Chess laws

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Si un jugador no se presenta a la partida pierde automaticamente para suspender la partida se tiene que avisar con 1hr de anticipacion La foto muestra los seis tipos de piezas de ajedrez de estilo Staunton.
Staunton-style chess pieces. From left to right: king, tower, lady, pawn, horse and pin
La foto muestra dos hombres jugando al ajedrez mientras otros dos miran.
A game in a public park in Kiev, using a chess clock.

The laws of chess are the rules or regulations established by FIDE for the practice of chess. The latest version of these rules was adopted at the 88th FIDE congress held in Goynuk, Antalya (Turkey) and entered into force on January 1, 2018.

Although the origin of chess is not clear, the rules of modern chess began to be formed in Spain and Italy during the 16th century, when the works of, among others, Lucena, Ruy López, Polerio and, somewhat later, were disseminated, Salvio. The rules continued to be slowly modified until the early 19th century, when they reached their current form. The rules also vary from place to place. Currently, the International Chess Federation (FIDE) sets the standard rules, with minor modifications made by some national organizations for their own purposes.

Chess is a game for two players on a board with 32 pieces (16 for each player) of six types. Each piece moves differently. The object of the game is to checkmate, that is, to threaten the opponent's king with capture until it is unavoidable. Games don't necessarily end with checkmate; there are several ways for the end of the game to end in a draw (draw).

In addition to the basic movements of the pieces, the rules also govern the equipment used, time control, conduct and ethics of the players, facilities for players with special needs, the recording of movements using the notation of chess, as well as the procedures to deal with irregularities that may occur during a game. If a player drops the piece he can change the piece's place before the opponent touches his piece.

The chessboard

The chessboard is a square divided into 64 squares (called squares), also square, with an 8 x 8 distribution, alternating light and dark. The squares or squares of light color are called white and those of dark color black. The eight vertical lines of squares are called files and the eight horizontal lines of squares are called rows. A diagonal is a succession of squares of the same color in a straight line that goes from one edge of the board to an adjacent one.

Initial position of the pieces

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Initial layout of pieces on the board.

At the beginning of the game each player has the following pieces:

PieceKingLadyTorreIvoryHorsePawn
Amount per player 112228
Symbol Chess klt45.svg
Chess kdt45.svg
Chess qlt45.svg
Chess qdt45.svg
Chess rlt45.svg
Chess rdt45.svg
Chess blt45.svg
Chess bdt45.svg
Chess nlt45.svg
Chess ndt45.svg
Chess plt45.svg
Chess pdt45.svg

At the beginning of the game, the pieces should be arranged as shown in the diagram and explained below:

  • The board should be so that the scam of the lower right corner of each player is white.
  • The towers are placed in the corners of the board, right and left.
  • The horses are placed in the boxes immediately next to the towers.
  • The parades are placed in the boxes immediately next to the horses.
  • The lady is placed in the center box of the same color as the player's pieces: the white lady in the white box and the black lady in the black box.
  • The king is placed in the vacant box next to the lady.
  • The pawns are placed on the next row of the board according to the position in which the player is located.
Beginners use mnemonics such as Queen on her suit and white on the right to remember the correct position of the pieces and the board.

General considerations

  • Players alternately move one of their pieces, except for the case of the enroque in which two moves, as explained below.
  • The player who has the whites starts, which means a small advantage: it has been seen that the white gets about 55% of the points at stake compared to 45% of the black, in databases that collect millions of games.
  • If a scam is occupied by one piece of its own, it is not possible to put another; instead, it is possible to occupy a scam that is occupied by an adverse piece, by capturing that piece: that own piece will occupy that scake and the adverse piece will retire from the game; this fact is called to capture the opposite piece by ours.
  • Each piece has its way of moving, which is preserved throughout the game, including special movements: captures the step of the pawn and redness.
  • The only pieces that can jump are the horses, or also the towers in the exceptional case of the enroque that jumps over the king. Jumping is understood that a piece passes in its motion above another piece, whether adverse or the same side.
  • The king of the adversary can never be captured. If after a movement, the adversary king becomes at risk of capture, it is said to be in check. In that case the adversary player must make any movement that pulls out of check to his king, being illegal any movement that does not involve such action. If the king is in check and there is no legal movement that allows the king to get out of the check, it is said to be checkmate, losing the game the player who has the king threatened to capture. The game ends at the moment when you get checkmate, without making the capture of the adversary king.
  • With the exception of the pawns, the pieces can move "back", that is to say in the direction of their respective player.

