NEW YORK STATE SCHOLASTIC
CHESS CHAMPIONSHIP RULES
(Additional Tournament Rules Appear in the USCF Rule Book, 5th Edition)
1. HOW TO FIND YOUR GAME
To find where you are supposed to be, look at the yellow pairing sheets.
The left-most number on the pairing sheet is the number of the board where you
will play. Do not confuse this with the number right before your
name-- that is your player number in the tournament, not your board
number. Double check the pairing chart to make sure of your board number, and
look to see your opponent's name, and what color you're playing. Before you
start your game, ask your opponent his/her name and make sure you are playing
the right person!
2. When your game ends, MAKE SURE YOU AND YOUR OPPONENT BOTH AGREE ON THE RESULT!
As soon as your game ends, write the result of the game on the yellow pairing sheet, (write a "1" next to the winner's name, and a "0" next to the loser; if the game was drawn, write "2 " next to each player's name).
ALL PLAYERS must promptly post their game results on the yellow pairing sheets!
It doesn't matter whether you won or lost the game-- you are responsible for making sure that the correct result is reported on the pairing sheet.
3. WHO IS ALLOWED IN TOURNAMENT ROOMS
4. HOW TO FIND A TOURNAMENT DIRECTOR
If you have a question or problem of any kind during your game, tell the
Tournament Director immediately. There are two ways to do this:
Standard Method: When it is your move, quietly say you are calling a Director, stop both sides of the clock, and go to the nearest Tournament Director. The Tournament Directors wear brightly colored "Tournament Director" shirts.
Other Method: When it is your move, stop both sides of the clock, raise your hand, and wait for a Director to come to your board. However, if you don't see a Director heading in your direction, you should go and get one.
5. IF YOU DON'T STOP THE CLOCK
If you have a problem, complaint or question and you need the Tournament
Director, but you don't stop the clocks, there is no penalty, except that you
will lose whatever time goes by while you are getting the Tournament Director.
6. GET THE DIRECTOR IMMEDIATELY, OR IT MAY BE TOO LATE
If you have a problem or disagreement in your game, get the Tournament
Director! It's usually too late to make a claim or a complaint about
something your opponent was (or wasn't) doing, after the game ends, or even
after you continue playing. If you believe that the Tournament Director's
decision does not agree with the Tournament Rules, you should immediately
inform the Chief Tournament Director.
7. LEAVING THE ROOM DURING THE GAME
Players may leave the room during play (for instance, to go to the
bathroom); no permission is necessary. However, players must not analyze
their games while outside the room, and may be penalized for unexplained
long absences from the room (over 20 minutes).
8. DO NOT DISCUSS YOUR GAME WITH OTHERS
Chess is a game between two (2) players. Do not consult with anyone--
including your team captain or coach-- about whether to offer or accept a draw,
how good your position looks, what move to make, or anything else-- it's your
own decision!
9. TIME LIMIT, SETTING CLOCKS
Primary K-1 Section ONLY: 30
minutes per player for all five games Sunday (set both clocks at 5:30). Digital clocks should turn on the 5-second delay and deduct 5 minutes from each side (Game/25 plus a 5-second delay for each). The time control ends when a player uses up his time and his flag falls.10. IF YOU HAVE NO CLOCK
If you have no clock, borrow one from another player or buy one from the
bookseller. Otherwise, start without one; try to borrow one from games which
finish early (subtract half the elapsed time from each side). Directors do
not supply sets or clocks. However, if a game without a clock is going too
slowly, the Director may put a clock on, splitting the elapsed time. This
sometimes will put both players in immediate time pressure (for instance, 5
minutes each for the rest of the game).
11. HOW TO BEGIN THE GAME IF OPPONENT IS NOT THERE AT THE
ROUND TIME
If White is absent, Black should start White's clock when the round begins.
If Black is absent, White should play his move and then start Black's clock
(there is no penalty if Black is absent and White starts Black's clock, waiting
for him to arrive before making the first move). If your opponent is late, you
may not get a time advantage without first setting up the pieces and starting
the clock.
12. IF BOTH PLAYERS ARE LATE
If both players are late, the first to arrive should split the elapsed time
before starting the clock. For example, if you are 10 minutes late and
your opponent has not yet arrived, take 5 minutes off each clock (start clocks
at 5:05 rather than 5:00). If this is not done, the times stand unless later
adjusted by a Director.
