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Last modified: 19 January 1997
Contents
After the deliberations of the Rules Commission at the FIDE Congress in
Yerevan, Geurt Gijssen (chair of the RC) gave me a diskette with the
new rules as recommended by Rules Commission. The text was later
corrected for typos, it may have been changed by the Central Committee, it
may have been changed by the general assembly of the FIDE Congress, and it
was finally approved, effective 1 July 1997.
Almost four months have gone by and I have yet
to see the new rules either printed or electronically. I don't believe
that I should keep the electronic version--imperfect though it is--secret
any longer.
Please note, however, that these are NOT the (official)
FIDE Laws of Chess, for two reasons:
- an unknown number (perhaps small) of corrections
and amendments were made before these Laws were passed by the Congress;
- even if I had the final document, FIDE is possessive about its name.
You can't call FIDE-anything unless you get its permission and probably
pay a royalty.
My apologies if the HTML in this document is not standard. I attempted
to convert it using a commercial (but free) program from the largest
software company on the planet, and the result was pathetic. So I
HTML-coded this document by hand. It looks OK in Netscape and Lynx, though
too many bullets.
I have corrected a few typos, but there may be many more. I invite your
comments.
Jonathan Berry
Nanaimo, BC, Canada
19 January 1997
The English text is the authentic version of the Laws of Chess which was
adopted at the 67th FIDE Congress at Yerevan September-October
1996, coming into force on 1 July 1997.
In these Laws the words 'he', 'him' and 'his' include 'she' and
'her'.
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:
- (a) do not conflict in any way with the official FIDE
Laws of Chess
- (b) are limited to the territory of the federation in
question; and
- (c) are not valid for any FIDE match, championship or
qualifying event, or for a FIDE title or rating tournament.
- 1.1. The game of chess is played between two
opponents who move 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 completed.
- 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 is said to
have checkmated the opponent and to have won the game. The opponent
who has been checkmated has lost the game.
- 1.3. If the position is such that neither player
can possibly checkmate, the game is drawn.
- 2.1. The chessboard is composed of 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 (symbols to be inserted):
- 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:
(DIAGRAM)
- 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.
- 3.1. No piece can be moved 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
a square if the piece could make a capture on that square according
to Articles 3.2-3.5.
- 3.2. (a) The queen moves to any square along a file, rank
or diagonal on which it stands.
(DIAGRAM)
- (b) The rook moves to any square along a file
or rank on which it stands.
(DIAGRAM)
- (c) The bishop moves to any square along a diagonal
on which it stands.
(DIAGRAM)
- When making these moves the queen, rook or bishop cannot move over any
intervening pieces.
- 3.3. The knight moves to one of the squares nearest
to that on which it stands but not on the same rank, file or diagonal.
It does not pass directly over any intervening square.
(DIAGRAM)
- 3.4. (a) The pawn moves forward to the unoccupied
square immediately in front of it on the same file, or
- (b) on its first move the pawn may advance two squares
along the same file provided both squares are unoccupied, or
- (c) the pawn moves to a square occupied by an opponent's piece
which is diagonally in front of it on an adjacent file, capturing
that piece.
(DIAGRAM)
- (d) 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 be made only on the
move following such an advance and is called an en passant capture.
(DIAGRAM)
- (e) 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.
- 3.5. (a) The king can move in two different ways,
by:
- (i) moving to any adjoining square that is not attacked by
one or more of the opponent's pieces, or
- (ii) 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 over the king to the square the king has just crossed.
(DIAGRAM)
- (1) Castling is illegal:
- [a] if the king has already been moved, or
- [b] with a rook that has already been moved.
- (2) Castling is prevented for the time being:
- [a] 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
- [b] 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 under attack
by one or more of the opponent's pieces, even if such pieces cannot
themselves move.
Declaring a check is not obligatory.
A player must not make a move which places or leaves his own king in check.
- 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), 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 board
- (a) one or more pieces of the same colour, he must
move or capture the first piece touched that can be moved or captured;
or
- (b) one piece of each colour, he must capture the
opponent's piece with his piece or, if this is illegal, the first
piece touched which can be moved or captured. In the absence of
other evidence the player's own piece shall be considered to have
been touched before his opponent's.
- 4.4. (a) 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.
- (b) If a player, intending to castle touches the king or king and rook at the same time, and castling on that side is illegal, the player must choose either to castle on the other side, provided that castling on that side is legal, or to move his king. 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. If the opponent violates Article 4.3 or 4.4 the player
cannot claim this after he himself 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 be made when all the relevant
requirements of Article 3 have been fulfilled.
- 5.1. (a) The game is won by the player who has
checkmated his opponent's king with a legal move. This immediately
ends the game.
- (b) 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.
- 5.3. The game is drawn upon agreement between the two players
during the game. This immediately ends the game. (See Article
9.1.)
- 5.4. The game may be drawn if the identical position has appeared
on the board three times. (See Article 9.2)
- 5.5. The game may be drawn if the last 50 consecutive moves
have been made by each player without the movement of any pawn
and without the capture of any piece. (See Article 9.3)
- 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 the one of the two time
displays.
