| FIDE Laws of Chess
|
| The FIDE Laws of Chess cover
over-the-board play.
The English text is the authentic version of the
Laws of Chess, which was 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`. |
| PREFACE
The Laws of Chess cannot cover all possible
situations that may arise during a game, nor can they regulate all
administrative questions. Where cases are not precisely regulated by an
Article of the Laws, it should be possible to reach a correct decision
by studying analogous situations, which are discussed in the Laws. The
Laws assume that arbiters have the necessary competence, sound judgement
and absolute objectivity. Too detailed a rule might deprive the arbiter
of his freedom of judgement and thus prevent him from finding the
solution to a problem dictated by fairness, logic and special factors.
FIDE appeals to all chess players and federations to accept this
view.
A member federation is free to introduce more detailed rules provided
they:
a. do not conflict in any way with the official FIDE Laws of Chess
b. are limited to the territory of the federation in question; and
c. are not valid for any FIDE match, championship or qualifying event,
or for a FIDE title or rating
tournament.
BASIC RULES OF PLAY
Article 1: The nature and objectives of the game of chess
1.1 The game of chess is played between two opponents who move
their pieces alternately on a square board called a `chessboard`. The
player with the white pieces commences the game. A player is said to
`have the move`, when his opponent`s move has been ’made’.
1.2 The objective of each player is to place the opponent`s
king `under attack` in such a way that the opponent has no legal move.
The player who achieves this goal is said to have `checkmated` the
opponent`s king and to have won the game. Leaving one’s own king under
attack, exposing one’s own king to attack and also ’capturing’ the
opponent’s king are not allowed. The opponent whose king has been
checkmated has lost the game.
1.3 If the position is such that neither player can possibly
checkmate, the game is drawn. |
| Article 2: The initial position of the
pieces on the chessboard |
| 2.1 |
The chessboard is composed of an 8x8 grid of 64 equal
squares alternately light (the `white` squares) and dark (the `black`
squares).
The chessboard is placed between the players in such a way that the near
corner square to the right of the player is white. |
| 2.2 |
At the beginning of the game one player has 16
light-coloured pieces (the `white` pieces); the other has 16
dark-coloured pieces (the `black` pieces):
These pieces are as follows:
| A white king, usually indicated by the symbol |
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| A white queen, usually indicated by the symbol |
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| Two white rooks, usually indicated by the symbol |
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| Two white bishops, usually indicated by the symbol |
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| Two white knights, usually indicated by the symbol |
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| Eight white pawns, usually indicated by the symbol |
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| A black king, usually indicated by the symbol |
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| A black queen, usually indicated by the symbol |
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| Two black rooks, usually indicated by the symbol |
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| Two black bishops, usually indicated by the symbol |
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| Two black knights, usually indicated by the symbol |
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| Eight black pawns, usually indicated by the symbol |
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|
| 2.3 |
The initial position of the pieces on the chessboard
is as follows:
|
| 2.4 |
The eight vertical columns of squares are called
`files`. The eight horizontal rows of squares are called ranks`. A
straight line of squares of the same colour, touching corner to corner,
is called a `diagonal`. |
| Article 3: The moves of the pieces
|
| 3.1 |
It is not permitted to move a piece to a square
occupied by a piece of the same colour. If a piece moves to a square
occupied by an opponent`s piece the latter is captured and removed from
the chessboard as part of the same move. A piece is said to attack an
opponent`s piece if the piece could make a capture on that square
according to Articles 3.2 to 3.8. A piece is considered to attack a
square, even if such a piece is constrained from moving to that square
because it would then leave or place the king of its own colour under
attack. |
| 3.2 |
The bishop may move to any square along a diagonal on
which it stands.
|
| 3.3 |
The rook may move to any square along the file or the
rank on which it stands.
|
| 3.4 |
The queen may move to any square along the file, the
rank or a diagonal on which it stands.
|
| 3.5 |
When making these moves the bishop, rook or queen may
not move over any intervening pieces. |
| 3.6 |
The knight may move to one of the squares nearest to
that on which it stands but not on the same rank, file or diagonal.
|
| 3.7 |
-
The pawn may move forward to the unoccupied
square immediately in front of it on the same file, or
-
on its first move the pawn may move as in (a);
alternatively it may advance two squares along the same file
provided both squares are unoccupied, or
-
the pawn may move to a square occupied by an
opponent`s piece, which is diagonally in front of it on an adjacent
file, capturing that piece.
