arbiter of his freedom of judgement and thus prevent him from finding the solution to a problem dictated by fairness, logic and special factors.

 

General rules for Swiss Systems for individual tournaments
These are the minimum requirements which must be met by each swiss system to be regarded as a fair system:

a) The number of rounds to be played is declared beforehand. Two players shall not play each other more than once.
b) Should the total number of players be (or become odd), one player ends up unpaired. He receives a bye: no colour, 1 point
c) A player who has received a point without üplaying, either through a bye or due to an opponent not appearing in time, shall not receive a bye.
d) No player’s colour difference will become >+2 or <-2, except for a player having a score of 50 % or more in the last round, if this helps to avoid additional floaters.
e) No player will receive the same colour three times in a row, except for a  player having a score of 50% or more in the last round, if this helps to avoid additional floaters.
f) Colour allocation with descending priority: 
  - grant both colour preferences 
  - grant stronger colour preference
g) The difference of the scores of two players paired against each other should be as small as possible and ideally zero.
h) The pairing rules must be such transparent that the person who is in charge for the pairing can explain them.

 

Quickplay Finish

If the player, having the move, has less than two minutes left on his clock, he may claim a draw before his flag falls. He shall summon the arbiter and may stop the clocks.

If the arbiter has rejected the claim, the opponent shall be awarded two extra minutes time. The decision of the arbiter shall be final.

A. Tiebreak System

The choice of the Tiebreak System to be used in a tournament shall be decided in advance taking into account the type of the tournament (Swiss, Round Robin, Teams, etc.) and the special structure of players expected to participate in the tournament. For instance the application of Tiebreak rules using the ratings of players is inappropriate in tournaments where the ratings are not available or not consistent or not necessarily correct (e.g. Junior/Senior tournaments) 

For different types of tournaments the Tiebreak Rules recommended are as listed below:

 

(a) Individual Round Robin :
Direct encounter
Sonneborn-Berger
Number of victories
Number of wins with Black

 

(b) Team Round Robin System:
Games points
Match points
Direct encounter
Playoff
Sonneborn-Berger

 

(c) Individual Swiss Systems :
Buchholz Cut 1
Buckholz Cut 2
Sonneborn - Berger
Buchholz Median

 

(d) Team Swiss Systems:
Games Points scored by the Team
Sonneborn - Berger
Sum of the Match Points of the opponent Teams
Sum of the Game Points of the opponent Teams

 

 

1. Tiebreak Rules using the Player's own results
(a) Number of games won
(b) The greater number of games played with the black pieces.
(c) Direct Encounter
If all the tied players have met each other, then the sum of points from these encounters is used.

 

2. Tiebreak Rules using a team's own results
(a) Match points in Team Competitions decided by game points, for example:
2 points for a won match where a team has scored more points than the opposing team.
1 point for a drawn match
0 points for a lost match
(b) Game points in Team Competitions decided by match points.
The tie is broken by determining the total number of points scored.
(c) Combined match and game points
The combined total of match and game points may be used.
(d) Direct Encounter
If all the tied teams have met each other, then the sum of points from these encounters is used.

 

3. Tiebreak Rules using the Results of Opponents
Note, these scores are determined in each case after the application of the rule concerning unplayed games.  
(a) The Buchholz System
The Buchholz System is the sum of the score of each of the opponents of a player
(a1) The Median Buchholz is the Buchholz reduced by the highest and the lowest score of the opponents.
(a2) The Median Buchholz 2 is the Buchholz Score reduced by the two highest and the two lowest scores of the opponents
(a3) The Buchholz Cut 1 is the Buchholz Score reduced by the lowest score of the opponents
(a4) The Buchholz Cut 2 is the Buchholz Score reduced by the two lowest scores of the opponents
(a5) The Sum of Buchholz is the sum of the Buchholz Scores of the opponents
(b) The Sonneborn-Berger System
(b1) Sonneborn-Berger for Individual Tournaments is the sum of the scores of the opponents a player has defeated and half the scores of the players he has drawn with.
(b2) Sonneborn-Berger for Team Tournaments is the score made by each opposing team multiplied by the score made against that team. Then add all these sums together.

