FIDE Laws of Chess
|
The FIDE Laws of Chess cover over-the-board play.
The English text is the authentic version of the Laws of
Chess, which was adopted at the 71st FIDE Congress at Istanbul (Turkey) November
2000, coming into force on 1 July 2001.
In these Laws the words 'he', 'him' and 'his' include 'she'
and 'her'. |
PREFACE |
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.
FIDE appeals to all chess players and federations to accept
this view.
A member federation is free to introduce more detailed rules
provided they:
- do not conflict in any way with the official FIDE Laws of Chess
- are limited to the territory of the federation in question; and
- are not valid for any FIDE match, championship or qualifying event, or for a
FIDE title or rating tournament.
|
RULES OF PLAY |
Article 1: The nature and objectives of the game of
chess |
1.1 |
The game of chess is played between two opponents who move
their pieces alternately on a square board called a 'chessboard'. The player
with the white pieces commences the game. A player is said to 'have the move',
when his opponent's move has been made. |
1.2 |
The objective of each player is to place the opponent's king
'under attack' in such a way that the opponent has no legal move which would
avoid the 'capture' of the king on the following move. The player who achieves
this goal is said to have 'checkmated' the opponent's king and to have won the
game. The opponent whose king has been checkmated has lost the game.
|
1.3 |
If the position is such that neither player can possibly
checkmate, the game is drawn. |
Article 2: The initial position of the pieces on the
chessboard |
2.1 |
The chessboard is composed of an 8x8 grid of 64 equal squares
alternately light (the 'white' squares) and dark (the 'black' squares). The
chessboard is placed between the players in such a way that the near corner
square to the right of the player is white. |
2.2 |
At the beginning of the game one player has 16 light-coloured
pieces (the 'white' pieces); the other has 16 dark-coloured pieces (the 'black'
pieces): These pieces are as follows:
A white king, usually indicated by the symbol |
|
A white queen, usually indicated by the symbol |
|
Two white rooks, usually indicated by the symbol |
|
Two white bishops, usually indicated by the symbol |
|
Two white knights, usually indicated by the symbol |
|
Eight white pawns, usually indicated by the symbol |
|
A black king, usually indicated by the symbol |
|
A black queen, usually indicated by the symbol |
|
Two black rooks, usually indicated by the symbol |
|
Two black bishops, usually indicated by the symbol |
|
Two black knights, usually indicated by the symbol |
|
Eight black pawns, usually indicated by the symbol |
| |
2.3 |
The initial position of the pieces on the chessboard is as
follows:
|
2.4 |
The eight vertical columns of squares are called 'files'. The
eight horizontal rows of squares are called ranks'. A straight line of squares
of the same colour, touching corner to corner, is called a 'diagonal'.
|
Article 3: The moves of the pieces |
3.1 |
It is not permitted to move a piece to a square occupied by a
piece of the same colour. If a piece moves to a square occupied by an opponent's
piece the latter is captured and removed from the chessboard as part of the same
move. A piece is said to attack an opponent's piece if the piece could make a
capture on that square according to Articles 3.2 to 3.8. |
3.2 |
The bishop may move to any square along a diagonal on which it
stands.
|
3.3 |
The rook may move to any square along the file or the rank on
which it stands.
|
3.4 |
The queen may move to any square along the file, the rank or a
diagonal on which it stands.
|
3.5 |
When making these moves the bishop, rook or queen may not move
over any intervening pieces. |
3.6 |
The knight may move to one of the squares nearest to that on
which it stands but not on the same rank, file or diagonal.
|
3.7 |
-
The pawn may move forward to the unoccupied square immediately
in front of it on the same file, or
-
on its first move the pawn may move as in (a); alternatively it
may advance two squares along the same file provided both squares are
unoccupied, or
-
the pawn may move to a square occupied by an opponent's piece,
which is diagonally in front of it on an adjacent file, capturing that piece.
-
A pawn attacking a square crossed by an opponent's pawn which
has advanced two squares in one move from its original square may capture this
opponent's pawn as though the latter had been moved only one square. This
capture may only be made on the move following this advance and is called an 'en
passant' capture.