Flag fall means the expiry of the allotted time for a player.
- 6.2. When using a chess clock, each player must make a certain
number or all moves in an allotted period of time; or may be allocated
an additional amount of time after each move. All this 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.
- 6.3. Each time display has a flag. Immediately
after a flag falls, the requirements of Article 8.1 must be checked.
- 6.4. 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. The player shall lose the game if he arrives
at the chessboard more than one hour after the scheduled start
of the session (unless the rules of the competition specify or
the arbiter decides otherwise).
- 6.7. (a) During the game each player, having made his move
on the board, 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 made move ends the game. (See Articles 4.1, 4.2
and 4.3)
The time between making the move on the board and pressing
the clock is regarded as part of the time allotted to the player.
- (b) A player must stop his clock with the same hand as that
with which he made his move. It is forbidden to keep the finger
on the button or to 'hover' over it.
- (c) The players must handle the chess clock properly. It is
forbidden to punch it forcefully, to pick it up or to knock it
over. Improper clock handling shall be penalised in accordance
with Article 13.4.
- 6.8. A player's flag is considered to have fallen
when the arbiter observes the fact or when a valid claim to that
effect has been made by either player.
- 6.9. The game is lost by a player who does not complete the
prescribed number of moves in the allotted time.
However, if a position is reached from which the opponent
cannot checkmate the player by any possible series of legal moves
(i.e. even by the most unskilled counterplay) the game is drawn.
The expiry of the total time of a player immediately ends
the game, but Articles
5.1, 5.2, and 5.3 take precedence over this Article.
- 6.10. 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 clock.
- 6.11. If both flags have fallen and it is impossible to establish
which flag fell first, the game shall continue.
- 6.12. (a) If the game needs to be interrupted, the arbiter
shall stop the clocks.
- (b) A player may stop the clocks in order to seek the arbiter's
assistance.
- (c) The arbiter shall decide when the game is
to be restarted.
- 6.13. If an irregularity occurs and/or the pieces
have to be restored to some previous position, the arbiter shall
use his best judgement to determine the times to be shown on the
clocks.
- 6.14. Screens, monitors, or demonstration boards showing the
current position on the board, the moves and the number of moves
played, and clocks which show also the number of moves, are allowed
in the playing hall. However, the player may not make a claim
based on anything shown in this manner.
- 7.1. (a) 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.
- (b) If during a game it is found that the only error is that the board has been placed contrary to Article 2.1, the game continues but the position reached must be transferred to a correctly placed board.
- 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 the opponent
has the right to restart the player's clock without making a move
in order to make sure the player re-establishes the correct position
on his own time.
- 7.4. If during a game it is found that an illegal move has
been made, or 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 6.13 and, in the case of an illegal move, Article 5.3
applies to the move replacing the illegal move. The game shall
then continue.
- 8.1. In the course of play each player is required
to record his own moves and those of his opponent, 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. The offer of a draw must be recorded on the scoresheet
by both players. (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 should be visible to the arbiter at all
times.
- 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.
- 8.5. (a) 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.
- (b) If only one player is not required to keep score under Article 8.4,
he must update his scoresheet completely as soon as a flag has fallen.
Provided it is the player's move, he may use his opponent's scoresheet.
Only when he has completed his own scoresheet and returned his opponent's
can he then continue the game. 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, who shall first record
the actual game position 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 played shall be considered as the first of the following
time period, unless there is evidence more moves have been played.
- 9.1. A player can propose a draw after making
a move on the board. He must do so before pressing his clock.
An offer at any other time during play is still valid, but violates
Article 12.7. 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 making a
move, or the game is concluded in some other way.
The offer of a draw must be noted by each player on his scoresheet
with the symbol (=).
- 9.2. The game is drawn, upon a claim by the player having the move, when
the same position, for the third time (not necessarily consecutively)
- (a) 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
- (b) has just appeared.
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 could have been captured
en passant or if the right to castle immediately or in the future
has been changed.
- 9.3. The game is drawn, upon a claim by the player
having the move, if
- (a) the last 50 consecutive moves have been made by each player
without the movement of any pawn and without the capture of any
piece, or
- (b) he writes on his scoresheet and declares his intention
to play 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.
- 9.4. If the player makes a move without having
claimed the draw he loses the right to claim, as in Article 9.2
and 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.
- (a) If the claim is found to be correct the game is immediately
drawn.
- (b) If the claim is found to be incorrect, the arbiter shall
deduct half of the claimant's remaining time up to a maximum of
three minutes and add three minutes to the opponent's remaining
time. Then the game shall continue and the intended move must
be played.
- 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 counterplay. This immediately
ends the game.
- 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 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.
- (a) If the arbiter is satisfied 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.
- (b) 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 the arbiter.
Having postponed his decision, the arbiter may subsequently declare the
game drawn, even after a flag has fallen.
- 10.3. Illegal moves do not necessariy lose automatically.