Game Driving

The game begins with all the pieces placed in their initial position on the board (see figure above).

The players must face each other with the board in the middle, in such a way that they both have a white square on the respective right corner square. The pieces are placed symmetrically with respect to the players and, with the exception of the queen and king, also symmetrically with respect to the line of sight between players. Taking into account the previously mentioned nomenclature of ranks and files, White should occupy ranks 1 and 2, Black ranks 7 and 8. Thus, each side will place their pieces on their first two ranks.

The official rules do not establish procedures for determining who gets to play the white pieces. This decision is left open by the specific rules of the tournament (for example, a Swiss system or round-robin tournament) or, in the case of a non-competitive match, by mutual agreement between the players, in which some type of lottery. A common method is for a player to hide a piece (usually a pawn) of each color in each hand; the other player chooses a hand to open to reveal its color. Then the game starts with white.

The player who controls the white pieces is called "White"; while the player who controls the black pieces is called "Black". As mentioned, by convention, the player with the White pieces starts the game and the moves alternate from then on. The player is forced to make a move and time cannot be passed, even if it is unfavorable (zugzwang). The game continues until one player checkmates, that is, threatens or captures the opponent's king so that he cannot escape or prevent the attack, or one of the players leaves the game, or a draw is declared. In addition, if a game is played under time control, the player who exceeds his time automatically loses the game, unless the game is not finished due to any of the above causes or the circumstance occurs that the final position is impossible. mate by any combination of legal moves.

Movement

Basic Movements

Basic movements of the king
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Movements of a tower
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Movements of a bishop
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Movements of a lady
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Movements of a horse
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Movements of a pawn
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White pawns can be moved to the pointed "×" scales in front of them. The c6 pawn can also take any black tower.

Each type of chess piece has its own method of movement. A piece moves to an empty square, except when he captures an opponent's piece.

Except for any knight move and castling, pieces cannot jump over other pieces. A piece is captured (or taken) when an attacking opponent's piece replaces it in its square (capture en passant is the only exception). The captured piece is thus permanently removed from the game. The king can be put in check, but cannot be captured (see below).

The movement of the pieces in a move must be carried out with only one hand, including castling. This means that if a piece is captured, it must be removed with the same hand that the capturing piece moves with. In castling, the king and the rook must also move with the same hand. The chess clock must also be pressed with the same hand, since the move is not complete until the clock is pressed.

All the pieces (except the knight), regardless of how many squares they can advance, have their radius of action limited by the other pieces, their own or others. If an own piece is on its way, it cannot stop on the square of this own piece, nor on the following squares, being able to stop only on the previous squares until it reaches the occupied square. In the case of an alien piece, they are also not allowed to occupy a square by going through an occupied square; however, if it is possible to capture the opponent's piece, taking it out of the game and positioning the capturing piece on the square that the opponent's piece occupied.

  • La Tower it moves in orthogonal directions, that is, by the ranks (horizontals) and columns (verticals), not being able to move through the diagonals. She can move as many boxes as desired by columns and rows, but only in one direction in each turn.
  • The Ivory it moves in diagonal directions, that is, in the direction of the scales of the same color. You can move as many boxes as you want through the diagonals, but only in one direction (every turn), there is the black scam alfil and the white scake alfil, and they cannot change color during the game.
  • La Lady can move horizontally, vertically or diagonally, but only in one direction in each turn. The lady moves with the movements of all the other pieces, except the horse, moving as many scams as she wants.
  • The King can move in all directions a single scale each time, while the movement is not for a scam threatened by an adverse piece. The king can also capture any adverse piece, while he has no other piece defending it. A special movement is the enroque, in which the king moves two scales towards one of the towers, provided they are free and are not threatened by any adverse piece. A king cannot strike another king.
  • The Horse you can move to any of the closest scales that are not in the same row, column or diagonal. It is usually said to move in the form of L, that is, moves two scales horizontally or vertically and then a vertical or horizontal scale, or vice versa. The movement always ends in a different colored scale than the output. The horse can jump over any piece of his or her opponent. The capture occurs when a piece of the adversary is found in the destination of the movement made by the horse.
  • The pawn has the most complex rules of motion of chess:
  • A pawn moves forward a box, if this scan is empty. If the pawn has not yet moved, in its first move it also has the option to move two scakes forward, provided that both scakes are empty. The pawns can't move backwards.
  • The pawns are the only pieces that capture differently from how they move. A pawn can capture an adverse piece on any of the diagonal scams in front of the pawn (but you can't move those scakes if they're empty).
The pawn also participates in two special movements: capture and promotion.