-
Ad. A pawn attacking a square crossed by an
opponent`s pawn which has advanced two squares in one move from its
original square may capture this opponent`s pawn as though the
latter had been moved only one square. This capture is only legal on
the move following this advance and is called an `en passant`
capture.
-
When a pawn reaches the rank furthest from its
starting position it must be exchanged as part of the same move for
a new queen, rook, bishop or knight of the same colour. The player`s
choice is not restricted to pieces that have been captured
previously. This exchange of a pawn for another piece is called
`promotion` and the effect of the new piece is immediate.
|
| 3.8 |
a. There are two different ways of moving the king, by:
-
moving to any adjoining square not attacked by
one or more of the opponent`s pieces.

or
-
`castling`. This is a move of the king and either
rook of the same colour on the same rank, counting as a single move
of the king and executed as follows: the king is transferred from
its original square two squares towards the rook, then that rook is
transferred to the square the king has just crossed.
(1) The right for castling has been lost:
-
if the king has already moved, or
-
with a rook that has already moved
(2) Castling is prevented temporarily
-
if the square on which the king stands, or
the square which it must cross, or the square which it is to
occupy, is attacked by one or more of the opponent`s pieces.
-
if there is any piece between the king and
the rook with which castling is to be effected.
|
| 3.9 |
The king is said to be `in check` if it is attacked
by one or more of the opponent`s pieces, even if such pieces are
constrained from moving to that square because they would then leave or
place their own king in check. No piece can be moved that will either
expose the king of the same colour to check or leave that king in check.
|
| Article 4: The act of moving the pieces
|
| 4.1 |
Each move must be made with one hand only. |
| 4.2 |
Provided that he first expresses his intention (e.g.
by saying "j`adoube" or "I adjust"), the player having the move may
adjust one or more pieces on their squares. |
| 4.3 |
Except as provided in Article 4.2, if the player
having the move deliberately touches on the chessboard
-
one or more of his own pieces, he must move the
first piece touched that can be moved, or
-
one or more of his opponent`s pieces, he must
capture the first piece touched, which can be captured, or
-
one piece of each colour, he must capture the
opponent`s piece with his piece or, if this is illegal, move or
capture the first piece touched which can be moved or captured. If
it is unclear, whether the player`s own piece or his opponent`s was
touched first, the player`s own piece shall be considered to have
been touched before his opponent`s.
|
| 4.4 |
-
If a player deliberately touches his king and
rook he must castle on that side if it is legal to do so.
-
If a player deliberately touches a rook and then
his king he is not allowed to castle on that side on that move and
the situation shall be governed by Article 4.3(a).
-
If a player, intending to castle, touches the
king or king and rook at the same time, but castling on that side is
illegal, the player must make another legal move with his king which
may include castling on the other side. If the king has no legal
move, the player is free to make any legal move.
-
If a player promotes a pawn, the choice of the
piece is finalised, when the piece has touched the square of
promotion.
|
| 4.5 |
If none of the pieces touched can be moved or
captured, the player may make any legal move. |
| 4.6 |
When, as a legal move or part of a legal move, a
piece has been released on a square, it cannot then be moved to another
square. The move is considered to have been made when all the relevant
requirements of Article 3 have been fulfilled.
-
in the case of a capture, when the captured piece
has been removed from the chessboard and the player, having placed
his own piece on its new square, has released this capturing piece
from his hand;
-
in the case of castling, when the player`s hand
has released the rook on the square previously crossed by the king.