 

4. Tiebreak Rules using Ratings
Note, the rating used is after the application of the rule concerning unplayed games.  
(a) The Average Rating of Opponents is the sum of the ratings of the opponents of a player divided by the number of rounds.
(b) The average Rating Cut is the Average Rating of Opponents reduced by one or more of the ratings of the opponents, started from the lowest rated opponent.
(c)Tournament Performance Ratings
The TPR is determined by taking the average rating of the opponents, determining the percentage score and then using B.02.10.1 of the Rating Regulations.
Where a player has elected not to play more than two games in a tournament, whether as a half point bye or due to ill-health, his TPR shall be considered lower than that of any player who has completed the schedule.
(c1) TPR using the 350 point rule.

 

 

The role of the Arbiter

The arbiter may award either or both players additional time in the event of external disturbance of the game.
The arbiter shall see that the Laws of Chess are strictly observed.
Unless authorised by the arbiter, it is forbidden for anybody to use a mobile phone or any kind of communication device in the playing venue and any contiguous area designated by the arbiter.

 

 

The recording of the moves

It is forbidden to write the moves in advance.
A player may reply to his opponent’s move before recording it, if he so wishes. He must record his previous move before making another.
Both players must record the offer of a draw on the scoresheet.
The scoresheet shall be visible to the arbiter throughout the game.
The scoresheets are the property of the organisers of the event.

If a player has less than five minutes left on his clock at some stage in a period and does not have additional time of 30 seconds or more added with each move, then for the remainder of the period he is not obliged to meet the requirements of recording moves. Immediately after one flag has fallen the player must update his scoresheet completely before moving a piece on the chessboard.

 

If no complete scoresheet is available, the players must reconstruct the game on a second chessboard under the control of the arbiter or an assistant. He shall first record the actual game position, clock times and the number of moves made, if this information is available, before reconstruction takes place.

At the conclusion of the game both players shall sign both scoresheets, indicating the result of the game. Even if incorrect, this result shall stand, unless the arbiter decides otherwise.

 

The game is drawn when a position is reached from which a checkmate cannot occur by any possible series of legal moves.

This immediately ends the game, provided that the move producing this position was legal.

Date Limit for Age & age Specification in Junior Tournaments

1. For the purpose of complying with the age-limit of a junior or youth competition, the age of the participant shall be based on the year in which he was born.

2. The year specifying the age limit is calculated by subtracting the age limit of the competition from the year in which the competition is held.

Example:
In a competition for Under 20 held in 2008 the participant must have been born on or after 1st January 1988.

 

Time Control

There is a single time control for all major FIDE events: 90 minutes for the first 40 moves followed by 30 minutes for the rest of the game with an addition of 30 seconds per move starting from move one.

 

Swiss system

The Swiss Pairing System is designed to maximize the fair treatment of the players. This means that players having the same score should have met as equal opposition as possible during a tournament.
If the Sonnenborn-Berger and/or Buchholz and/or Median, of all players in the same score-group, is nearly equal, the goal is reached. As a Swiss System is a more or less statistical system, this goal can only be reached approximately.

The approach is the attempt to equalize the strengh of the opponents of all players in a given score group. Therefore the pairing of each round will tend to pair players who have high Sonnenborn-Berger (or Buchholz or Median) with players having low Sonnenborn Berger (or Bucchholz or Median) in the same score-group. The ratings of the players should be taken into consideration only when the Sonnenborn-Berger (or Buchholz or Median) is equal (e.g. in the first two rounds); otherwise, only current data of the tournament itself should be the basis for measuring the "strength" of the players and making the pairings thereafter.

Unfinished (or temporarily non played) games shall be considered as draws for pairing purposes. "R" is the rating of a player "SG" (Score Group) is the group of players having the same number of points.