Castling

Illustration of the short red (0-0)
Illustration of the long red (0-0-0)

Castling consists of moving the King two squares towards the Rook, and then moving the rook to the other King side next to the square that the King just crossed. It is not allowed to move the King and the Rook at the same time, since the complete move must be made with only one hand. Castling is only allowed under the following conditions:

  • That the King or the Tower that will be overwhelmed has not been moved before (if the King or the Tower has been removed from the escaque of origin and has returned, it cannot be overwhelmed). The other Tower that doesn't get red, it can have moved.
  • The King cannot be in check, nor can he pass or end the movement in a stray threatened on the board. However, the Tower may be threatened or passed through a threatened escaque, in case of long redness, during the movement. Likewise, the King may have been in check before, but he may be reddened if he has not moved and is no longer in check.
  • That there is no piece between the King and the Tower, either proper or contrary.
  • May the King and the Tower be in the same row (Schiller 2003).

There are two kinds of castling: short castling (symbolized by 0-0 in game records) and long castling (symbolized by 0-0-0). In short castling the rook is located after the move on the king's bishop's square, and in long castling on the queen's square. Therefore, short castling is the one that is performed on the "kingside" and the long castling is the one that is carried out on the "queenside".

See also: Attacks on the Red Cross

Pawn Pass Capture

Catch pawn "at step"

When a pawn is on the fifth square, or has moved three squares beyond its place of origin and an opponent's pawn, from the file on one side, executes its first move by jumping two squares, fleeing the confrontation with the pawn that had moved three squares, the opponent's pawn can be captured en passant and the pawn that makes the capture will occupy the square that the adversary jumped by moving two squares. This capture can only be done immediately after the opponent's move (two-square move), otherwise it can no longer be done.

In the old days, the pawn always advanced only one square each move. To speed up the game, it was decided, at a certain moment, that the first time a pawn is played, there is the possibility of advancing two squares. This fact, however, meant that the defensive capacity of an opposing pawn could be mocked. To avoid this, this special move was then established: the capture of the pawn (a peculiar move that began to be implemented for fundamentally chivalrous reasons, around the 16th century).

  • Position: This game can be played by the black player if he has a pawn in the fourth row and his opponent has a pawn in the cast of origin in a column adjacent to that of the black pawn. As is obvious, whites can also capture the passage in a symmetrical position to the one explained for blacks.
  • Action that allows it: with the position mentioned, the adversary (whites) advances two scales his pawn from his cast of origin. The two pawns (white and black) will be next to each other, that is, in the same row and in adjacent columns.
  • Mechanism: the black pawn captures the white pawn as if it had only advanced a row, but obviously the black pawn will not occupy the scam that leaves the white pawn empty, but the same one that would have occupied the white pawn if it had only advanced a scake.
  • Status: the catch of the pawn in the step can only be done immediately, that is, in the next turn to the advance of two escaques by the adversary pawn. If not done immediately, then you can no longer do it.

Promotion of the pawn

If a pawn advances to the eighth rank, then it must be exchanged as part of the move and on the same square for a queen, rook, bishop, or knight of the same color, the player's choice being the choice. This choice is not limited to previously captured pieces, it being therefore possible for a player to theoretically have nine queens, or ten rooks, or bishops, or knights if all his pawns are promoted. If the piece to which he wishes to promote the pawn is not available, the player must call the arbitrator who will provide the piece. According to international arbitrator Eric Schiller, if a suitable piece is not available, a pawn may be used instead. side of the rook and the player indicates which piece it represents. In a formal game with an arbitrator present, the arbitrator must replace the pawn or rook with the appropriate piece. Then the player has the next move.

Check

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The black king is in check. You can get out of check by moving your king to a skirmish without attacking, moving the pin for e5 or the horse to f4 to block the check, or by capturing the white pin with the horse.

A king is in check when it is being attacked by at least one opposing piece. A piece cannot move because it would place its own king in check (it immobilizes against its own king) even if it could offer check to the opposing player.

A player may not make any move that would place or leave his king in check. The possible ways to get out of check are:

  • Move the king to a scam in which he is not threatened.
  • Capture the piece that threatens (possibly with the king).
  • Block the check by placing a piece between the king and the mortal piece of the adversary

If it is not possible to get out of check, the king is checkmated and the game is over (see the next section).