When the player has released the king from his hand, the move is not
yet made, but the player no longer has the right to make any move
other than castling on that side, if this is legal;
-
in the case of the promotion of a pawn, when the
pawn has been removed from the chessboard and the player`s hand has
released the new piece after placing it on the promotion square. If
the player has released from his hand the pawn that has reached the
promotion square, the move is not yet made, but the player no longer
has the right to play the pawn to another square.
|
| 4.7 |
A player forfeits his right to a claim against his
opponent`s violation of Article 4.3 or 4.4, once he deliberately touches
a piece. |
| Article 5: The completion of the game
|
| 5.1 |
-
The game is won by the player who has checkmated
his opponent`s king. This immediately ends the game, provided that
the move producing the checkmate position was a legal move.
-
The game is won by the player whose opponent
declares he resigns. This immediately ends the game.
|
| 5.2 |
-
The game is drawn when the player to move has no
legal move and his king is not in check. The game is said to end in
`stalemate`. This immediately ends the game, provided that the move
producing the stalemate position was legal.
-
The game is drawn when a position has arisen in
which neither player can checkmate the opponent`s king with any
series of legal moves. The game is said to end in a `dead position`.
This immediately ends the game, provided that the move producing the
position was legal.
-
The game is drawn upon agreement between the two
players during the game. This immediately ends the game. (See
Article 9.1)
-
The game may be drawn if any identical position
is about to appear or has appeared on the chessboard at least three
times. (See Article 9.2)
-
The game may be drawn if each player has made at
least the last 50 consecutive moves without the movement of any pawn
and without any capture. (See Article 9.3)
|
| COMPETITION RULES |
| Article 6: The chess clock |
| 6.1 |
`Chess clock` means a clock with two time displays,
connected to each other in such a way that only one of them can run at
one time.
`Clock` in the Laws of Chess means one of the two time displays.
`Flag fall` means the expiration of the allotted time for a player. |
| 6.2 |
-
When using a chess clock, each player must make a
minimum number of moves or all moves in an allotted period of time
and/or may be allocated an additional amount of time with each move.
All these must be specified in advance.
-
The time saved by a player during one period is
added to his time available for the next period, except in the `time
delay` mode.
In the time delay mode both players receive an allotted `main
thinking time`. Each player also receives a `fixed extra time` with
every move. The countdown of the main time only commences after the
fixed time has expired. Provided the player stops his clock before
the expiration of the fixed time, the main thinking time does not
change, irrespective of the proportion of the fixed time used.
|
| 6.3 |
Each time display has a `flag`. Immediately after a
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 is placed. |
| 6.5 |
At the time determined for the start of the game the
clock of the player who has the white pieces is started. |
| 6.6 |
If neither player is present initially, the player
who has the white pieces shall lose all the time that elapses until he
arrives; unless the rules of the competition specify or the arbiter
decides otherwise. |
| 6.7 |
Any player who arrives at the chessboard more than
one hour after the scheduled start of the session shall lose the game
unless the rules of the competition specify or the arbiter decides
otherwise. |
| 6.8 |
-
During the game each player, having made his move
on the chessboard, shall stop his own clock and start his opponent`s
clock. A player must always be allowed to stop his clock. His move
is not considered to have been completed until he has done so,
unless the move that was made ends the game. (See Articles 5.1, and
5.2)
The time between making the move on the chessboard and stopping his
own clock and starting his opponent`s clock is regarded as part of
the time allotted to the player.
-
A player must stop his clock with the same hand
as that with which he made his move. It is forbidden for a player to
keep his finger on the button or to `hover` over it.
-
The players must handle the chess clock properly.
It is forbidden to punch it forcibly, to pick it up or to knock it
over. Improper clock handling shall be penalised in accordance with
Article 13.4.
-
If a player is unable to use the clock, an
assistant, who is acceptable to the arbiter, may be provided by the
player to perform this operation. His clock shall be adjusted by the
arbiter in an equitable way.
|
| 6.9 |
A flag is considered to have fallen when the arbiter
observes the fact or when either player has made a valid claim to that
effect. |
| 6.10 |
Except where Articles 5.1 or one of the Articles 5.2
(a), (b) and (c) apply, if a player does not complete the prescribed
number of moves in the allotted time, the game is lost by the player.