-
When a pawn reaches the rank furthest from its starting
position it must be exchanged as part of the same move for a queen, rook, bishop
or knight of the same colour. The player's choice is not restricted to pieces
that have been captured previously. This exchange of a pawn for another piece is
called 'promotion' and the effect of the new piece is immediate.
|
3.8 |
a. There are two different ways of moving the king, by:
-
moving to any adjoining square not attacked by one or more of
the opponent's pieces.
The opponent's pieces are considered to attack a square, even
if such pieces cannot themselves move.
or
-
'castling'. This is a move of the king and either rook of the
same colour on the same rank, counting as a single move of the king and executed
as follows: the king is transferred from its original square two squares towards
the rook, then that rook is transferred to the square the king has just crossed.
(1) Castling is illegal:
-
if the king has already moved, or
-
with a rook that has already moved
(2) Castling is prevented temporarily
-
if the square on which the king stands, or the square which it
must cross, or the square which it is to occupy, is attacked by one or more of
the opponent's pieces.
-
if there is any piece between the king and the rook with which
castling is to be effected. b. The king is said to be
'in check', if it is attacked by one or more of the opponent's pieces, even
if such pieces cannot themselves move. Declaring a check is not
obligatory. |
3.9 |
No piece can be moved that will expose its own king to check or
leave its own king in check. |
Article 4: The act of moving the pieces
|
4.1 |
Each move must be made with one hand only. |
4.2 |
Provided that he first expresses his intention (e.g. by saying
"j'adoube" or "I adjust"), the player having the move may adjust one or more
pieces on their squares. |
4.3 |
Except as provided in Article 4.2, if the player having the
move deliberately touches on the chessboard
-
one or more of his own pieces, he must move the first piece
touched that can be moved, or
-
one or more of his opponent's pieces, he must capture the first
piece touched, which can be captured, or
-
one piece of each colour, he must capture the opponent's piece
with his piece or, if this is illegal, move or capture the first piece touched
which can be moved or captured. If it is unclear, whether the player's own piece
or his opponent's was touched first, the player's own piece shall be considered
to have been touched before his opponent's. |
4.4 |
-
If a player deliberately touches his king and rook he must
castle on that side if it is legal to do so.
-
If a player deliberately touches a rook and then his king he is
not allowed to castle on that side on that move and the situation shall be
governed by Article 4.3(a).
-
If a player, intending to castle, touches the king or king and
rook at the same time, but castling on that side is illegal, the player must
make another legal move with his king which may include castling on the other
side. If the king has no legal move, the player is free to make any legal move.
|
4.5 |
If none of the pieces touched can be moved or captured, the
player may make any legal move. |
4.6 |
A player forfeits his right to a claim against his opponent's
violation of Article 4.3 or 4.4, once he deliberately touches a piece.
|
4.7 |
When, as a legal move or part of a legal move, a piece has been
released on a square, it cannot then be moved to another square. The move is
considered to have been made when all the relevant requirements of Article 3
have been fulfilled. |
Article 5: The completion of the game |
5.1 |
-
The game is won by the player who has checkmated his opponent's
king. This immediately ends the game, provided that the move producing the
checkmate position was a legal move.
-
The game is won by the player whose opponent declares he
resigns. This immediately ends the game. |
5.2 |
-
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. (See Article 9.1)
-
The game may be drawn if any identical position is about to
appear or has appeared on the chessboard at least three times. (See Article 9.2)
-
The game may be drawn if each player has made the last 50
consecutive moves without the movement of any pawn and without the capture of
any piece. (See Article 9.3) |
COMPETITION RULES |
Article 6: The chess clock |
6.1 |
'Chess clock' means a clock with two time displays, connected
to each other in such a way that only one of them can run at one time.
'Clock' in the Laws of Chess means one of the two time displays. 'Flag
fall' means the expiration of the allotted time for a player. |
6.2 |
-
When using a chess clock, each player must make a minimum
number of moves or all moves in an allotted period of time and/or may be
allocated an additional amount of time with each move. All these must be
specified in advance.