It is customary to announce "check" by making a move that puts the opponent's king in check. However, in official competitions check is rarely announced.

Rules

These rules apply to games played 'over the board'. There are special rules for correspondence chess, blitz chess, computer chess, and for players with disabilities. If the player does not show up for the game, he automatically loses. To suspend the game you have to notify 1 hour in advance.

Act of moving the pieces

The movement of the pieces must be done with one hand. Once the hand releases the piece after it has been moved, the move can be undone when both players agree.

When castling, the player must first move the king with one hand and then move the rook with the same hand.

Touched Piece Rule

In a serious game, if a player touches one of his pieces during his turn as if he intended to move it, then that piece must necessarily be moved if it can be moved with a legal move. This does not apply, for example, if the move of that piece would leave the king in check, since that move would be illegal. As long as the hand has not left the piece on a new square, the piece can be placed on any accessible square. If you touch several of your own pieces, the first piece touched that can make a legal move is the one that must be moved.

If the player touches one of the opponent's pieces, they must capture the first touched opponent's piece that could be captured with a legal move. If he touches his own piece and an opponent's piece, or vice versa, he must capture the opponent's piece with his own as long as the move is legal. If this is not possible, he must move or capture the first touched piece (his own or the opponent's) always with a legal move. If none of the touched pieces (their own or the opponent's) could be moved or captured with a legal move, the player may make any other move and there would be no penalties.

For castling, the king must be the first piece played. If the player touches his king first and then his rook, he must castling with that rook if possible. If you touch the rook first and then the king, you will not be able to castle, since the first piece touched should have been the king. In this case, the player must move the tower, as this is the first piece touched. If the player completes the two-square move with the King without touching the rook, the player must move the correct rook for castling. If the player starts castling, but it is illegal, he has to make another move with the King if possible, including castling the other rook.

When a pawn moves to its eighth rank, once the player has stopped touching the pawn, it can no longer be replaced by a different pawn move. However, the move is not complete until the promoted piece is placed on that square. If the player were to press the clock without having placed the new piece, a Queen will be placed as the promoted piece, even if that was not the choice the player wanted to make and the result would hurt them.

If a player wishes to touch the piece with the intention of adjusting it to the square on the board, the player must first warn the opponent of his intention by saying "I compose". Once the game starts, only the player whose turn it is can touch the pieces on the board.

Conditions for piece touched, piece played

  • Every player, when he's in his game shift, has to move the first piece he plays. If one of the players observes that the pieces on the board are not well centered on their scales, the player to play — and only the one to play — can adjust one or more pieces on their scales, provided that they previously express their intention to do so — for example, by saying "compongo". The player who is not in turn cannot touch the pieces.
  • Unless the player you play has expressed the intention of "composing" the position, you must play the part that you play, if you deliberately do. If a player throws, unintentionally, some piece of the board, he must recompose the position as soon as possible. If you play with a watch you will do it at the expense of your time.
  • If you play one or more pieces of your own, you must move the first piece touched. If the first piece touched cannot be moved, you must move the next piece touched if possible and so on if it is not possible.
  • If the moving piece is left on the board, the piece should be left in that box if it is a legal move.
  • If you play one or more pieces of the opponent, you must capture capture capture capture capture capture the first piece touched that can be captured.
  • If you play a piece of each color, you must capture the opponent's piece with yours or, if it is illegal, move or capture the piece played with another piece of your own. If this is not possible, you must move your own piece touched.
  • If it is impossible to establish which piece was first touched, it will be the own piece that is considered as a piece touched.
  • If a player deliberately touches his king and tower, he must stumble on that side if it were legal to do so.
  • If a player, with the intention of enrocating, plays the king or king and tower at once, and the enroque was illegal on that side, the player must make another legal move with his king, including the enroque on the other side. If the king has no legal movement, the player is free to play any legal move.
  • If a player deliberately plays a tower and then his king, he will not be able to roam on that side in that play, and he will have to move the tower as the first piece touched.
  • If none of the played pieces can be moved or captured, the player can make any legal moves.
  • Whoever must claim to play the piece played is the adversary, but must do so before he touches a piece, otherwise he loses the right to the claim.
  • A played piece can be played at any legal scale. The chosen scale is only set when the piece is released or the board is touched. Once the piece is released, it cannot be removed. It's right now when the move is considered. If you play with a watch, with the same hand, the opponent's watch must be set in motion, but not doing so does not prevent the adversary from playing his move — with the exception that the opponent must always allow his watch to start once the game is finished —

Timing

Photo shows a digital chess clock. There are two clocks, one on each side and a button on top of each stops that clock and starts the other
Digital chess watch

Tournament games will be played according to certain time constraints, called time controls, using a chess clock. Each player must make their moves within the time control or lose the game. There are different types of time controls. In some cases, each player will have a certain amount of time to make a certain number of moves. In other cases, each player will have a limited amount of time to make all of his moves. In addition, the player can gain a little extra time for each move made, either by a small increment added for each move made, or by the clock slowing down a small amount of time each time it is started after the opponent's move.

