Rapid chess - rules of the game, nuances, current champions. Chess rules When were modern chess rules adopted?

Mastering chess is a long process that can take several years, but you don't have to be a great chess player to win almost every game, you just need to understand the mechanics of the game. By learning to recognize some moves and read your opponent, you can effectively defend your king, attack your opponent's king, and come out victorious in almost every game.


It is assumed that you are already familiar with the basic rules of chess. If you are just getting started with the game,

Steps

Part 1

Game level: beginner

    Understand the value of each piece and protect them accordingly. It is clear that the king is the most important piece on the board, because its loss leads to defeat in the game. Despite this, you should not consider the remaining figures to be useless cannon fodder. According to the mathematics and geometry of the chessboard, some pieces are more valuable than others. Remember this when you take other people's pieces. For example, you shouldn’t put your most valuable rook at risk just to get rid of your opponent’s knight.

    Understand the goals of a good debut. The opening is the first few moves in the game, which determine your overall strategy and placement of pieces for the entire game. The goal of the initial moves is to deploy (move away from the initial fields) as much as possible more strong figures. There are a few key points to consider to get you off to a good start:

    • Move pawns to the center of the board to open the way for stronger pieces.
    • Your opening will also depend on whether you are playing with black or white pieces. Since White goes first, you should play aggressively and not let the initiative go to your opponent. Black should organize a defense, waiting for White to expose himself to attack.
    • Never move the same piece two moves in a row unless it is in danger of being swept off the board. How more figures you can move, the more moves the enemy will need to counter.
    • With all this in mind, check out the list of openings that grandmasters make in chess tournaments.
  1. Think through your strategy 4-5 moves ahead, making each move part of a more sophisticated attack. To win at chess, you must constantly think several steps ahead, preparing extensive and complex attacks to outsmart your opponent. Your first move determines the entire subsequent game and leads to the first attack or control of certain areas of the board. The best way learn to plan ahead - practice several common openings:

    Perform a 4-move "Children's Checkmate" to instantly win the game. The problem is that this strategy will only work once, as an experienced player will see through your plan and take the king away from the attack. Regardless, the baby checkmate is a great way to catch a newbie off guard and quickly win the game.

    Control the center of the board to control the game. During a game of chess, your main task is to control the center of the board, especially the four squares in the middle. This is because from there you can attack in any direction, allowing you to control the pace and flow of the game. A knight, for example, has 8 potential moves from the center of the board, but only 1-2 from the edges of the board. There are two main ways to achieve control over the center:

    • You can gain a foothold in the center of the board by slowly moving several pieces there. Let the knights and bishops stand on the edges and play the role of support, there they will be able to attack the enemy pieces in the event of an attack. This kind of leisurely development of events is used most often.
    • But approaching from the flanks is more modern style a game in which control of the center is exercised along the edges of the board. Your rooks, queen and knights rise along the edges of the board, thereby preventing the enemy from capturing the center for free.
  2. Develop one figure at a time. Having finished the opening, we move on to the deployment of battle formations. You must remove all your pieces from the initial squares, moving them to places that are more effective for them.

    • If you can, move the pieces one at a time. Do not move the same piece twice in a row, unless, of course, you need to take it away from attack or wear out the enemy’s forces.
    • It is also not necessary to move all the figures. Advancing all the pawns will not help you win, as it will break the key line of defense protecting your king.
  3. Learn castling. Castling is a special move in which the king “jumps” over the rook, which acts as a wall against an upcoming attack and is protected by pawns placed above it. This is an extremely effective defensive tactic, especially for chess beginners. You will need to do the following:

    Don't neglect exchanging pieces. Feel free to trade pieces if you end up with a material advantage, such as sacrificing a knight to gain the enemy queen. When the pieces are more or less equal, the exchange process becomes quite confusing. In short, you should not make an exchange when:

    Think over your strategy 5-6 moves ahead. It may be difficult, but to win games regularly, you must make long-term plans. Each move of the pieces must pursue three main goals. Keeping these points in mind, you will soon be able to calculate multi-move moves on the go to win the game:

    Use your advantage to the maximum, do not rush headlong into the attack. Rhythm of the game is what chess is all about, so keep it there as long as possible. If your opponent only reacts to your actions and constantly removes pieces from attack without being able to counterattack, continue to slowly reduce the number of his pieces. Remember that winning a battle does not guarantee you will win the war. Don't let your opponent make counterattacks in response to your moves. Instead, take out his defensive pieces, capture the center of the board, and then wait for the moment to launch a crushing attack.

    Learn how to bind. Pinning is an attack in which an enemy piece is cornered or taken hostage, deterring the opponent from using it effectively at the risk of losing it. This passive type of combat is great for controlling the flow of the game and defeating the enemy. First, analyze the options for moving the figure. Pay special attention to pieces with a limited number of moves. Then position your pieces to attack the connected piece wherever it moves, effectively rendering it useless for a while.

    Evaluate each move objectively. You must think in terms of the entire board, analyzing every move available to you. Don't make a move just because it's your turn, take your time and try to find the best move available. Of course, it all depends on the situation, but you can ask yourself a couple of questions before each move to understand whether you are doing the right thing:

    Get rid of enemy pieces as a united front. You need to maintain control of the center while attacking as a unit. Your pieces are like pieces in an orchestra - they all serve a unique purpose, but work best together. By eliminating your opponent's pieces, you will increase your chances of bypassing the king's defense, and by organizing 2-3 support groups, you will provide a material advantage.

