Guidance
| Guidance | Download in word format |
GUIDANCE NOTES FOR CONDUCT OF LEAGUE MATCHES
Introduction
These notes are intended for the guidance of club secretaries and match captains
responsible for the arrangement of League matches and for players taking part
in League matches. While it deals primarily with those requirements considered
essential or desirable for League matches, there are included in these notes
some points of procedure and interpretation or clarification of certain rules.
However, it is emphasised that these notes are basically recommendations and
in no way override or take the place of the laws of chess or the rules of the
Lanarkshire Chess League.
It is fully expected that problems will arise which are not covered in these
notes. Organisers of League matches are therefore invited to bring any new point
to the attention of the League Management Committee who will study the matter
and, if appropriate, include it in future versions of these notes.
The Playing Hall And General Playing Conditions
In League matches the interests of the players should get first priority. The
following points deserve consideration.
(i) Ensure if possible that each player has sufficient space at his table; not
only for his board but also for his score sheet and items such as cup and saucer.
(ii) Playing tables should be placed so that players experience no difficulty
in leaving the playing area at any time during the playing session.
(iii) If possible someone should be given the responsibility for maintaining
conditions of near silence in the playing hail during the playing session.
(iv) Before starting play the members of the visiting team should be informed
of the location of toilet facilities.
(v) It is highly desirable that the same size of Staunton pattern chess pieces
are used at each board.
(vi) The playing area should be adequately lit.
(viii) Spectators should be prevented from approaching too close to the players,
especially near the end of the playing session when one or both players may
be in time trouble.
(ix) It is preferable that play is not stopped during a playing session for
the purpose of taking refreshments. Most players find it a distraction if they
have to take a break in the game.
Match Arrangements
Apart from the actual result the success of a League match depends very much
upon ensuring that all necessary arrangements have been completed before the
scheduled time for starting play. It is very irritating as well as disrespectful
to a visiting team, especially when the match has involved them in a lengthy
journey, if the start of play is delayed because the host team is still setting
up equipment when play is due to start. Always the interests of the visiting
team should receive first priority. In this respect the following points should
be given attention:
(i) If possible one person, but preferably two, should be in attendance at the
playing venue at least half an hour before the scheduled starting time. Quite
often visiting teams overestimate the time required for travel, with the consequence
that they arrive rather early for the match.
(ii) Every effort should be made to have tables and chairs in position, equipment
set up, and clocks wound and correctly set, at least 10 minutes before play
is due to start. It is strongly recommended that clocks be placed on the right
hand side of players having the black pieces. Clocks should be set so that they
register 6 o’clock when the time control expires.
(iii) Standard forms of score sheets should be placed at each board before play
commences.
Match Preliminaries
To ensure the match starts on time it is essential that team lists are exchanged
and colours decided upon at least 5 minutes before the scheduled commencement
of play.
Sometimes it happens that none or perhaps only one or two visiting players have
arrived when play is due to start. If this prevents the exchange of team lists
and delays the start of the match then the home team is entitled to claim that
their opponents must make the prescribed number of moves in a reduced given
time. That time will be dependent upon the time lost. The recommended procedure
is:
(i) At the scheduled starting time the home team captain should start the clock
at board 1.
(ii) As soon as possible alter the exchange of team lists and colours been decided
upon, play must start. The clocks of the visiting team are to be set to the
time showing on the clock at board 1.
In the case where the home team, for any reason, delays the start of the match
the visiting team would similarly be entitled to claim that the home team make
the prescribed number of moves in a reduced given time.
The Playing Session
Most of the problems and disputes that arise during League matches occur mainly
as a result of a lack of knowledge of the Laws of Chess. While it would obviously
be desirable for all players to be familiar with the Laws there is no doubt
that all match captains should have a good working knowledge, not only of the
Laws of Chess and the League Rules, but also of the various requirements which
ensure the smooth running of the playing session. Some important points are:
Game Scores
In any League game it is mandatory for the players to write down the moves made
by each side until in the Allegro Finish when there is less than 5 minutes .on
the players clock. If a player then has no copy of the moves he may make no
claims regarding perpetual check etc.
Disputes
If, during the playing session a player has cause to complain about any matter,
for example, excessive noise or distracting behaviour by his opponent, he should
refer the issue to his match captain who should endeavour to resolve the problem
in conjunction with the match captain of the other side. On no account should
clocks be stopped while a dispute is being resolved unless both match captains
agree to this action. If playing conditions are regarded as unacceptable, the
visiting team should register a formal protest with the home team captain during
the playing session.
Behaviour Of Players
While it is generally understood that players are forbidden to refer to printed
notes during a playing session it is not so well known that discussion with
another player or a spectator about the game in progress is also not allowed.
Match captains are recommended therefore to warn their players to refrain from
distracting behaviour or indulging inconversation with others during the playing
session.
Time Trouble
If at all possible a person should be nominated by the home team to keep an
eye on the clocks during a match, especially near the end of a playing session
when both players may be in serious time trouble. This precaution could very
well be the means of avoiding a dispute (e.g. Whose flag fell first).
The S.C.A. Rules for Quickplay finishes apply. These are published in the S.C.A.
Yearbook and are not the same as the rules applying to allegro games. They come
into effect only when either player has less than 5 minutes on the clock and
are designed to prevent a player winning on time when the position on the board
does not justify it. All references to Arbiters must be regarded, as far as
the League is concerned, to Team Captains acting in concert.
Briefly, normal rules of chess apply except when they conflict with the following
which are additional to the laws of chess.
