The rules of chess (also known as the laws of chess) govern the play of the game of chess. Chess is a two-player abstract strategy board game. Each player controls sixteen pieces of six types on a chessboard. Each type of piece moves in a distinct way. The object of the game is to checkmate the opponent's king; checkmate occurs when a king is threatened with capture and has no escape. A game can end in various ways besides checkmate: a player can resign, and there are several ways a game can end in a draw.

While the exact origins of chess are unclear, modern rules first took form during the Middle Ages. The rules continued to be slightly modified until the early 19th century, when they reached essentially their current form. The rules also varied somewhat from region to region. Today, the standard rules are set by FIDE (Fdration Internationale des checs), the international governing body for chess. Slight modifications are made by some national organizations for their own purposes. There are variations of the rules for fast chess, correspondence chess, online chess, and Chess960.


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Besides the basic moves of the pieces, rules also govern the equipment used, time control, conduct and ethics of players, accommodations for physically challenged players, and recording of moves using chess notation. Procedures for resolving irregularities that can occur during a game are provided as well.

Chess is played on a chessboard, a square board divided into a grid of 64 squares (eight-by-eight) of alternating color (similar to the board used in draughts).[1] Regardless of the actual colors of the board, the lighter-colored squares are called "light" or "white", and the darker-colored squares are called "dark" or "black". Sixteen "white" and sixteen "black" pieces are placed on the board at the beginning of the game. The board is placed so that a white square is in each player's near-right corner. Horizontal rows are called ranks, and vertical columns are called files.[2]

The official chess rules do not include a procedure for determining who plays White. Instead, this decision is left open to tournament-specific rules (e.g. a Swiss system tournament or round-robin tournament) or, in the case of casual play, mutual agreement, in which case some kind of random choice such as flipping a coin can be employed. A common method is for one player to conceal a pawn of each color in either hand; the other player chooses a hand to open and receives the color of the piece that is revealed.[7]

In addition, in the FIDE rules, if a player has run out of time (see below), or has resigned, but the position is such that there is no way for the opponent to give checkmate by any series of legal moves, the game is a draw.[28]

A dead position is defined as a position where neither player can checkmate their opponent's king by any sequence of legal moves.[34] According to the rules of chess the game is immediately terminated the moment a dead position appears on the board.

USCF rules, for games played under a time control that does not include delay or increment, allow draw claims for "insufficient losing chances".[35] For example, if each player has only a king and a knight, checkmate is only achievable with the co-operation of both players, even if it is not a dead position.

The touch-move rule is a fundamental principle in chess, ensuring that players commit to moves deliberated mentally, without physically experimenting on the board. According to this rule, a player who touches a piece with the intention of moving it must then move it if legally possible. This rule also applies to capturing: a player who touches an opponent's piece must capture it if a legal capture is available. Special considerations apply for castling and pawn promotion, reflecting their unique nature in the game.[36]

The following rules are applicable to games in organized tournaments and matches, sanctioned by FIDE. They mention timing (chess clocks), arbiters (or, in USCF play, directors), keeping score, and adjournment. The FIDE Laws of Chess define the rules for standard chess, rapid chess, blitz chess, and guidelines for Chess960. For standard chess, the players must record the moves, which is optional in rapid chess and blitz Chess.[39] Some rules are specifically adapted for blind and visually impaired players.[40]

These rules are used for over-the-board (OTB) games. The rules for correspondence chess are defined by the ICCF.[41] Rules for computer chess and for online chess played on a computer device are published by other organizers and governing bodies.[42]

Although the touch-move rule is generally observed even in non-organized, non-sanctioned play, the interpretation of that rule to special situations such as capturing, castling, and promotion is not obvious; thus it is elaborated further in FIDE rules.

When castling, a player should first move the king with one hand and then move the rook with the same hand.[45] In the case of a promotion, if a player releases the pawn on the eighth rank, the player must promote the pawn. After the pawn has moved, the player may touch any piece not on the board and the promotion is not finalized until the new piece is released on the promotion square.[46] Although it is a common practice in informal play, under FIDE rules an upturned rook may not be used to represent a promoted queen; such a move would be treated as a legal rook promotion. If the correct piece is not immediately available, the player may stop the clocks and call the arbiter.[47][48]

Tournament games are played under time constraints, called time controls, using a chess clock. Each player is timed separately and must make moves within the time control or forfeit the game.[6] There are different types of time controls applied. For standard chess, different periods can be defined with different fixed times (e.g. first 40 moves in 100 minutes, next 20 moves in 50 minutes, remaining moves in 15 minutes). For rapid and blitz chess, only one period can be defined where all moves must be performed. Additionally, an increment or delay per move may be defined.[49]

The United States Chess Federation (USCF) rule is different. USCF Rule 14E defines "insufficient material to win on time", that is lone king, king plus knight, king plus bishop, and king plus two knights opposed by no pawns, and there is no forced win in the final position. Hence to win on time with this material, the USCF rule requires that a win can be forced from that position, while the FIDE rule merely requires a win to be possible.[54] (See Monika Soko rules appeal in 2008 and Women's World Chess Championship 2008 for a famous instance of this rule.)

In the last period of a standard chess game or rapid games, if played without increment, a special set of rules applies regarding the clock, referenced as "Quickplay Finishes".[56] These rules allow a player with under two minutes time to request an increment introduced, or request a draw based on claiming no progress or no effort, to be ruled by the arbiter. These rules have been relevant when playing with mechanical clocks, which do not allow setting an increment and are today with digital clocks of second importance only, as playing with increment is recommended.[57]

Each square of the chessboard is identified with a unique pair of a letter and a number. The vertical files are labeled a through h, from White's left (i.e. the queenside) to White's right. Similarly, the horizontal ranks are numbered from 1 to 8, starting from the one nearest White's side of the board. Each square of the board, then, is uniquely identified by its file letter and rank number. The white king, for example, starts the game on square e1. The black knight on b8 can move to a6 or c6.[58]

In formal competition, each player is obliged to record each move as it is played in algebraic chess notation in order to settle disputes about illegal positions, overstepping time control, and making claims of draws by the fifty-move rule or repetition of position. Moves recorded in any other systems of notation cannot be used in evidence in such a dispute. Other chess notation systems include ICCF numeric notation for international correspondence chess and descriptive chess notation, formerly standard in English speaking countries. The current rule is that a move must be made on the board before it is written on paper or recorded with an electronic device.[c][d][60]

When an adjournment is made, the player whose move it is writes their next move on their scoresheet but does not make the move on the chessboard. This is referred to as a sealed move. Both opponents' scoresheets are then placed in the sealed-move envelope and the envelope is sealed. The names of the players, the colors, the position, the time on the clocks and other game data are recorded on the envelope; the envelope may also be signed by both players. The arbiter then keeps possession of the envelope until it is time to restart the game, at which time the arbiter opens the envelope, makes the sealed move on the board, and starts the opponent's clock.[64]

A player who makes an illegal move must retract that move and make a legal move. That move must be made with the same piece if possible, because the touch-move rule applies. If the illegal move was an attempt to castle, the touch-move rule applies to the king but not to the rook. If the mistake is noticed, the game should be restarted from the position in which the error occurred.[68] The arbiter should adjust the time on the clock according to the best evidence.[69] Some regional organizations have different rules.[e]

A player may correct an illegal move if the player has not pressed the clock. In standard chess, if a move is found during the game, the position immediately before the irregularity is reinstated.[68] In the most used form of rapid chess and blitz chess if the move is found before the opponent moves, the position immediately before the irregularity is also reinstated.[71][f] 0852c4b9a8

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