However, the game is drawn, if the position is such that the opponent
cannot checkmate the player`s king by any possible series of legal
moves, even with the most unskilled counterplay. |
| 6.11 |
Every indication given by the clocks is considered to
be conclusive in the absence of any evident defect. A chess clock with
an evident defect shall be replaced. The arbiter shall replace the clock
and use his best judgement when determining the times to be shown on the
replacement chess clock. |
| 6.12 |
If both flags have fallen and it is impossible to
establish which flag fell first, then
-
the game shall continue if it happens in any
period of the game except the last period.
-
the game is drawn in case it happens in the
period of a game, in which all remaining moves must be completed.
|
| 6.13 |
-
If the game needs to be interrupted, the arbiter
shall stop the clocks.
-
A player may stop the clocks only in order to
seek the arbiter`s assistance, for instance when promotion has taken
place and the piece required is not available.
-
The arbiter shall decide when the game is to be
restarted in either case.
-
If a player stops the clocks in order to seek the
arbiter`s assistance, the arbiter shall determine if the player had
any valid reason for doing so. If it is obvious that the player has
no valid reason for stopping the clocks, the player shall be
penalised according to article 13.4.
|
| 6.14 |
If an irregularity occurs and/or the pieces have to
be restored to a previous position, the arbiter shall use his best
judgement to determine the times to be shown on the clocks. He shall
also, if necessary, adjust the clock`s move counter. |
| 6.15 |
Screens, monitors, or demonstration boards showing
the current position on the chessboard, the moves and the number of
moves made, and clocks which also show the number of moves, are allowed
in the playing hall. However, the player may not make a claim relying
solely on information shown in this manner. |
| Article 7: Irregularities |
| 7.1 |
-
If during a game it is found that the initial
position of the pieces was incorrect, the game shall be cancelled
and a new game played.
-
If during a game it is found that the only error
is that the chessboard has been placed contrary to Article 2.1, the
game continues but the position reached must be transferred to a
correctly placed chessboard.
|
| 7.2 |
If a game has begun with colours reversed, then it
shall continue, unless the arbiter rules otherwise. |
| 7.3 |
If a player displaces one or more pieces, he shall
re-establish the correct position on his own time. If necessary, either
the player or his opponent shall stop the clocks and ask for the
arbiter`s assistance. The arbiter may penalise the player who displaced
the pieces. |
| 7.4 |
-
If during a game it is found that an illegal
move, including failing to meet the requirements of the promotion of
a pawn or capturing the opponent’s king, has been completed, the
position immediately before the irregularity shall be reinstated. If
the position immediately before the irregularity cannot be
determined, the game shall continue from the last identifiable
position prior to the irregularity. The clocks shall be adjusted
according to Article 6.14. Article 4.3 applies to the move replacing
the illegal move. The game shall then continue from this reinstated
position.
-
After the action taken under Article 7.4(a), for
the first two illegal moves by a player the arbiter shall give two
minutes extra time to his opponent in each instance; for a third
illegal move by the same player, the arbiter shall declare the game
lost by this player.
|
| 7.5 |
If during a game it is found that pieces have been
displaced from their squares, the position before the irregularity shall
be reinstated. If the position immediately before the irregularity
cannot be determined, the game shall continue from the last identifiable
position prior to the irregularity. The clocks shall be adjusted
according to Article 6.14. The game shall then continue from this
reinstated position. |
| Article 8: The recording of the moves
|
| 8.1 |
In the course of play each player is required to
record his own moves and those of his opponent in the correct manner,
move after move, as clearly and legibly as possible, in the algebraic
notation (Appendix E), on the ‘scoresheet’ prescribed for the
competition. It is forbidden to write the moves in advance, unless the
player is claiming a draw according to Article 9.2 or 9.3.