-
The time saved by a player during one period is added to his
time available for the next period, except in the 'time delay' mode. In the
time delay mode both players receive an allotted 'main thinking time'. Each
player also receives a 'fixed extra time' with every move. The countdown of the
main time only commences after the fixed time has expired. Provided the player
stops his clock before the expiration of the fixed time, the main thinking time
does not change, irrespective of the proportion of the fixed time used.
|
6.3 |
Each time display has a 'flag'. Immediately after a 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 is placed. |
6.5 |
At the time determined for the start of the game the clock of
the player who has the white pieces is started. |
6.6 |
If neither player is present initially, the player who has the
white pieces shall lose all the time that elapses until he arrives; unless the
rules of the competition specify or the arbiter decides otherwise..
|
6.7 |
Any player who arrives at the chessboard more than one hour
after the scheduled start of the session shall lose the game unless the rules of
the competition specify or the arbiter decides otherwise. |
6.8 |
-
During the game each player, having made his move on the
chessboard, shall stop his own clock and start his opponent's clock. A player
must always be allowed to stop his clock. His move is not considered to have
been completed until he has done so, unless the move that was made ends the
game. (See Articles 5.1, and 5.2) The time between making the move on the
chessboard and stopping his own clock and starting his opponent's clock is
regarded as part of the time allotted to the player.
-
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.
-
The players must handle the chess clock properly. It is
forbidden to punch it forcibly, to pick it up or to knock it over. Improper
clock handling shall be penalised in accordance with Article 13.4.
-
If a player is unable to use the clock, an assistant, who is
acceptable to the arbiter, may be provided by the player to perform this
operation. The clocks shall be adjusted by the arbiter in an equitable way.
|
6.9 |
A flag is considered to have fallen when the arbiter observes
the fact or when either player has made a valid claim to that effect.
|
6.10 |
Except where Articles 5.1 or one of the Articles 5.2 (a), (b)
and (c) apply, 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, even with the most unskilled counterplay.
|
6.11 |
Every indication given by the clocks is considered to be
conclusive in the absence of any evident defect. A chess clock with an evident
defect shall be replaced. The arbiter shall use his best judgement when
determining the times to be shown on the replacement chess clock. |
6.12 |
If both flags have fallen and it is impossible to establish
which flag fell first, the game shall continue. |
6.13 |
-
If the game needs to be interrupted, the arbiter shall stop the
clocks.
-
A player may stop the clocks only in order to seek the
arbiter's assistance, for instance when promotion has taken place and the piece
required is not available.
-
The arbiter shall decide when the game is to be restarted in
either case.
-
If a player stops the clocks in order to seek the arbiter's
assistance, the arbiter shall determine if the player had any valid reason for
doing so. If it is obvious that the player has no valid reason for stopping the
clocks, the player shall be penalised according to article 13.4.
|
6.14 |
If an irregularity occurs and/or the pieces have to be restored
to a previous position, the arbiter shall use his best judgement to determine
the times to be shown on the clocks. He shall also, if necessary, adjust the
clock's move counter. |
6.15 |
Screens, monitors, or demonstration boards showing the current
position on the chessboard, the moves and the number of moves made, and clocks
which also show the number of moves, are allowed in the playing hall. However,
the player may not make a claim based on information shown in this manner.
|
Article 7: Irregularities |
7.1 |
-
If during a game it is found that the initial position of the
pieces was incorrect, the game shall be cancelled and a new game played.
-
If during a game it is found that the only error is that the
chessboard has been placed contrary to Article 2.1, the game continues but the
position reached must be transferred to a correctly placed chessboard.
|
7.2 |
If a game has begun with colours reversed, then it shall
continue, unless the arbiter rules otherwise. |
7.3 |
If a player displaces one or more pieces, he shall re-establish
the correct position on his own time. If necessary, either the player or his
opponent shall stop the clocks and ask for the arbiter's assistance. The arbiter
may penalise the player who displaced the pieces. |
7.4 |
-
If during a game it is found that an illegal move has been
made, the position immediately before the irregularity shall be reinstated. If
the position immediately before the irregularity cannot be determined the game
shall continue from the last identifiable position prior to the irregularity.
The clocks shall be adjusted according to Article 6.14. Article 4.3 applies to
the move replacing the illegal move. The game shall then continue from this
reinstated position.