    Protect your queen at all stages of the game with the help of your bishop and rook. The queen is considered the strongest piece on the board for a reason, so do not rush to exchange it for another enemy piece, even for another queen, such a move is rarely justified. The queen is your most versatile attacking piece, use it for its intended purpose. Always protect and support your queen, as most players are willing to sacrifice almost any piece (except their own queen) to get rid of it.

    Don't surround your bishops with pawns. Bishops attack from long distances, and to control the board, especially in the early stages of the game, it is extremely important to use both of them. There are many opening moves you can learn, but their main purpose is to expose your strong pieces.

Part 3

Game level: advanced

    Think through the course of the game from beginning to end. A game of chess basically has three stages, which are closely related to each other. The best chess players in the world plan their game 10-12 moves ahead while simultaneously developing 3-4 strategies based on their opponent's moves. They know that moves and pieces spent early on will greatly affect the final stage of the game and plan their actions accordingly.

    • Debut: This is where the tone of the game is set. In the first 4–5 moves, an accelerated mobilization of many pieces occurs and the fight for the center of the board begins. You can go on the offensive, transferring the battle to the enemy’s side, or go on the defensive, waiting for the enemy to make the first move.
    • Middlegame: its only purpose is to prepare for the endgame. On at this stage There is an exchange of pieces, seizure of control over the center of the board and the installation of 1-2 lines of attack, which can move at any moment. Trading, of course, can be beneficial, but you must understand that with each lost piece, your chances of winning decrease.
    • Endgame: the stage when very few pieces remain on the board, and their value increases noticeably. You might think that the endgame will be where the main showdown will take place, but in fact, most of the work has already been done. The player who "won" the middlegame and was left with the best material will easily end the game with a mate.
  1. Bishops are much more useful than horses at the end of the game. At the beginning of the game, bishops and knights are approximately equal in strength. However, by the end of the game, bishops will move across the empty board many times faster than the still slow knights. Remember this when exchanging pieces - even if in the short term the bishop is not very useful, then already at the last stage of the game it becomes one of the most valuable pieces.

  2. Take advantage of the numerical advantage of pawns on an empty board. Pawns only seem useless, but by the end of the game they become key figures. They can support strong pieces, advance along the board, unnerving the opponent, and are also an ideal shield for the king. However, this advantage can be lost if you start doubling them at the beginning of the game (two pawns on the same vertical line). Keep your pawns close so they can cover each other. When there are very few pieces left on the board, a swift attack to promote a pawn to a queen can decide the outcome of the game.

    • Look for problem sets on the Internet or grab a book on chess strategies from the library; they will certainly contain example problems.
  • Play confidently with a winning mindset.
  • Don't stop practicing and don't give away pieces foolishly.
  • Go on the offensive in groups. If you have to move away from the group to attack, make a plan to regroup your forces.
  • In some computer chess games there are tips that you can use. These tips may be useful to you in official matches.
  • When you're ready, take part in a tournament or play in a chess club. This can improve your skills and provide an official chess rating.
  • Keep in mind the meaning of each piece and plan your game accordingly. For example, a rook is worth five points, while a bishop is only three. You can gain an advantage if you sacrifice your bishop to neutralize your opponent's rook.
  • Before moving a piece, think through your move in detail.

Warnings

  • Don't use cheap tricks like four-way checkmate. If your opponent knows about them, you are almost guaranteed to lose.
  • It's okay if you don't win! It takes a lot of practice to become a pro!
  • Do not rush to take the “free” pieces. Perhaps your opponent sacrificed this piece in order to exchange it for a stronger piece of yours or to carry out a diversionary maneuver.
  • Don't risk the queen - it's the most valuable piece on the board!

The FIDE rules of chess apply to the game on the chessboard.

The original version of the Rules of Chess is the English text, which was approved by the 79th FIDE Congress in Dresden (Germany) in November 2008 and came into force on July 1, 2009.

(In these Rules, the words “he”, “him” and “him” correspond to the words “she”, “her” and “her”).

Preface

The rules of chess cannot take into account all possible situations that arise during the game and do not provide a solution organizational issues. In cases where the articles of the Rules cannot resolve the situation, decisions must be made on the basis of similar situations considered in the Rules. The Rules require that arbitrators have the necessary competence, common sense and absolute objectivity. Moreover, detailed Rules would deprive the arbitrator of freedom to make a decision dictated by fairness, logic and specific conditions. FIDE calls on all chess federations to accept this point of view.

Any Federation has the right to introduce more detailed Rules, but they:

a. must not contradict the official FIDE Chess Rules;

b. their use is limited to the territory of the given federation;

c. are not valid for any FIDE match, championship or qualifying competition or tournament where FIDE titles or ratings are determined.

Basic rules of the game

Article 1: Nature and purposes of the game of chess

1.1. Chess is played by two partners who take turns moving their pieces on a square board called a “chessboard.” The player with the white pieces starts the game. The chess player gets the right to move only after his partner has completed his move. (See Article 6.7).

1.2. The goal of each player is to attack the opponent's king in such a way that the opponent's king has no escape. The player who achieves this goal is considered to have "checkmated" the opponent's king and won the game. The partner whose king is checkmated has lost the game. Leaving your king under attack and exposing him to attack is not allowed. Capturing the opponent's king is prohibited.

1.3. If the position is such that neither partner can checkmate, the game ends in a draw.

Article 2: Initial position of the pieces on the chessboard

2.1. The chessboard consists of 64 equal squares (8x8), alternately light ("white" squares) and dark ("black" squares). It is placed between the players so that the nearest corner field to the right of the player is white.