A player may reply to his opponent`s move before recording it, if he so
wishes. He must record his previous move before making another. Both
players must record the offer of a draw on the scoresheet. (Appendix
E.13) If a player is unable to keep score, an assistant, who is
acceptable to the arbiter, may be provided by the player to write the
moves. His clock shall be adjusted by the arbiter in an equitable way.
|
| 8.2 |
The scoresheet shall be visible to the arbiter
throughout the game. |
| 8.3 |
The scoresheets are the property of the organisers of
the event. |
| 8.4 |
If a player has less than five minutes left on his
clock at some stage in a period and does not have additional time of 30
seconds or more added with each move, then he is not obliged to meet the
requirements of Article 8.1. Immediately after one flag has fallen the
player must update his scoresheet completely before moving a piece on
the chessboard |
| 8.5 |
-
If neither player is required to keep score under
Article 8.4, the arbiter or an assistant should try to be present
and keep score. In this case, immediately after one flag has fallen,
the arbiter shall stop the clocks. Then both players shall update
their scoresheets, using the arbiter`s or the opponent`s scoresheet.
-
If only one player is not required to keep score
under Article 8.4 he must, as soon as either flag has fallen, update
his scoresheet completely before moving a piece on the chessboard.
Provided it is the player`s move, he may use his opponent`s
scoresheet, but must return it before making a move
-
If no complete scoresheet is available, the
players must reconstruct the game on a second chessboard under the
control of the arbiter or an assistant. He shall first record the
actual game position, clock times and the number of moves made, if
this information is available, before reconstruction takes place.
|
| 8.6 |
If the scoresheets cannot be brought up-to-date
showing that a player has overstepped the allotted time, the next move
made shall be considered as the first of the following time period,
unless there is evidence that more moves have been made. |
| 8.7 |
At the conclusion of the game both players shall sign
both scoresheets, indicating the result of the game. Even if incorrect,
this result shall stand, unless the arbiter decides otherwise. |
| Article 9: The drawn game |
| 9.1 |
-
A player wishing to offer a draw shall do so
after having made a move on the chessboard and before stopping his
clock and starting the opponent`s clock. An offer at any other time
during play is still valid, but Article 12.6 must be considered. No
conditions can be attached to the offer. In both cases the offer
cannot be withdrawn and remains valid until the opponent accepts it,
rejects it orally, rejects it by touching a piece with the intention
of moving or capturing it, or the game is concluded in some other
way.
-
The offer of a draw shall be noted by each player
on his scoresheet with a symbol (See Appendix E13).
-
A claim of a draw under 9.2, 9.3 or 10.2 shall be
considered to be an offer of a draw.
|
| 9.2 |
The game is drawn, upon a correct claim by the player
having the move, when the same position, for at least the third time
(not necessarily by a repetition of moves)
-
is about to appear, if he first writes his move
on his scoresheet and declares to the arbiter his intention to make
this move, or
-
has just appeared, and the player claiming the
draw has the move.
Positions as in (a) and (b) are considered the same, if
the same player has the move, pieces of the same kind and colour occupy
the same squares, and the possible moves of all the pieces of both
players are the same. Positions are not the same if a pawn that could
have been captured en passant can no longer in this manner be captured
or if the right to castle has been changed temporarily or permanently.
|
| 9.3 |
The game is drawn, upon a correct claim by the player
having the move, if
-
he writes his move on his scoresheet, and
declares to the arbiter his intention to make this move which shall
result in the last 50 moves having been made by each player without
the movement of any pawn and without any capture, or
-
the last 50 consecutive moves have been made by
each player without the movement of any pawn and without any
capture.
|
| 9.4 |
If the player makes a move without having claimed the
draw he loses the right to claim, as in Article 9.2 or 9.3, on that
move. |
| 9.5 |
If a player claims a draw as in Article 9.2 or 9.3,
he shall immediately stop both clocks. He is not allowed to withdraw his
claim.
-
If the claim is found to be correct the game is
immediately drawn.
-
If the claim is found to be incorrect, the
arbiter shall add three minutes to the opponent`s remaining time.