  • If a player makes a checkmate, the game is over and that player wins, no matter what is later observed about the time on the watch.
  • If player A draws attention to player B that is out of time, while player A is not out of time and some sequence of legal moves leads to B being checkmate, then player A wins automatically.
  • If player A does not have the possibility to checkmate B, then the game is in tables (Schiller 2003:28).

The United States Chess Federation (USCF) rule is different. USCF Rule 14E defines "insufficient material to win in time", which is the lone king, king and knight, king plus bishop, and king plus two knights not in opposition by any pawn, and there is no forced victory in the final position. Hence, to win in time with this material, the USCF rule requires that a win can be forced from that position, while the FIDE rule merely requires that a win be possible (See Rules applied in 2008 by Monika Socko and the 2008 World Chess Championship for Women for a famous example of this rule.)

  • If a player is out of time and also draws attention to his opponent finishing time, then:
    • If a sudden death control of time is not used, the game continues in the next time control period (Schiller 2003:23).
    • If the game was played under sudden death time control, then if you can establish which player the first time is over, the game is lost by that player; otherwise the game is in tables (Schiller 2003:29).

If a player believes their opponent is trying to win the game on time and not by normal means (i.e. checkmate), if it is a sudden death time control and the player has less than two minutes for the end, the player can stop the clocks and claim a draw with the referee. The referee can declare the game a draw or postpone the decision and award the opponent two extra minutes.

Recording of movements

Diagram showing how squares are named - columns are a through h, rows are 1 through 8
Name the scakes in algebraic notation
alt=An image of a paper scoresheet from a game by Capablanca.
A spreadsheet with the registration of a Capablanca game, using the descriptive notation.

Each square on the board is identified by a unique pair of a letter and a number. The vertical files are marked up to the h, from White's left (ie, the queenside) to White's right. Similarly, the horizontal ranks are numbered from 1 to 8, starting from the closest to the White side of the board. Each square on the board is then uniquely identified by its row letter and rank number. The white king, for example, starts the game on the e1 square. Black's knight on b8 can move to a6 or c6.

In a formal competition, each player is required to record each move in chess notation to clear up disputes over illegal positions, game time overflows, and to make draw claims by the 50-move or replay rule. position. Algebraic notation is the accepted standard for recording matches today. Other systems exist, such as the epistolary notation for international correspondence chess and the obsolete descriptive notation. The current rule is that the move must first be made on the board and then recorded on paper or electronically. Before it became a rule, Mikhail Tal and others were in the habit of writing the move before making it on the board. Unlike other players, he does not hide the move after writing it. He liked to watch the opponent's reaction before making the move and would sometimes trace back what he had written and write down a different move to play on the board.

Both players must indicate a draw offer by writing "=" next to the move notation on the spreadsheet Notations may be made on the time clocks, if a player has less than five minutes to complete all his moves, he is not required to record the moves, unless otherwise noted. use a delay of at least 30 seconds per move. The spreadsheet must be available to the referee at all times. The player can respond to the opponent's moves before scoring it.

Final notes

In tournaments, and for the purpose of computing the results, the winner of a game is awarded one point, half a point to each player who has made a draw, and zero points to the loser of a game.

Adjournment

If a game has to be adjourned, the arbitrator must warn the player in the game to write down the secret move, (if he does not do so, the move he makes on the board is considered the secret move and must note it as such on the scoresheet), once written, the clock must stop, while the clock does not stop, the secret move can be changed.

If a player decides to adjourn the game before the end of the session, the remaining time will be charged to their clock.

Irregularities

Illegal move

When a player moves a piece in a different way than it should be played the move is an illegal move. In this case, it returns to the previous position, another move is made, but valid, if possible with the same piece, taking into account the rules of the piece touched, because the rule of the piece touched is applicable, and it is bonused with two minutes of time to the opponent. If in the same game a player makes three illegal moves, the game is considered lost, unless his rival is not in a position to checkmate, in which case a draw will be declared. The referee shall set the time on the clock according to the best evidence. If an error is only noticed later, the game must be restarted from the play where the error was made.