2.2. At the beginning of the game, one player has 16 light pieces (“white”); the other - 16 dark figures ("black").

These figures, usually indicated by corresponding symbols, are as follows:

White King
White queen
Two white rooks
Two white elephants
Two white horses
Eight white pawns
Black king
Black queen
Two black rooks
Two black elephants
Two black horses
Eight black pawns

2.3. The initial position of the pieces on the chessboard is as follows:

2.4. The eight vertical rows of squares are called "verticals". The eight horizontal rows of squares are called "horizontals". Straight lines of squares of the same color touching at the corners are called "diagonals".

Article 3: Piece moves

3.1. It is not allowed to move a piece onto a square occupied by a piece of the same color. If a piece moves onto a square occupied by a partner's piece, the latter is captured and removed from the chessboard as part of the same move. A piece is said to attack a partner's piece if that piece can capture on that square, according to Articles 3.2 to 3.8.

A piece attacks a square even if it cannot move to that square because it would leave or place the king of the same color under attack.

3.2. The bishop can move to any square along the diagonal on which it stands.

3.3. The rook can move to any square vertically or horizontally on which it stands.

3.4. The queen can move to any square vertically, horizontally or diagonally on which it stands.

3.5. When these moves are made, the queen, rook or bishop cannot move through a square occupied by another piece.

3.6. The knight can move to one of the nearest squares from the one on which it stands, but not on the same vertical, horizontal or diagonal.

3.7. The pawn can only move forward:

a. to a free field located directly in front of it on the same vertical;

b. from the starting position, as in case (a) - to one field, and to two fields along the same vertical, if both of these fields are not occupied;

With. on the field occupied by the partner’s piece, located diagonally in front of it on the adjacent vertical, while simultaneously capturing this piece.

d. A pawn attacking a square crossed by an opponent's pawn, advanced from its original position by two squares at once, can take this advanced pawn as if its last move was only one square. This capture can only be done with the next move and is called an “on the pass” capture.

e. A pawn that reaches the very last rank from its starting position must be replaced on the same square by a queen or rook or bishop or knight of the same color as part of the move. This replacement of a pawn is called "promotion", the action of the new piece begins immediately. The player's choice is not limited to pieces that have already been captured.

3.8. There are two different ways make a move with the king:

A. move to any adjacent square that is not attacked by one or more of your partner's pieces. The partner's pieces are considered to attack the field even if they cannot move;

or "castling".

This movement of the king and one of the rooks of the same color along the original rank is performed as follows: the king is moved from its original square two squares towards the rook, then the rook is moved through the king to the next square.

b. (1) Castling is not possible:

A. if the king has already moved from his original place,

b. with the rook that was already moving from its original place.

(2) Castling is temporarily impossible if the field is attacked by one of the partner’s pieces:

a. on which the king stands, or which he must cross, or which he must occupy;

b. if there is some piece between the king and the rook with which castling can be made.

3.9 The king is "in check" if it is attacked by one or more of his partner's pieces, even if such pieces cannot move. Neither piece can make a move that puts or leaves its king in check.

Article 4: Making moves

4.1. Each move must be made with only one hand.

4.2. During his turn, a player can correct one or more pieces on their squares, provided that he first warns of his intention (for example, by saying “correcting”).

4.3. If the player who is to move intentionally touches the chessboard (except as provided in Article 4.2):

a. one or more of his pieces, he must make a move with the first piece he touches, if such a move is possible,

b. one or more pieces of the partner, he must take the first piece that he touched, the capture of which is possible.

c. one piece of each color, he must capture the partner's piece with his own piece or, if this is not possible, go or capture the first touched partner's piece with his other piece. If it cannot be determined which piece was touched first, it is considered that it is the piece of the player whose turn it is to move, and not his partner.

4.4. If the player who must make a move

A. intentionally touches his king and rook, he must castle towards that rook if such a move is possible.

b. deliberately touches the rook and then the king, castling is not permitted and Article 4.3(a) must be applied to the situation.

c. If a player who wants to castle touches the king, but castling to that side is not possible, the player must move the king, including castling to the other side, provided it is possible. If the king has no move, the player can make any possible move.

d. If a player promotes a pawn, the piece selection is complete when that piece touches the promotion square.

4.5. If none of the touched pieces can move or be captured, the player can make any possible move.

4.6. If a piece is placed on a square as a possible move or part of a possible move, it cannot move to another square. A move is considered made when all requirements of Article 3 are fully satisfied:

a) in the case of a capture, when the captured piece is removed from the board and the player, having placed his piece on this square, releases his hand,

b) in the case of castling, when the player released his hand from the rook on a square crossed by the king. If a player has released his hand from the king, the move has not yet been made, but the player has no right to make another move other than castling in that direction, if possible,

c) in the case of promoting a pawn, when it is removed from the board and the player has released his hand from the new piece he placed on the promotion square. If a player releases his hand from a pawn that has reached the promotion square, then the move has not yet been made, and the player does not have the right to move the pawn to another square.

4.7. A player loses the right to claim a partner's violation of Articles 4.3 or 4.4 as soon as he intentionally touches a piece.

Article 5: Completion of the game

5.1. The game is considered won by the player

a. who checkmated his partner's king. This ends the game immediately if the mating position has been achieved by a move permitted by the Rules.

b. whose partner declares that he is giving up. This immediately ends the game.

5.2. The game is considered to end in a draw,

a. if the player who must move does not have any move permitted by the Rules, and his king is not in check. Such a game is said to end in a stalemate. This ends the game immediately if the stalemate resulted from a move allowed by the Rules.

b. if a position has arisen where neither partner can mate the king with any series of possible moves. This ends the game immediately if that position was reached by a move permitted by the Rules (see Article 9.6).

c. by agreement between the two partners during the game. This ends the game immediately (see Article 9.1).

