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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'....
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Article 10: Quickplay Finish
10.1 A
'quickplay finish' is the last phase of a game, when all the
(remaining) moves must be made in a limited time.
10.2.1
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.
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