If more than one illegal move has been made—for example, several pieces have been moved while a king is in check—the position must be restored to the move before the first illegal move. Actually this is only possible if the game has been scored. The new legal move is under the rules of the piece touched.

If a game of rapid chess is being played (in which both players have a small, limited amount of time, say five minutes) the rules vary. A player may correct the illegal move if his clock has not been struck. If the player presses his clock, the opponent can claim a win if he hasn't moved yet. If the opponent makes a move, the illegal move is accepted without penalty.

If during a game it is found that some pieces have been displaced from their squares, the position prior to the irregularity must be restored. If no such position can be identified, the game will continue from the last identifiable position before the irregularity occurred.

Illegal position

If it is discovered during the game that a starting position is not correct, the game must be resumed. If it is discovered during the game that the position of the board is incorrect, the game is continued with the pieces transferred to a correctly oriented board. If the game is started with the colors of the pieces swapped, the game continues (unless otherwise specified by the referee). Some regional organizations have different rules.

If a player knocks over the pieces, it is their responsibility to restore them to the correct position using their timing. If it is found that he has made an illegal move, or that the pieces are placed incorrectly, the game must be restarted in the position prior to the irregularity. If the position cannot be determined, play must be resumed at the last known correct position.

Conduct

Players may not use any notes, external sources of information (including computers), or advice from others. Analyzing the other board is not allowed. The scoresheets are to record only objective facts of the game, such as the time on the clock, and draw offers. Players must not leave the competition area without the permission of the referee.

High standards of etiquette and ethics are expected. Players must shake hands before and after the start. In general, the player must not speak during the game, except to offer a draw, leave the match, or call attention to any wrongdoing. The "check" It is done in matches between fans, but should not be used in official matches. A player may not distract or annoy the opponent in any way, including repeatedly offering a draw.

Equipment

Parts in the first positions and a clock.

The squares side of the board should be approximately 1.25 to 1.3 times the size of the diameter of the King's base, or 50 to 65 mm. Squares are around 57mm generally well suited for pieces with kings preferably in the right size range. The dark squares are normally brown or green and the light ones are cream or before.

A photo of the original Staunton chess pieces from about 1849.
Original pieces of chess Staunton, introduced in 1849. From left to right: pawn, tower, horse, bishop, lady and king

The set drawings of the Staunton pieces are standard and are usually made of wood or plastic. They are usually black and white, although other colors can be used (such as a dark wood or even red for the black pieces), but they are still called 'white'. and "black" (see Black and White in chess). The height of the king is between 85 to 105 mm and a height of approximately 95 to 102 mm is preferred by most players. The diameter of the King should be 40 to 50% of the height. The size of the other pieces must be proportional to the King, and they must be well balanced.

In games subject to time control, a game clock is used, consisting of two adjacent clocks and buttons that stop one clock when the other starts, so that the two clocks never keep time simultaneously. The clock can be analog or digital. Before the start of the game, the arbiter decides the location of the chess clock.

Endgame

Checkmate

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Chess zhor 22.png
The whites are in checkmate; they win the blacks.
(Harkness 1967)

If a player's king is placed in check and there is no legal move the player can make to get out of check, then the king is said to be checkmated, the game ends, and that player loses (Schiller 2003: 20-21). Unlike other pieces, the king is never actually captured or removed from the board because checkmate ends the game (Burgess 2009:502).

The diagram shows an example of a checkmate position. The white king is threatened by the black queen; the square to which the king could move is also threatened; he cannot capture the queen, since he would be in check by the rook.

Leaving the game

Any player can quit at any time and the opponent wins the game. This usually occurs when the player believes that they are most likely to lose the game. In the same way, an opponent automatically loses the game if he does not show up to play within the stipulated time, which is usually one hour for games of 90 minutes plus a 30-second increment. A player may resign by saying so verbally or on the scoresheet by indicating one of three ways: (1) writing "abandonment", (2) circulating the result of the game, or (3) writing "1-0" 3. 4; if Black resigns or "0-1" if White resigns. Dumping the king onto the board also indicates resignation, but it is not often used (it is a bad gesture) and should be distinguished from accidentally knocking over the king on the board. For both clocks it is not an indication of abandonment, since the clock can be stopped to call the referee. A handshake offer is not necessarily a resignation, as a player may think they are being offered a draw.