The game can end in a draw:

d. if any identical position occurs or has occurred on the chessboard for at least the third time (see Article 9.2)

e. if the last 50 consecutive moves have been made by the players without moving any pawn and without capturing any piece (see Article 9.3).

Competition rules

Article 6: Chess clock

6.1. A "chess clock" is a clock with two dials connected to each other so that only one of them can work at the same time. In the Rules of Chess, the term "clock" means the time displayed on one of two dials. Each dial is equipped with a "flag". "Falling flag" means that the time allotted to the player has ended.

6.2. a) When using a chess clock, each player must make a minimum specified number of moves or all moves within a given period of time; If an electronic clock is used, players may be given a certain amount of extra time for each move. All this must be specified in advance.

b) The time saved by a player in one period of the game is added to his time for the next period, except in the "time delay" mode. In the “time delay” mode, both partners receive “basic thinking time”, as well as a fixed additional time for each move. The main time countdown begins only after the fixed time has expired. If a player switches his clock before this fixed extra time has expired, then the regular time does not change, regardless of the amount of extra time used.

6.3. Immediately after the flag falls, the requirements of Article 6.2(a) must be checked.

6.4. Before the start of the game, the arbiter decides where the chess clock will be set.

6.5. At the set start time of the game, the clock of the player who has white pieces is started.

6.6. a. Any player who appears at the board after the start of the round is considered to have lost the game. Thus, the acceptable delay time is 0 minutes. The competition regulations may establish a different acceptable time of lateness.

b. If the Rules of the Competition establish an acceptable late time other than 0 and no player shows up for the start of the game, then the player playing White loses the time that will pass before he arrives, unless the rules of the competition or the referee's decisions are different.

6.7. A. During the game, each player, having made a move on the board, must stop his clock and turn on his partner’s clock. The player must always be able to stop his clock. His move is considered incomplete until he has done so, unless the move he makes ends the game (see Articles 5.1, 5.2, 9.6). The time between making a move on the board and switching the clock is included in the time allotted for that move.

b. The player must switch his clock with the same hand with which he made the move. The player is prohibited from placing his finger on or above the watch button.

c. Players must switch clocks carefully. Do not hit the watch, lift it or knock it over. Misuse of the watch shall be punished in accordance with Article 13.4.

d. If a player is unable to change the clock, he may ask an assistant to do so, who must be approved by the referee. The clock must be adjusted by the referee.

6.8. The flag is considered to have fallen when the referee records this fact, or when the player makes a correct statement about it.

6.9. If a player has not made the required number of moves within the allotted time, the game is considered lost by that player, unless Article 5.1, or one of Article 5.2 (a), (b) and (c), applies. However, the game is considered a draw if the position is such that the partner cannot checkmate the king with any series of moves allowed by the Rules, even with the most unskilled play.

6.10. a. The watch reading is considered final unless the watch has obvious defects. A watch with an obvious defect must be replaced and the referee must try to set the time on the replaced watch as accurately as possible.

b. If during play it is found that the settings on one or both clocks were incorrect, then either the player or the referee must stop the clock immediately. The referee must do correct settings and adjust the time and move counter. The referee must determine the correct settings as precisely as possible.

6.11. If both flags fall and it is impossible to determine which one fell first, then:

a. the game must continue if this happens in any period of the game except the last period (when all remaining moves must be made);

b. the game ends in a draw if this happens in the last period of the game.

6.12. A. If the game needs to be interrupted, the arbiter must stop the clock.

b. A player can stop the clock only to appeal to the arbiter, for example to obtain a missing piece when promoting a pawn or about an illegal move.

c. In each case, the arbiter decides when the game should be resumed.

d. If a player stops the clock to appeal to the umpire, the umpire must determine whether the player has a reason for making this appeal. If it is apparent that the player does not have a valid reason for stopping the clock, then the player shall be penalized in accordance with Article 13.4.

6.13. If any violation occurs and/or the pieces must be restored to the position preceding the violation, the arbiter must determine as accurately as possible the time that must be set on the clock. He must also, if necessary, adjust the move counter on the clock.

6.14. In the playing hall it is permitted to use screens, monitors or demonstration chessboards showing the current positions, moves and their number, as well as a clock showing the number of moves made. The player cannot make a statement based on this information.

Article 7: Violations and irregularities

7.1. If during the game you find:

a. that the initial position of the pieces was incorrect, the game should be canceled and a new game played;

b. that as soon as the board has not been positioned as required by Article 2.1, the game continues, but the position achieved must be transferred to the correctly positioned board.

7.2. If the game starts with a different color, play continues unless the arbiter decides otherwise.

7.3. If a player moves one or more pieces on the board, he must restore the correct position in his own time. If necessary, the player or his partner must stop the clock and seek assistance from the referee. The arbiter may punish the player who moved the pieces.

7.4. A. If during the game it is discovered that a move has been made that is impossible under the Rules, including violations of the requirements for promoting a pawn or capturing the partner’s king, then the position must be restored before making this impossible move. If the position before the violation cannot be restored, the game must continue from the last position established before the violation. The clock must be set in accordance with Article 6.13. For a move that is made instead of an impossible move, Articles 4.3 and 4.6 apply. After this, the game must be continued from the restored position.

