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Quickplay and Rapidplay Rules

 

The information below is an extract from the FIDE Laws of Chess which were adopted at the 75th FIDE Congress at Calvia (Mallorca), October 2004, coming into force on 1 July 2005. In these Laws the words 'he', 'him' and 'his' include 'she' and 'her'.... [read more]

 

Article 10: Quickplay Finish

10.1    

            10.1        A 'quickplay finish' is the last phase of a game, when all the (remaining) moves must be made in a limited time.

           

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

a.            If the arbiter agrees the opponent is making no effort to win the game by normal means, or that it is not possible to win by normal means, then he shall declare the game drawn. Otherwise he shall postpone his decision or reject the claim.

b.            If the arbiter postpones his decision, the opponent may be awarded two extra minutes and the game shall continue in the presence of an arbiter, if possible. The arbiter shall declare the final result later in the game or after a flag has fallen. He shall declare the game drawn if he agrees that the final position cannot be won by normal means, or that the opponent was not making sufficient attempts to win by normal means.

c.             If the arbiter has rejected the claim, the opponent shall be awarded two extra minutes thinking time.

d.                   The decision of the arbiter shall be final relating to 10.2 a, b, c.

APPENDICES

 

D.      Quickplay finishes where no arbiter is present in the venue.

 

D1.       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, and/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 arbiter whose decision shall be the final one.

 


RAPID PLAY - GENERAL

 

1. A Rapid Play game is one in which each player has a specified period in which all moves must be played.

 

2. The FIDE Laws of Chess which regulate the normal game of chess and the BCF Tournament Rules apply except where specifically modified below.

 

3. Spectators must never interfere.  Normally the Arbiter will not intervene.

 

STARTING A RAPID PLAY GAME

 

4. Except in special circumstances, the clock shall be placed at the left hand of the player with the white pieces.

 

5. Before commencing the game, the players must inspect the positions of the chessmen and the settings on the clock.  An error cannot normally be corrected after each player has made a move.

 

6. Players are not obliged to record their moves, except in games where each player has at least one hour for all moves. 

 

USE OF THE CLOCK

 

7. Only one hand shall be used to move the pieces and the same hand must be used to press the clock button.

 

8. The clock must not be picked up by either player.

 

9. Any player using undue force on a clock may, after a warning by the Arbiter, be penalised by the loss of the game.

 

10. The clocks must not be stopped except for a query requiring the presence of the Arbiter.

 

ILLEGAL MOVE

 

11. An illegal move is not completed until the player has stopped his clock.  An illegal move retracted prior to that, suffers only the normal penalties of the touch-move rule.

 

12. A completed illegal move loses if either player has less than five minutes remaining.  When both players have more than five minutes, the Arbiter may award the opponent extra time.

 

13. An illegal move discovered only after it has received a reply, suffers no penalty.  It cannot normally be corrected unless both players agree without recourse to the Arbiter.

 

WIN ON TIME

 

14. A player will win on time if he can stop the clocks showing that his opponent's flag has fallen and his own flag has not fallen, unless the player who makes the claim cannot possibly checkmate, in which case the game is drawn.

 

DECLARED DRAW

 

16. A player may claim a draw during the last two minutes on his clock and before his own flag falls.  He must stop the clocks and summon the Arbiter.  The Arbiter may then, or subsequently, declare the game drawn if he is satisfied that the opponent is making no effort to win the game by normal means or that it is not possible to win by normal means.  The Arbiter may declare the game drawn even after the claimant's flag has fallen. 

 

17. After a draw has been claimed, the fact that the opponent has mating material does not necessarily mean that he will be awarded a win on time.

 

APPEAL

 

18. An Appeal against the Arbiter's decision must be made immediately and will be resolved in a manner chosen by the Chief Arbiter of the event.

 

GUIDANCE FOR PLAYERS WHO ARE SHORT OF TIME (less than two minutes)

 

If you are holding a position so that your opponent cannot make progress, offer them a draw.  If they reject the offer, stop the clocks and summon the Arbiter.

 

GUIDANCE FOR ARBITERS

 

In Rule 14 "cannot possibly checkmate" is defined as there being no mating possibility even with the help of the opponent e.g. Where a player has a bishop or knight against a queen, or a bishop against a rook, then no mating position can be constructed.

 

Rule 16 is the only rule that requires some chess judgement from the Arbiter.  In positions such as where a player has a bare king blocking the opponent's sole rook's pawn, the Arbiter may declare the game drawn if he believes the defending player is of adequate playing strength.

 

The Arbiter is not expected to adjudicate a position, but should make himself aware of the circumstances, usually by watching a few moves.  For example, if a player:

 

(a) makes tangible progress before his opponent's flag falls, he will be awarded a win.

 

(b) makes no progress, either because of lack of ability or because of his opponent's sound defence, the player will not be awarded a win.

 

(c) makes no progress because his opponent makes little effort to move, the player will be awarded a win when his opponent's flag falls.

 

 

© 2008 SC

 

© 2008 Merseyside Chess Association

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