Additionally, if the claimant has more than two minutes on his clock
the arbiter shall deduct half of the claimant`s remaining time up to
a maximum of three minutes. If the claimant has more than one
minute, but less than two minutes, his remaining time shall be one
minute. If the claimant has less than one minute, the arbiter shall
make no adjustment to the claimant`s clock. Then the game shall
continue and the intended move must be made.
|
| 9.6 |
The game is drawn when a position is reached from
which a checkmate cannot occur by any possible series of legal moves,
even with the most unskilled play. This immediately ends the game,
provided that the move producing this position was legal. |
| Article 10: Quickplay Finish |
| 10.1 |
A `quickplay finish` is the phase of a game, when all
the (remaining) moves must be made in a limited time. |
| 10.2 |
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.
-
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.
-
If the arbiter has rejected the claim, the
opponent shall be awarded two extra minutes time.
-
The decision of the arbiter shall be final
relating to 10.2 a, b, c.
|
| Article 11: Scoring |
| 11.1 |
Unless announced otherwise in advance, a player who
wins his game, or wins by forfeit, scores one point (1), a player who
loses his game, or forfeits scores no points (0) and a player who draws
his game scores a half point (1/2). |
| Article 12: The conduct of the players
|
| 12.1 |
The players shall take no action that will bring the
game of chess into disrepute. |
| 12.2 |
-
During play the players are forbidden to make use
of any notes, sources of information, advice, or analyse on another
chessboard.
-
It is strictly forbidden to bring mobile phones
or other electronic means of communication, not authorised by the
arbiter, into the playing venue. If a player`s mobile phone rings in
the playing venue during play, that player shall lose the game. The
score of the opponent shall be determined by the arbiter.
|
| 12.3 |
The scoresheet shall be used only for recording the
moves, the times of the clocks, the offers of a draw, matters relating
to a claim and other relevant data. |
| 12.4 |
Players who have finished their games shall be
considered to be spectators. |
| 12.5 |
Players are not allowed to leave the `playing venue`
without permission from the arbiter. The playing venue is defined as the
playing area, rest rooms, refreshment area, area set aside for smoking
and other places as designated by the arbiter.
The player having the move is not allowed to leave the playing area
without permission of the arbiter. |
| 12.6 |
It is forbidden to distract or annoy the opponent in
any manner whatsoever. This includes unreasonable claims or unreasonable
offers of a draw. |
| 12.7 |
Infraction of any part of the Articles 12.1 to 12.6
shall lead to penalties in accordance with Article 13.4. |
| 12.8 |
Persistent refusal by a player to comply with the
Laws of Chess shall be penalised by loss of the game. The arbiter shall
decide the score of the opponent. |
| 12.9 |
If both players are found guilty according to Article
12.8, the game shall be declared lost by both players. |
| Article 13: The role of the arbiter (see
Preface) |
| 13.1 |
The arbiter shall see that the Laws of Chess are
strictly observed. |
| 13.2 |
The arbiter shall act in the best interest of the
competition. He should ensure that a good playing environment is
maintained and that the players are not disturbed. He shall supervise
the progress of the competition. |
| 13.3 |
The arbiter shall observe the games, especially when
the players are short of time, enforce decisions he has made and impose
penalties on players where appropriate. |
| 13.4 |
The arbiter can apply one or more of the following
penalties:
-
warning,
-
increasing the remaining time of the opponent,
-
reducing the remaining time of the offending
player,
-
declaring the game to be lost,
-
reducing the points scored in a game by the
offending party,
-
increasing the points scored in a game by the
opponent to the maximum available for that game,
-
expulsion from the event.
|
| 13.5 |
The arbiter may award either or both players
additional time in the event of external disturbance of the game. |
| 13.6 |
The arbiter must not intervene in a game except in
cases described by the Laws of Chess. He shall not indicate the number
of moves made, except in applying Article 8.5 when at least one flag has
fallen. The arbiter shall refrain from informing a player that his
opponent has completed a move or that the player has not pressed his
clock. |
| 13.7 |
-
Spectators and players in other games are not to
speak about or otherwise interfere in a game. If necessary, the
arbiter may expel offenders from the playing venue.
-
It is forbidden for anybody to use a mobile phone
in the playing venue and any area designated by the
arbiter
|
| Article 14: FIDE |
| 14.1 |
Member federations may ask FIDE to give an official
decision about problems relating to the Laws of Chess. |