-
After the action taken under Article 7.4(a), 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. |
7.5 |
If during a game it is found that pieces have been displaced
from their squares, the position before the irregularity shall be re-instated.
If the position immediately before the irregularity cannot be identified, the
game shall continue from the last identifiable position prior to the
irregularity. The clocks shall be adjusted according to Article 6.14. The game
shall then continue from this re-instated position. |
Article 8: The recording of the moves |
8.1 |
In the course of play each player is required to record his own
moves and those of his opponent in the correct manner, move after move, as
clearly and legibly as possible, in the algebraic notation (Appendix E), on the
'scoresheet' prescribed for the competition. 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. (Appendix E.12) If a player is unable to keep score,
an amount of time, decided by the arbiter, shall be deducted from his allotted
time at the beginning of the game. |
8.2 |
The scoresheet shall be visible to the arbiter throughout the
game. |
8.3 |
The scoresheets are the property of the organisers of the
event. |
8.4 |
If a player has less than five minutes left on his clock and
does not have additional time of 30 seconds or more added with each move, then
he is not obliged to meet the requirements of Article 8.1. Immediately after one
flag has fallen the player must update his scoresheet completely before moving a
piece on the chessboard. |
8.5 |
-
If neither player is required to keep score under Article 8.4,
the arbiter or an assistant should try to be present and keep score. In this
case, immediately after one flag has fallen, the arbiter shall stop the clocks.
Then both players shall update their scoresheets, using the arbiter's or the
opponent's scoresheet.
-
If only one player is not required to keep score under Article
8.4 he must, as soon as either flag has fallen, update his scoresheet completely
before moving a piece on the chessboard. Provided it is the player's move, he
may use his opponent's scoresheet, but must return it before making a move
-
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. |
8.6 |
If the scoresheets cannot be brought up to date showing that a
player has overstepped the allotted time, the next move made shall be considered
as the first of the following time period, unless there is evidence that more
moves have been made. |
8.7 |
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. |
Article 9: The drawn game |
9.1 |
-
A player wishing to offer a draw shall do so after having made
a move on the chessboard and before stopping his clock and starting the
opponent's clock. An offer at any other time during play is still valid, but
Article 12.5 must be considered. No conditions can be attached to the offer. In
both cases the offer cannot be withdrawn and remains valid until the opponent
accepts it, rejects it orally, rejects it by touching a piece with the intention
of moving or capturing it, or the game is concluded in some other way.
-
The offer of a draw shall be noted by each player on his
scoresheet with a symbol (See Appendix E).
-
A claim of a draw under 9.2, 9.3 or 10.2 shall be considered to
be an offer of a draw. |
9.2 |
The game is drawn, upon a correct claim by the player having
the move, when the same position, for at least the third time (not necessarily
by sequential repetition of moves)
-
is about to appear, if he first writes his move on his
scoresheet and declares to the arbiter his intention to make this move, or
-
has just appeared, and the player claiming the draw has the
move.
Positions as in (a) and (b) are considered the same, if the
same player has the move, pieces of the same kind and colour occupy the same
squares, and the possible moves of all the pieces of both players are the same.
Positions are not the same if a pawn that could have been captured en
passant can no longer be captured or if the right to castle has been changed
temporarily or permanently. |
9.3 |
The game is drawn, upon a correct claim by the player having
the move, if
-
he writes on his scoresheet, and declares to the arbiter his
intention to make a move which shall result in the last 50 moves having been
made by each player without the movement of any pawn and without the capture of
any piece, or
-
the last 50 consecutive moves have been made by each player
without the movement of any pawn and without the capture of any piece.
|
9.4 |
If the player makes a move without having claimed the draw he
loses the right to claim, as in Article 9.2 or 9.3, on that move. |
9.5 |
If a player claims a draw as in Article 9.2 or 9.3, he shall
immediately stop both clocks. He is not allowed to withdraw his claim.
-
If the claim is found to be correct the game is immediately
drawn.