1. Each player must press the clock button with the hand that made the move.
2. A player whose turn it is to move may claim a draw on any of the normal grounds
(substantiated where necessary by a complete scoresheet), or on one of the following:
a) That he can keep his opponent in perpetual check;
b) That his opponent cannot, or is making no effort to win by normal means.
It should be remembered that neither player should abuse the equipment, illegal
moves should not be made and if noticed should be replayed in the correct player’s
clock time. Also 2b above requires gentlemanly conduct on behalf of players
and captains.
Neither player shall pick up the clock after the game starts, unless a time
control has been reached, and the clocks are to be altered.
The Drawn Game
A game is drawn:-
(a) If stalemate occurs.
(b) By agreement between the players.
(c) If the flag of one player falls after the flag of the other has already
fallen unclaimed.
(d) If a player demonstrates a repetition of position or satisfies the 50 move
rule, provided the player making the claim has kept a score of the game.
(e) If both players have insufficient material for a checkmate (lone king vs
lone king; king and bishop vs lone king; and king and knight vs lone king).
(1) If one player has insufficient material for a possible checkmate and his
opponent’s flag fell first.
General Rules
The player with the black pieces has the right to decide on which side of the
board the clock shall be placed.
If a player accidentally displaces a piece, he shall replace it in his own time.
If necessary his opponent may stop his own clock whilst the player replaces
the piece.
Play shall be governed by the Laws of Chess (e.g. the touch and move rule applies)
except where they conflict with the foregoing rules.
Spectators (including participants in other games) are not to interfere in games.
For instance, a spectator must not call flag-fall or illegal move.
GUIDE TO QUICKPLAY FINISHES
Introduction
1. A game with a quickplay finish is NOT the same as a lightning or allegro
game, and certain rules are designed to prevent a player winning on time when
the position on the board does not justify it.
2. The recommended time controls for games completed under quickplay finish
rules, and which are to be sent for grading are, an initial period of at least
1 hour per player, with a clock rate not faster than 2 minutes per move (e.g.
40 moves in at least 80 minutes; 30 moves in one hour; etc.), followed by at
least an extra 15 minutes per player.
(a) The move requirements must have been clearly stated before the match starts.
(b) A copy of this guide must be available to players.
Playing Rules.
1. All normal laws of chess apply, until modified by rule 5 below.
2. If the presence of an arbiter is needed, either player may stop both clocks
while the arbiter is being summoned.
3. When, after the first time control has been passed, either player has less
than 5 minutes to complete the game, the following rules come into force in
addition to the normal laws of chess.
4. Each player must press his clock button with the hand that makes the move,
and must continue recording until he himself has less than 5 minutes left.
5. A player whose turn it is to move may claim a draw on any of the normal grounds
(substantiated where necessary by an up to date score sheet), or on one of the
following grounds:
(a) That he can keep his opponent in perpetual check.
(b) That his opponent cannot, or is making no effort to, win by normal means.
In all cases, the clocks shall be stopped while the arbiter considers the claim.
If the arbiter considers the claim to be unjustified, in case (a) he shall add
5 minutes to the time shown on the claimant’s clock (which may result
in a loss for that player), and in case (b) he shall order the game to be continued.
6. If the arbiter is satisfied that a player is making no effort to win by normal
means, or that it is not possible to win by normal means (which includes the
case where a player with more time is very much behind in material), then he
may declare the game drawn. This may apply even though one player’s flag
has fallen, and whether or not a claim has been made.
7. (a) The arbiter’s decision is not an adjudication.
(b) The decision process should involve only the players and the arbiter.
Note for the Guidance of Arbiters and Players
1. The purpose of the special rules is to endeavour to ensure that the player
who, from the position on the board, and his demonstrated standard of play,
would have been expected to win if the game had continued, or who by his play
has shown that he can certainly draw from the position, does not lose by his
flag falling in a quickplay finish (i.e. after the time control has been passed).
A player who knows that he is clearly superior in position and/or material ought
to be awarded a draw if he claims it.
2. In the majority of cases, players know perfectly well which player has a
winning advantage, and there is no dispute if he claims a draw. The more difficult
cases are those in which the material is more even, but the player claims that
his opponent cannot win for positional reasons.
3. If, for example, white’s flag has fallen, he has lost unless:
(a) The players agree a draw.
(b) White claims to the arbiter, who agrees:
(i) That his material and/or positional advantage is clear, and that black has
no reasonable way to create counter play that would give him winning chances,
and black cannot refute this. The more material on the board, the greater the
advantage must be.
(ii) That the position is clearly drawn, e.g. white’s bare king controlling
the queening square vs K plus a or h pawn, plus B on the “wrong”
diagonal.
(c) White claims to the arbiter, who has been watching the end of the game,
or who can consult a complete score of the game, and the arbiter agrees:
(i) That black has not been trying to win on the board, but has been trying
to win on time by making passive moves.
(ii) That white’s offer of a draw had been declined when black had a clearly
inferior position, and black has not since then created any counter play.
(iii) That white’s play has fully demonstrated that he knows how to draw
the position which is materially even or disadvantageous to him, e.g.K + N vs
K + R with no pawns.
4. When a flag falls, the game has ended in a loss for that player unless he
can justify the claim of a draw. If the opponent does not agree, the arbiter
should allow each to make a brief statement of his view on the position. If
the arbiter is not certain how to asses what he has been told by the players,
he should consult a senior arbiter.
5. The arbiter’s decision is not an adjudication, but an ad hoc decision
based on the position on the board and the claims of the players. The game is
still in progress until the decision has been reached. Pieces must not be moved
on the board, and only the players concerned and the arbiter must be involved
in the decision.
6. The onus of proof is on the player who has made the claim. If there is reasonable
doubt, his claim must fail.