After the action taken under Article 6.4, for a first illegal
move by a player the arbiter shall give two minutes extra to his
opponent; for a second illegal move by the same player the arbiter
shall give another two minutes extra to his opponent; for a third
illegal move by the same player, the arbiter shall declare the
game lost by the player who played incorrectly.
- 10.4. If both flags have fallen and it is impossible
to establish which flag fell first, the game is drawn.
- 11.1. A player who wins his game scores one point
(1), a player who loses his game scores no points (0) and a player
who draws his game scores a half point (½).
- 12.1. High standards of etiquette are expected
of the players.
- 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. No analysis is permitted in the playing
room when play is in progress, whether by players or spectators.
Players who have finished their games shall be considered to be
spectators.
- 12.4. The 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 the persistent offer of a
draw.
- 12.6. Infraction of any part of the Articles
12.2 -12.5 shall lead to penalties in accordance with Article
13.4.
- 12.7. The game is lost by a player who persistently
refuses to comply with the Laws of Chess.
- 12.8. If both players are found guilty according
to Article 12.7, the game shall be declared lost by both players.
- 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 must 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 may make
and impose penalties on players where appropriate.
- 13.4. Penalties open to the arbiter include:
- (a) a warning; or
- (b) increasing the remaining time of the opponent; or
- (c) reducing the remaining time of the offending player; or
- (d) declaring the game to be lost; or
- (e) 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
to indicate the number of moves played, 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 made
a move, or that he has failed to press his clock.
- 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 room.
- 14.1. Member federations may ask FIDE to give
an official decision about problems relating to the Laws of Chess.
- 1. (a) If a game is not finished at the end of
the time prescribed for play, the player having the move 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.
- (b) 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.
- 2. The following shall be indicated upon the
envelope:
- (a) the names of the players
- (b) the position immediately before the sealed move
- (c) the time used by each player
- (d) the name of the player who has sealed the move
- (e) the number of the sealed move
- (f) the offer of a draw, if the proposal was made before the
adjournment of the game
- (g) the date, time and venue of resumption of play.
- 3. The arbiter is responsible for the safe-keeping
of the envelope and shall check the accuracy of the information
on it.
- 4. 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 5.4.
- 5. 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.
- 6. 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.
- 7. The envelope shall be opened only when the player who must
reply to the sealed move is present.
- 8. Except in the cases mentioned in Article 6.8, the game
is lost by a player whose recording of his sealed move
- (a) is ambiguous; or
- (b) is false, in such a way that its true significance is
impossible to establish; or
- (c) is illegal.
- 9. If, at the agreed resumption time
- (a) the player having to reply to the sealed move is present,
the envelope is opened, the sealed move played on the board and
the clock started.
- (b) 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 played on the board. His clock is then restarted.
- (c) 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 should be handed to the arbiter for safe-keeping
and opened on the opponent's arrival.
- 10. The game is lost by the player who arrives
more than one hour late for the resumption of an adjourned game.
However, if the player who made the sealed move is the late player,
the game is decided otherwise, if:
- (a) the absent player has won the game by virtue of the fact
that the sealed move is checkmate; or
- (b) 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 5.2 arose on the chessboard, or
- (c) the player present at the chessboard has lost the game
according to Article 6.8.
- 11. If the envelope containing the move recorded
in accordance with paragraph 1 has disappeared;
- (a) if it is impossible to re-establish the position the game
is annulled and a new game must be played, otherwise
- (b) the game shall be resumed from the position at the time
of adjournment and with the clock times recorded at the time of
adjournment.
- (c) if the time used by each player cannot be re-established
the clocks shall be set by the arbiter.
The player makes the 'sealed' move on the board.
- 12. 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 established then the game continues
without correction unless the arbiter feels that the consequences
will be too severe.
- 13. 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.
- 1. A rapidplay game is one where all the moves
must be made in a fixed time between 15 to 60 minutes.
- 2. Play shall be governed by the FIDE Laws of Chess, except
where they are overridden by the following Laws.
- 3. Players do not need to record the moves.
- 4. Once each player has made three moves, no claim can be
made regarding incorrect piece placement, board orientation or
clock setting.
- 5. The arbiter shall make a ruling according to Article 5
and 10, only if requested to do so by one or both players.
- 6. 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.
- 7. 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.
- 8. If both flags have fallen, the game is drawn.
- 1. A blitz game is one where all the moves
must be made in a fixed time less than 15 minutes.
- 2. Play shall be governed by the Rapidplay Laws as in Appendix
B except where they are overridden by the following Laws.
- 3. 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. See Article 4.3. Once the opponent
has made his own move, an illegal move cannot be corrected.
- 4. In order to win, a player must have mating potential.
This is defined as adequate forces 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 against a knight
is sufficient.
- 5. Article 10.2 does not apply.
- 1. 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
- (a) that his opponent cannot win by normal means, or
- (b) 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 independent arbiter whose decision
shall be final.
See current text in FIDE-handbook
- 12. The offer of a draw shall be marked as (=).
NOT the 1 July 1997 FIDE Rules of Chess
http://members.shaw.ca/berry5868/ruleyer.htm
Jonathan
Berry
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