Commentary on Article 7.4a.
An impossible move during classical control is recorded by the participant, and if he did not declare an impossible move and made a response move, by the arbiter.
If a participant makes a statement, he stops the clock and addresses the referee. In this case, the arbiter warns the player who made the illegal move and adds 2 minutes to the applicant. If participants resolve a problem without contacting the referee, no additional time will be added.
If a player did not see that his partner had made an illegal move and made a counter move, the arbiter stops the clock, asks to correct the illegal move, but does not add additional time.

b. In case of application of Article 7.4(a) - for the first two illegal moves made by a player, the arbiter must give it to the opponent who declared it, in each case, two additional minutes; if a player makes a third illegal move, the game must be declared lost by that player.

7.5. If during the game it is discovered that the pieces have been moved from their squares, the position before the violation must be restored. If the position that was before the violation cannot be restored, the game continues from the last restored position. The clock must be set in accordance with Article 6.13.

Article 8: Recording moves

8.1. During the game, each player is required to record his and his partner's moves, as clearly and legibly as possible, in algebraic notation (Appendix C), on the form provided for that competition. It is prohibited to write down moves in advance unless the player claims a draw under Article 9.2 or Article 9.3. A player can respond to his partner's move before recording it, but he must record his previous move before making the next one. Both players must mark the draw proposal on the scoresheet. (Appendix C.13)

If a player is unable to take notes himself, he may provide an assistant, who must be approved by the arbiter, or he may request that he be provided with an assistant to record the moves. His watch must be adjusted by the referee.

Commentary on Article 8.1.
The arbiter, at the request of a partner, must make a remark to the player about the inadmissibility of recording moves before they are played back on the board, then - a warning. In case of a third violation, the referee adds two additional minutes to the partner.

8.2. The referee must be able to see the score sheet throughout the game.

8.3. Entry forms are the property of the competition organizers.

8.4. If a player has less than five minutes left on the clock before control and is not given additional time (30 seconds or more) after each move, then he is not required to comply with the requirements of Article 8.1. Immediately after the fall of one flag, the player who did not keep a record must completely restore the record of the game on the form before he made the next move on the chessboard.

Commentary on Article 8.4.
The player must restore the record immediately after the flag falls at the expense of his time, since at this moment it is necessary to ensure that the control has been passed.

8.5. A. If both players are unable to keep the score in accordance with Article 8.4, the referee or his assistant shall endeavor to be present and keep the score. In this case, immediately after the flag falls, the referee must stop the clock. Both partners should then completely reconstruct their scoresheets using the arbitrator's entry or the partner's scoresheet.

b. If only one player fails to keep a record in accordance with Article 8.4, immediately after the fall of one flag, he must completely restore the record of the game on the scoresheet before he made his next move on the chessboard. If it is his turn, he can use his partner's form, but he must return it before his move.

c. If the moves are not completely recorded on both forms, the partners must restore the recording on another board under the supervision of the arbiter. The arbiter must stop the clock, record the actual position on the board, the clock reading and the number of moves made before the record can be reconstructed.

8.6. If the score sheets cannot be restored to the resulting position and it cannot be confirmed that the player has exceeded his allotted time, the game continues and another move is made. The move is considered the first until the next control, unless it turns out that more moves have been made.

8.7. At the end of the game, both players must sign both forms indicating the result of the game. Even if the result is stated incorrectly, it must be counted unless the referee decides otherwise.

Article 9: Draw

9.1. a. The rules of the competition may state that players cannot agree to a draw before a certain number of moves, or at all, without the permission of the arbiter.

b. If the competition clause allows for a tie, the following applies:

1. A player who wants to offer a draw must do so after making his move on the board, but before changing the clock. An offer at any other time during the game remains valid, but Article 12.6 must be taken into account. No conditions may be attached to such an offer. In this case, the offer cannot be taken back and remains in force until the partner accepts it or rejects it verbally; will reject it by touching the piece with the intention of making a move or capturing; or the game will end in a different way.

2. The offer of a draw must be marked by each player on his scoresheet using the - = symbol. (See Appendix C.13)

3. Demands of a draw under Articles 9.2, 9.3 or 10.2 shall be considered as an offer of a draw.

9.2. The game is declared to have ended in a draw upon the correct statement of the player whose turn it is to move, if the same position is used at least three times (not necessarily by repeating moves):

a. may arise if he first writes down his move on the form and declares to the arbiter his intention to make that move,

b. has already arisen and the player whose turn it is to move demands a draw.

The positions mentioned in points (a) and (b) are considered the same if it is the same player's turn, and pieces of the same type and color occupy the same squares, and the possible moves of all pieces of both players are the same.

Positions are not considered equal if a pawn that could have been taken en passant can no longer be captured in this way in the new position.

9.3. The game is declared to have ended in a draw upon the correct statement of the player whose turn it is to move, if:

A. he writes down the move on the form and declares his intention to make that move, which results in the last 50 moves being made by the players without moving pawns or capturing pieces;

b. the last 50 moves were made by each player without moving any pawns or capturing any piece.

9.4. If a player touches a piece under Article 4.3 without claiming a draw, he loses the right to claim a draw on that move under Articles 9.2 and 9.3.

9.5. If a player declares a draw under Articles 9.2 or 9.3, he must immediately stop the clock. He cannot take back his statement.

a. if such a statement turns out to be correct, the game immediately ends in a draw;

b. if it turns out to be incorrect, the referee must add three minutes to the partner's remaining time. The game must continue and the declared move must be made in accordance with Article 4.

9.6. A game ends in a draw when a position is reached in which checkmate cannot be achieved by any series of moves permitted by the Rules, even with the most unskilled play. This immediately ends the game.

Article 10: Quick play until the end of the game

10.1. “Quick play until the end of the game” is the last phase of the game, when all moves remaining until the end of the game must be made within a limited time.