-
If the claim is found to be incorrect, the arbiter shall add
three minutes to the opponent's remaining time. Additionally, if the claimant
has more than two minutes on his clock the arbiter shall deduct half of the
claimant's remaining time up to a maximum of three minutes. If the claimant has
more than one minute, but less than two minutes, his remaining time shall be one
minute. If the claimant has less than one minute, the arbiter shall make no
adjustment to the claimant's clock. Then the game shall continue and the
intended move must be made. |
9.6 |
The game is drawn when a position is reached from which a
checkmate cannot occur by any possible series of legal moves, even with the most
unskilled play. This immediately ends the game. |
Article 10: Quickplay Finish |
10.1 |
A 'quickplay finish' is the last phase of a game, when all the
remaining moves must be made in a limited time. |
10.2 |
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 stop the
clocks and summon the arbiter.
-
If the arbiter agrees the opponent is making no effort to win
the game by normal means, or that it is not possible to win by normal means,
then he shall declare the game drawn. Otherwise he shall postpone his decision
or reject the claim.
-
If the arbiter postpones his decision, the opponent may be
awarded two extra minutes thinking time and the game shall continue in the
presence of an arbiter, if possible. The arbiter shall declare the final result
after a flag has fallen.
-
If the arbiter has rejected the claim, the opponent shall be
awarded two extra minutes thinking time.
-
The decision of the arbiter shall be final relating to 10.2 a,
b, c. |
10.3 |
If both flags have fallen and it is impossible to establish
which flag fell first the game is drawn. |
Article 11: Scoring |
11.1 |
Unless announced otherwise in advance, a player who wins his
game, or wins by forfeit, scores one point (1), a player who loses his game, or
forfeits scores no points (0) and a player who draws his game scores a half
point (1/2). |
Article 12: The conduct of the players
|
12.1 |
The players shall take no action that will bring the game of
chess into disrepute. |
12.2 |
During play the players are forbidden to make use of any notes,
sources of information, advice, or to analyse on another chessboard. The
scoresheet shall be used only for recording the moves, the times of the clocks,
the offer of a draw, and matters relating to a claim. |
12.3 |
Players who have finished their games shall be considered to be
spectators. |
12.4 |
Players are not allowed to leave the 'playing venue' without
permission from the arbiter. The playing venue is defined as the playing area,
rest rooms, refreshment area, area set aside for smoking and other places as
designated by the arbiter. The player having the move is not allowed to leave
the playing area without permission of the arbiter. |
12.5 |
It is forbidden to distract or annoy the opponent in any manner
whatsoever. This includes unreasonable claims or offers of a draw.
|
12.6 |
Infraction of any part of the Articles 12.1 to 12.5 shall lead
to penalties in accordance with Article 13.4. |
12.7 |
Persistent refusal by a player to comply with the Laws of Chess
shall be penalised by loss of the game. The arbiter shall decide the score of
the opponent. |
12.8 |
If both players are found guilty according to Article 12.7, the
game shall be declared lost by both players. |
Article 13: The role of the arbiter (see
Preface) |
13.1 |
The arbiter shall see that the Laws of Chess are strictly
observed. |
13.2 |
The arbiter shall act in the best interest of the competition.
He should ensure that a good playing environment is maintained and that the
players are not disturbed. He shall supervise the progress of the competition.
|
13.3 |
The arbiter shall observe the games, especially when the
players are short of time, enforce decisions he has made and impose penalties on
players where appropriate. |
13.4 |
The arbiter can apply one or more of the following penalties:
-
warning,
-
increasing the remaining time of the opponent,
-
reducing the remaining time of the offending player,
-
declaring the game to be lost,
-
reducing the points scored in a game by the offending party,
-
increasing the points scored in a game by the opponent to the
maximum available for that game,
-
expulsion from the event. |
13.5 |
The arbiter may award either or both players additional time in
the event of external disturbance of the game. |
13.6 |
The arbiter must not intervene in a game except in cases
described by the Laws of Chess. He shall not indicate the number of moves made,
except in applying Article 8.5, when at least one player has used all his time.
The arbiter shall refrain from informing a player that his opponent has
completed a move. |
13.7 |
Spectators and players in other games are not to speak about or
otherwise interfere in a game. If necessary, the arbiter may expel offenders
from the playing venue. |
Article 14: FIDE |
14.1 |
Member federations may ask FIDE to give an official decision
about problems relating to the Laws of Chess. |