Two players who have played each other shall not be paired again.

Before making the pairings in each round, players in every SG (including "floaters" from another SG) shall be arranged in the order of their (1) Sonneborn-Berger (SB); (2) Buchholz; (3) Median (4) rating. The player with the highest SB shall be No. 1 in the SG. Players with the same SB shall be arranged in the order of their Buchholz and so on.

For accelerating pairing, in the first two rounds, an ‘imaginary’ point shall be added to the score of each of the players in the top half of the initial list of participants (arranged in the order of their R). This imaginary point shall then be deducted before making the pairings of the third round.

A player who has already received a point without playing shall not receive a bye.

The player from the lowest SG, who has the lowest SB, will get the bye.

If there are players with the same lowest SB in the lowest SG, then the player with the lowest Buchholz will get the bye and so on.

The bye has no color.

In the first round the color assigned to player No.1 shall be decided by drawing a lot. All other odd numbered players in the top half of the initial list shall receive the same color.

The difference of the number of black and the number of white games shall not be greater than 2 or less than –2.

A player shall not have the same color three times in a row.

In each SG priority shall be given to pair the highest player (i.e. the player with the highest SB) with the lowest player in that SG that he has not already played. The second highest player shall be paired with the second lowest player, etc.

In each SG priority shall be given to pair the highest player (i.e. the player with the highest SB) with the lowest player in that SG that he has not already played. The second highest player shall be paired with the second lowest player, etc.

 

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

 

The act of moving the pieces

Each move must be made with one hand only.
Provided that he first expresses his intention (for example by saying „j’adoube“ or “I adjust”), the player having the move may adjust one or more pieces on their squares.
If none of the pieces touched can be moved or captured, the player may make any legal move.
If none of the pieces touched can be moved or captured, the player may make any legal move.

 

The completion of the game

The game is drawn when the player to move has no legal move and his king is not in check. The game is said to end in ‘stalemate’. This immediately ends the game, provided that the move producing the stalemate position was legal.
The game is drawn when a position has arisen in which neither player can checkmate the opponent’s king with any series of legal moves. The game is said to end in a ‘dead position’. This immediately ends the game, provided that the move producing the position was legal.
The game is drawn upon agreement between the two players during the game. This immediately ends the game.
The game may be drawn if each player has made at least the last 50 consecutive moves without the movement of any pawn and without any capture.

 

The chess clock

At the time determined for the start of the game the clock of the player who has the white pieces is started.
A player must stop his clock with the same hand as that with which he made his move. It is forbidden for a player to keep his finger on the button or to ‘hover’ over it.

if a player does not complete the prescribed number of moves in the allotted time, the game is lost by the player. However, the game is drawn, if the position is such that the opponent cannot checkmate the player’s king by any possible series of legal moves.

 

Irregularities

If during a game it is found that the initial position of the pieces was incorrect, the game shall be cancelled and a new game played.
If during a game it is found that the chessboard has been placed wrong, the game continues but the position reached must be transferred to a correctly placed chessboard.
If a game has begun with colours reversed then it shall continue, unless the arbiter rules otherwise.

If during a game it is found that an illegal move, for the first two illegal moves by a player the arbiter shall give two minutes extra time to his opponent in each instance; for a third illegal move by the same player, the arbiter shall declare the game lost by this player. However, the game is drawn if the position is such that the opponent cannot checkmate theplayer’s king by any possible series of legal moves.

 

The conduct of the players

The player having the move is not allowed to leave the playing area without permission of the arbiter.

During play the players are forbidden to make use of any notes, sources of information or advice, or analyse on another chessboard

Without the permission of the arbiter a player is forbidden to have a mobile phone or other electronic means of communication in the playing venue, unless they are completely switched off. If any such device produces a sound, the player shall lose the game. The opponent shall win. However, if the opponent cannot win the game by any series of legalmoves, his score shall be a draw.