10.2. If the player who must make a move has less than two minutes left, he can claim a draw before his flag falls. He must stop the clock and call the referee.

a. If the arbiter agrees that the partner is not trying to win the game by normal means, or that it is impossible to win by normal means, he must declare the game a draw. Otherwise, he must defer his decision or reject the application.

b. If the arbiter delays his decision, the partner may be given two minutes to think and the game continues in the presence of the arbiter, if possible. The referee must announce the final result of the game later or after the flag has fallen. He must declare a draw if he agrees that the final position cannot be won by normal means, or that the partner did not make sufficient attempts to win by normal means.

c. If the arbiter denies the request, the partner must be given two additional minutes to think.

d. The judge's decision regarding points (a), (b) and (c) shall be final.

Commentary on Article 10.2.
The most controversial rule. It disappears when using an electronic clock if modes with time addition are used.
At 10.2.c. 2 minutes are added only if the referee considers the statement of a draw to be deliberately false. Most often, the arbiter asks for the game to continue and watches as the player who rejected the draw tries to play for the win. If the referee does not see such attempts, then, without waiting for the flag to fall, he records a draw.

Article 11: Accounting of results

11.1. Unless otherwise stated in advance, the player who wins the game, or wins due to a no-show, receives one point (1), the player who loses receives no points (0), and the player who draws receives half a point. (½).

Article 12: Player Conduct

12.1. Players must not engage in any behavior that brings the game of chess into disrepute.

12.2. Players are not allowed to leave the tournament premises without permission from the referee. The tournament area is defined as the playing area, restrooms, seating areas, smoking areas, and any other areas designated by the referee. The player whose turn it is is not allowed to leave the playing court without the permission of the referee.

12.3. a. During the game, players are prohibited from using any notes, sources of information, advice, or analysis on another board,

b. It is strictly prohibited to bring cell phones or other electronic communications devices not authorized by the referee into the tournament area unless they are completely turned off. If a player's cell phone rings in the tournament room during play, that player shall be awarded a forfeit. His opponent is awarded the victory. However, if the opponent cannot win by any series of moves allowed by the Rules, the result will be a "draw".

c. Smoking is permitted only in areas determined by the arbitrator.

12.4. Game sheets are intended only for recording moves, clock readings, draw proposals and other relevant data.

12.5. Players who have finished their games become spectators.

12.6. It is prohibited to distract or irritate the opponent in any way. This includes unfounded claims or unfounded offers of draw.

12.7. Violation of any part of Articles 12.1 to 12.6 shall be punished in accordance with Article 13.4.

12.8. A participant who persistently refuses to comply with the Rules of Chess shall be punished by being awarded defeat. The result that will be credited to the partner is determined by the arbitrator.

Commentary on Article 12.8.
It can be given "0" - for non-compliance with the Rules of Chess, and "1/2" to the partner if he does not have sufficient material to deliver a cooperative checkmate.

12.9. If both players are found guilty under Article 12.8, the game shall be declared lost by both.

12.10. In the case of Article 10.2.d or Appendix D, the player cannot appeal the arbitrator's decision. Otherwise, a player may appeal any decision of the arbitrator unless the Competition Rules provide otherwise.

Article 13: Role of the Arbitrator (See Preface)

13.1. The arbiter must ensure that the Rules of Chess are strictly observed.

13.2. The referee must contribute to the best possible conduct of the competition: ensure good playing conditions, ensure that the players are not disturbed. He must closely monitor the progress of the competition.

13.3. The arbiter must observe the games, especially when the players are short of time, ensure that the decisions he makes are respected and, if necessary, impose the prescribed penalties on the players.

13.4. The arbitrator may impose one or more of the following penalties:

a. warning;

b. increasing the time remaining with the partner;

c. reduction of the remaining time for a player who violated the Rules;

d. announcement of the loss of the game;

e. reducing the number of points for a player who violated the Rules;

f. increase in points scored for a partner, provided for this game;

g. exclusion of the offender from the competition.

13.5. The referee may add cooling time to either one or both players in the event of outside interference in the game.

13.6. The arbiter must not interfere with the game, except in cases specified in the Rules of Chess. He must not indicate the number of moves made, except for the application of Article 8.5 when one player runs out of time. The arbiter should refrain from telling a player that his partner has made a move or that the player has forgotten to change the clock.

13.7. a. Spectators and players are not allowed to talk in the tournament room or interfere with other players in any way. If necessary, the referee may remove violators from the tournament premises.

b. It is prohibited to use a mobile phone in the tournament premises.

There are a great many rules for playing chess. But besides the difference in the rules of moves, chess is also classified according to time control. Such nuances became possible after the time spent on the game began to be recorded.

One of the varieties is rapid chess or rapid. The key feature of such chess is the reduction of time spent on one game. A rapid chess game lasts more than 10 minutes, but less than 1 hour.


There are also chess games, the total duration of which is no more than 10 minutes. They are called blitz. Chess games that last more than 60 minutes are considered classic.

Varieties of rapid chess

Time control in rapid chess can occur in various ways:

  • Until the end of the game. For example, players are given 15 minutes to make moves. If a player's time is up and the game is still not completed, the game is considered a loss. Exceptions are situations specified in general rules. For example, a checkmate on the board or an inability to checkmate (several strong pieces are playing against the king).
  • Fisher control. After each move made, the player receives a few extra seconds. Time is added automatically - they should have a similar function.

The most popular time control for rapid chess is the following combination: 15 minutes are given for the game, and 10 seconds are added for any move made. All official rapid chess tournaments are usually held with such rules, including the latest world rapid championship.

Rapid chess can be used as the main time control in a tournament or as an addition to a classic tournament. If 4 games are drawn in the match, then two additional games of rapid chess are played.