Draw or draw

The game ends in a draw if any of these conditions are met:

  • The game automatically ends in tables if the player to move is not in check but has no legal movement. This situation is called drowning.
  • The game ends immediately in tables when there is no possibility to check mate for each side with any series of legal moves. These tables are usually due to the Inadequacy of materialincluding the finals:
    • king against king;
    • king against king and ivory;
    • king against king and horse;
    • king and alphile against king and alphile, with the two pins of a same color (see checkmate in unusual positions).
  • Both players agree on a board after one of the players makes that offer.

The player in play may claim a draw by declaring one of the following conditions, or by declaring the intention to make a move that will bring about one of these conditions:

  • Rule of the fifty movements: There has been no catch or movement of a pawn in the last fifty movements for each player.
  • Triple repetition: There has been the same position on the board for the third time, playing the same player and with the same set of legal moves available, including the right to enroque and capture at the pace.
  • The possibility of capturing the step to resume the account of 50 moves in triple repetition should not be mentioned because it already implies the movement of pawns.

If the claim is proven true, the game is declared a draw.

Time loss

A game played under time control will end as a loss for a player who spends all of his allotted time, unless the opponent cannot checkmate him (see the Timing section below). There are different types of time control. Players may have a constant time window for the entire game, or they may have to make a certain number of moves within a certain time frame. In addition, a small increment of time can be added to that for each move made.

History

The rules of chess have evolved quite a bit in the centuries since the first chess games were played in India in the 6th century. Modern rules first took shape in Italy during the 13th century, giving pieces greater mobility that previously had more movement restrictions (like the queen and the bishop). Such modified rules entered an accepted form in the late 15th century or early XVI. The basic moves of the king, the rook, and the knight have remained unchanged. Initially, pawns did not have the option of moving two squares on their first move and did not promote another piece if they reached their eighth rank. Originally, the queen was the fers or farzin, so it could move one square diagonally in any direction or jump two squares diagonally, forwards, or to the left. or to the right on your first move. In the Persian game, the bishop was a row or bishop, which could move one or two squares diagonally. In the Arabic version, the bishop could jump two squares along any diagonal. In the Middle Ages, the pawn can only be promoted to the equivalent of a queen (which at the time was the weakest piece) if it reached its eighth position. row. During the 12th century, the squares on the board sometimes alternated colors and this finally became the norm in the 18th century. XIII.

An image of Philidor, who published rules in 1749
Philidor

Between 1200 and 1600 various laws came into being that drastically altered the game. Checkmate became a requirement to win; a player cannot win by capturing all of the opponent's pieces. Added stalemate, although the result has changed several times (see history of deadlock rule). Pawns gained the option of moving two squares on their first move, and the rule en passant or en passant capture was a natural consequence of that new option. The king and the rook acquired the right to castling (see Variations throughout the history of castling for the different versions of the rule).

Between 1475 and 1500 the queen and bishop also acquired their current moves, making them much stronger pieces When all these changes were accepted, the game essentially consolidated its modern form.

The rules for promoting a pawn have changed several times. Originally, as stated above, the pawn could only be promoted to a queen, which was a weak piece at the time. When the queen acquired its current move and became the most powerful piece, the pawn could then be promoted to a queen or a rook, bishop or knight. In the rules of the XVIII century, only the promotion of an already captured piece was allowed, for example, the rules published in 1749 by Francois-Andre Philidor Danican. In the 18th century this restriction was lifted, allowing a player to have more than one queen, for example the 1,828 Jacob Sarratt rules

Two new rules regarding tables were introduced, each of which have changed over the years:

  • The three-repetition rule was added, although at some time up to six repetitions required, and the exact conditions have been specified more clearly (see History of the triple repetition).
  • The rule of the fifty movements was also created. On several occasions, the number of movements required was different, like 24, 60, 70, or 75. For several years in the centuryXX., the standards fifty movements spread to a hundred movements for a couple of specific endings (see History of the rule of the fifty movements).

Another group of new laws include (1) the move marking rule and accompanying rule "j'adoube/adjustment"; (2) White to move first (in the year 1889); (3) the orientation of the board; (4) the procedure in case an illegal move is made; (5) the procedure in case the king remains in check after some moves have been made; and (6) issues relating to the conduct of players and spectators. The Staunton chess set was introduced in 1849 and became the standard style of pieces. The size of the pieces and the squares on the board were standardized.