Rapid game rules

The rules of the game of rapid chess do not contradict the classical chess regulations adopted by FIDE. But there are some nuances and features in the rapid rules that appeared due to time restrictions.

  • Rapid is a game where both players must complete all moves within a given time period, which is between 10 and 60 minutes, or within a given time plus an additional time multiplied by 60 (this must be more than 10 minutes but less than 60 minutes). minutes).
  • Players may not record their moves.
  • Appeals regarding incorrectly placed pieces or incorrectly set time are accepted by the judges only before 3 moves have been completed inclusive. In this case, the game starts again with the pieces correctly placed.
  • If the players have made more than 3 moves, no changes are made to the course of the game, the game continues with the existing layouts.
  • The rule “take it - go” is implemented by the referees only when the player appeals. Chess players can resolve this issue individually or ignore the violation - in this case, the judge should not interfere in the game.
  • Fixation of overdue time follows only after the player’s request. This is done by stopping the clock and exclaiming "Flag" or "Time". If the players do not appeal, the game can continue.
  • In the event that an illegal move is made, the referee's intervention is only required if the player appeals. If there is no response, the game continues. A player's appeal is accepted only at the moment when he has not made his own move and has not changed the clock. If the appeal is approved, the chess player who made an impossible move must perform the correct move with the given piece, guided by the “take on - move” rule.

How to record time delays

In cases where the opponents are strong chess players, conflict situations arise quite rarely. Parties are built on excellent knowledge of the rules and mutual respect, so all controversial situations are resolved face-to-face.

If there is a time delay in the game, it is important to record it correctly. In rapid, seconds count, so wrong actions can decide the outcome of the game against you.

When recording a time overdue by an opponent, you must:

  • Stop the clock immediately. This action must be performed first, since otherwise you may overstay your time if your opponent has already changed the clock to your time.
  • Use a gesture or the word “time” to indicate to your opponent that there is a delay. Usually this action is enough and there is no need to contact a judge.

World Rapid Championship

Conducted since 2001. The Russian Garry Kasparov won the first world confrontation. The next championship was held in 2003, followed by a long break until 2009, and since 2012, matches for the world rapid chess championship have been held annually.

The two-time champion title winner is Norway's Magnus Carlsen, who won in 2014 and 2015, and India's Viswanathan Anand, who won the title in 2003 and 2017. Also, in different years, the title of world champion was received by Sergey Karyakin, Vasily Ivanchuk, Levon Aronyan and Shakhriyar Mamedyarov.

Anna Muzychuk won the women's championship.

Features of the game of rapid chess

Rapid chess, due to the reduced playing time, relegates the thinking abilities of chess players to the background. The key factors for achieving victory here are not only mental processes, but also quickness and knowledge by heart of the main game scenarios.

Therefore, to win in rapid it is important to force your opponent to think. It is advisable to start doing this from the first moves. The enemy will think about how to competently play the situation from the very beginning, and then quickly find himself in time trouble and begin to make mistakes.

By the way, many rapid players get into time trouble precisely because they want to calculate the situation to the end, which wastes a lot of time. And if in classical chess there is such an advantage, then here spending time on long thoughts is tantamount to losing.

If the rapid is played under time control conditions without adding extra minutes, then too much time pressure can negate all the players' efforts.

You should also not waste time looking for the best move. In rapid chess, every second spent leads to a negative result. Of course, if the control occurs with the addition of time, then these problems are somewhat smoothed out, but the further part of the game will still take place under stress due to the shortage of precious seconds.

The tactics of playing in an acute position with different time controls are significantly different. Thus, when controlling the time until the end of the game, it is most profitable to switch to a lost endgame, since the opponent will not have time to move the queen and checkmate.

When controlling with added time, moving to a lost endgame cannot be called a competent tactic. The opponent has a simple plan for victory and after each move he makes, additional seconds will be added to him. Thus, he will easily have time to implement his own strategy.

Rapid today is gradually replacing the classical game of chess. This format of confrontations is more spectacular, which is attractive both for spectators and for championship organizers. Only overly enthusiastic chess fans enjoy watching 4-hour games of classics.

In rapid chess, not only the result is interesting, but also the emotions of the players and the decisions made in a stressful situation. Also important is saving money on the tournament.

It is impossible to say unequivocally that the future of chess lies in rapid, but the fact that such confrontations are gaining popularity is absolutely certain. Therefore, it is worth not only learning to play chess, but also trying to increase the speed of the game.

Good day, dear friend!

The world is accelerating, and so is chess. Rapid chess, which was perceived as exotic just 30 years ago, has now noticeably replaced the classics. And this offensive continues.

What kind of game is it?

Rapid chess is a game format in which the range of thinking time varies within the following range: more than 10 minutes but less than 60 . To each of the opponents, of course.

Please note - strictly more than 10 minutes. A game with a control of 10 minutes per game or less is considered a blitz. 60 minutes or more – classical chess. Everything in this interval is rapid chess or rapid.

Time control can be set either before the end of the game or with added time. For example: 25 minutes each. Or 25 minutes + 5 seconds. That is, five seconds are added to each move made.

The most common control in high-level tournaments today is 15 minutes per game with an additional 10 seconds for each move made .

It was with this control that the last World Rapid Championship was held in Doha (Qatar)

Rules

In general, the rules of rapid chess do not differ from the rules of FIDE chess.

However, there are small additions and changes related to the features of quick play:

  • Players do not have to record the game.
  • The player's statements about incorrect figures, setting the time, are accepted up to and including the third move made. If this happens, changes are made and the game starts again.
  • If more than three moves are made, the game continues with the settings and arrangement of the pieces that exist.
  • The “take on - go” rule is implemented by the referee only if the player appeals. If this did not happen, or the chess players decided the situation one-on-one, the intervention of the judge is not required.
  • Time delay is also recorded at the request of the player. The player stops the clock and announces the opponent's time delay with the words "Time" or "Flag".

Important : Don’t forget to stop the clock if your opponent runs out of time.


Otherwise, if your opponent managed to change the clock, your flag may also collapse. And then it’s a draw.

  • The judge should not record a delay in time. Usually this is not required, the players know the rules and conflicts in such a situation are extremely rare.
  • A player's statement about an impossible move is accepted until the moment when the player makes a response move and switches the clock. IN the latter case The game continues.

In case of an impossible move, the position is returned, and the player makes a move with the piece with which he made the impossible move.

Some sources write that in the event of an impossible move, the player is considered defeated. This rule exists only in blitz, although even there it is almost never used in practice. Perhaps the organizers of individual tournaments are showing similar “initiative”.

However, your humble servant has never seen anything like this.

Champions

Became world rapid champion twice Magnus Carlsen.

One at a time - Garry Kasparov, Gata Kamsky, Levon Aronian, Vishy Anand, Shakhriyar Mamedyarov, Sergey Karyakin.

The last and current world rapid champion is Vasily Ivanchuk.


One of the games from his winning tournament:

Perez Ponsa – Ivanchuk , Doha, 2016 0:1

The champion among representatives of the better half of humanity was Anna Muzychuk.

Let's not ignore an example of her work:

Muzychuk – Kashlinskaya , Doha, 2016, 1:0

How to play rapid?

I would highlight a couple of basic principles:

Make your opponent think

One of my acquaintances, a rapid master, constantly played an opening called modern defense ( 1.е4 g6) with the fiacketing of the second bishop:

Many of his opponents considered it a matter of honor to refute the incorrect beginning. We thought for a long time, looking for ways to “nail” already in the opening. As a result, with all that it implies.


Best the enemy of the good

A typical problem of “time troublers” is the desire to count “to the end.” This takes time. In the classics, this still goes nowhere. In rapid chess this problem comes up especially urgently.

Severe time pressure under control conditions until the end of the game without adding time can ruin absolutely everything.

Another problem is finding the best move. It is no coincidence that they say: the best is the enemy of the good. Carelessly wasting precious time in search of pie in the sky will most likely lead to the result described above.

When controlling with added time, these problems are leveled out, but time pressure remains and the rest of the game will have to be played under the pressure of lack of time.


And here I would like to draw attention to an important nuance:

Two big differences

The game with added time per move and without added time differs significantly. For example:

The opponent has 15 seconds under control until the end of the game without adding time.

In a worse, but double-edged position, you can exchange queens and go into a obviously lost pawn endgame.

To win, he needs to move the queen and then checkmate. There is simply not enough time for this physically.

By keeping queens, you risk more. You can miss some kind of poke or blow with a checkmate in a couple of moves.

When controlling with added time, the option of moving to a lost endgame will no longer work. Since seconds are added to each move, your opponent will have time to do everything: move a pawn and checkmate.

This is the fundamental difference between a game with and without added time that is important to always take into account.

Increase in popularity

Over the past decades, the popularity of rapid chess has been steadily growing year by year.

Reason: tournament and match chess is maintained largely by sponsors. And sponsors need entertainment. Three to five hours of classics is too long. Rapid is a completely different matter.


Passions, emotions, results - everything is compressed in time. And saving money on holding the tournament is an important factor.

Will rapid chess eventually supplant classical chess? Anything is possible, we'll wait and see.

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The basic rules of the game are the same as in classical chess; you can familiarize yourself with them by clicking.

1. "Quick Play" is a game in which each player must complete all moves either in a given time of more than 10 minutes but less than 60 minutes, or in a given time plus some additional time multiplied by 60, which is more 10 minutes, but less than 60 minutes.

2. Players do not have to write down their moves.

3. The above Competition Rules shall apply if:

A). one arbiter oversees at most three games, and

b). Each game is recorded by the referee or his assistant and, if possible, by electronic means.

4. Otherwise the following rules apply:

a. Once each player has completed ten moves from the starting position,

1.no changes can be made to the clock setting if this would adversely affect the competition schedule;

2. No claims regarding incorrect placement of pieces or incorrect orientation of the chessboard can be accepted. In case of incorrect placement, castling is not allowed. If the position of the rook is incorrect, castling with this rook is not allowed.

b. A move not permitted by the Rules is completed as soon as the player presses his watch. If the arbiter observes this, he must declare that the player has lost the game, provided that the opponent has not made his next move. If the arbiter does not intervene, the opponent has the right to claim victory if he has not made his next move. However, the game ends in a draw if the position is such that the opponent cannot checkmate the player's king with any possible series of legal moves. If the opponent does not claim victory and the arbiter does not intervene, the illegal move remains valid and the game must continue. After the opponent has made his next move, the illegal move cannot be corrected unless the players agree to it without the intervention of the arbiter.

With. To claim a time victory, the applicant must stop the clock and notify the arbiter. In order for the application to be substantiated, there must be some time left on the applicant's watch after the watch stops. However, the game ends in a draw if the position is such that the opponent cannot checkmate the player's king with any possible series of legal moves.

d. If the arbiter notices that both kings are in check or the pawn is on the rank furthest from its original position, he must wait until the next move is completed. Then, if the illegal position still remains on the board, he must declare that the game is a draw.

5. The competition regulations must indicate which Article 3 or 4 rules will apply throughout the competition.