Until the middle of the 19th century, games of chess were played without a time limit. In an 1834 match between Alexander McDonnell and Louis-Charles Mahé of La Bourdonnais, McDonnell had an inordinate amount of time to move, sometimes as long as 1 ½ hours. In 1836, Pierre-Charles Fournier de Saint-Amant suggested a time limit, but no action was taken. In the 1851 London chess tournament, Staunton relinquished a game to Elias Williams because Williams was taking excessive time moving his pieces. The following year, a game between Daniel Harrwitz and Johann Jakob Lówental used, for each move, a limit of 20 minutes. The first known use of a time limit was in an 1861 game between Adolf Anderssen and Ignác Kolisch.

Encoding

The first known publication of the rules of chess was in a book written by Luis Ramírez de Lucena around 1497, shortly after the queen-bishop-pawn move changed to its modern form. XVII, there were discrepancies of opinion on the rules, such as castling, promotion of a pawn, stalemate, and en passant capture. Some of these discrepancies existed until the XIX century. Ruy López de Segura transcribed the chess rules that prevailed in his time in his Book of the Liberal Invention and Art of the Game of Chess of 1561.

Following the rise of chess clubs, tournaments became commonplace, and the need to compile and unify the rules became urgent. In 1749 Philidor (1726-1795) wrote a series of rules that were widely accepted, as well as rules given by later writers, such as the 1828 rules of Jacob Sarratt (1772-1819) and the rules of George Walker (1803-1879).). In the 19th century many major clubs published their own rules, including those in The Hague in 1803, London in 1807, Paris in 1836, and in Saint Petersburg in 1854. In 1851 Howard Staunton (1810-1874) called a "Constituent Assembly for the Remodeling of the Laws of Chess" and, in 1854, the proposals of Tassilo von Heydebrand und der Lasa (1818-1889) were published. Staunton had published rules in the 1847 Chess Player's Handbook, and his new proposals were published in 1860 in Chess Praxis, which were generally accepted. in English-speaking countries. German-speaking countries often use chess treatises by Johann Berger (1845-1933), who was an authority on the subject, or by Paul Rudolph von Bilguer (1815-1840) in his Handbuch des Schachspiels (Chess Pocket Book).), first published in 1843.

In 1924, the International Chess Federation (FIDE) was formed, and in 1929, the task of standardizing the rules was undertaken. Initially, FIDE tried to establish a universal set of rules, but the translations into various languages differed slightly. Although FIDE rules were used for international competitions under their control, some countries still used their own rules internally. In 1952 FIDE created the Permanent Commission for the Rules of Chess (also known as the Rules Commission) and published a new edit rules. The third official edition of the laws was published in 1966. The first three editions of the official version of the rules were published in French. In 1974, FIDE published the English version of the rules (which were based on an authorized 1955 translation). With this edition, English became the official language of chess rules. Another edition was published in 1979. Throughout this time, ambiguities in the laws were driven by the frequent interpretations that the Rules Commission published in the form of supplements and amendments. In 1982, the Rules Commission rewrote the rules to incorporate interpretations and amendments. In 1984 FIDE abandoned the idea of a universal set of rules, although the FIDE rules are the standard for high-level play (Hooper and Whyld 1992:220-21). With the 1984 edition, FIDE implemented a four-year moratorium on applying the rule changes. Other editions were published in 1988 and 1992.

The rules of FIDE's national affiliates (such as the United States Chess Federation, or USCF) are based on the FIDE rules, with slight variations In the United States, Kenneth Harkness published, from 1956 popular rulebooks and the USCF continues to publish rulebooks for offer at sanctioned tournaments.

In 2008, FIDE added the 960 chess variant to the appendix of the "Rules of Chess". Chess 960 uses a random initial establishment of the main pieces, with the conditions that the king is placed somewhere between the two rooks, and the bishops on different colored squares. The castling rules were expanded to cover all of these positions.

Variations

A case of a minor additional rule being added to a particular game "no draw or resignation for first 30 moves" at the London Chess Classic from 8 to 15 December 2009 at Olympia, London.

Further reading

  • Harry Golombek, ed. (1976), The Laws of Chess and their Interpretations (in English)Pitman, ISBN 0-273-00119-1.
  • Golombek, Harry (1977), Golombek's Encyclopedia of Chess (in English)Crown Publishing, ISBN 0-517-53146-1.
  • Harkness, Kenneth (1970), Official Chess Rulebook (in English)McKay, ISBN 0-679-13028-4.

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