13. NO-SHOW FORFEIT WINS AND HOW TO REPORT THEM
If your opponent's clock runs for one hour (or 55 minutes plus 5 seconds with
Time Delay clocks) and he or she does
not show up (in the K-1 section, no-show forfeits occur at 30 minutes, or 25
minutes + 5 second delay), you may claim a win on forfeit. Post a win by "no-show" forfeit
as
14. HOW TO CLAIM A WIN ON TIME
To claim a win on time, stop the clock and state your claim. If your
opponent does not immediately resign, get a Tournament Director. Your flag must
still be up to claim a win on time. Always post a win on time as "1-0" or
"0-1."
15. PLAYERS MUST CALL THEIR OPPONENTS' FLAGS DOWN
You do not need to tell a Director that your opponent is low on time,
because Directors will not call flags down--
16. MATING MATERIAL IS REQUIRED TO WIN ON TIME
To win on time, you must have enough material to force checkmate. You cannot
win on time with just a Bishop (no pawns), just one Knight, or just two Knights.
17. IF BOTH FLAGS ARE DOWN either play may immediately make a claim of a draw to the Tournament Director.
18. WHEN YOU MUST KEEP SCORE
Both players are required to write down all the moves of the game, move by
move, until either player has less than five minutes left on his clock. It
doesn't have to be perfect but
19. CLAIM OF "INSUFFICIENT LOSING CHANCES"
If it is your move and you have less than 2 minutes left, you may
stop both clocks and claim a draw by "Insufficient Losing Chances." This is
much different than a "book draw." It requires a position where a Class C
player (rated about 1500) would be given a 90% chance to avoid losing
against a Master (about 2300), if both players have lots of time. You can
usually draw with King & Queen vs. King & Queen (no other pieces), King &
Rook vs. King & Rook, many opposite color Bishop endings, King & Pawn vs. King
with the defending King having the Opposition, etc. But a position like Rook &
Pawns vs. Rook & Pawns, for example, even if "drawn" with best play, would
probably give a Master too many chances to outplay a C-player, so this claim
would likely be denied. Claims of "Insufficient Losing Chances" are not
considered in games using time delay. If your flag is down, it is too
late to claim "Insufficient Losing Chances."
20. PROCEDURE AND PENALTY FOR INCORRECT CLAIM OF
"INSUFFICIENT LOSING CHANCES"
If your claim of "Insufficient Losing Chances" is denied, up to 1 minute
may be deducted from your clock,
21. HANDLING THE CLOCK
Don't touch the clock when it's not your move, pick up the clock (unless
it's not working), or bang the clock. You may be penalized, at the Director's
discretion. If either player has under 5 minutes left, both players must hit the
clock with the same hand used to move the pieces.
22. TOUCH-MOVE
The Touch Move Rule is always used. If you deliberately touch your piece to
make a move in your game with that piece, you must move it if possible, unless
you first warn your opponent that you are only adjusting the piece. If
you deliberately touch your opponent's piece to make a capture, you must capture
it if possible. Pieces accidently knocked down, brushed over or otherwise
accidentally displaced need not be moved. When castling, you are supposed to
touch the King first, but there is no penalty if you touch the Rook first.
23. ILLEGAL MOVES
If you make an illegal move and press the clock, two minutes are added to
your opponent's time, if the opponent has not already made another move.
Touch-Move also applies. If an illegal move already happened, the position may
be put back to the way it was right before the move was made (but the time on
the clocks is unchanged), if it can be shown that less than 10 moves have been
made since the illegal move happened. Exception: if it's pointed
out after Move 10 that any pieces were not on the right squares at the start of
the game, those pieces may be placed on their correct starting squares, if none
of those pieces has moved yet.
24. THE 50-MOVE RULE
If 50 moves (no exceptions) by each side go by with no capture and no
pawn move, either player may claim a draw.
25. THE EXACT SAME POSITION HAPPENS THREE TIMES
You may claim a draw if the position now on the board has appeared for the
third time, of if you are about to play a move which will make the same position
happen for the third time (any 3
26. WHICH CLOCK AND SET TO USE
Clocks with time delay are preferred. Either player who arrives on time may
use his time delay clock (with a 5-second delay). Black has the choice of
equipment to use if he arrives on time and if he has standard equipment
(digital clocks
27. NOT PLAYING NEXT ROUND?
YOU MUST TELL DIRECTOR IN ADVANCE!
28. ABANDONED GAMES
It is improper to leave a lost game and not come back without resigning;
players doing so may be penalized at the Director's discretion. Director may
rule on ridiculous positions, especially if a player disappears or seems to be
ignoring his game.
29. COLOR ASSIGNMENT
Pairings are made with the intention of balancing the number of Whites and Blacks each player has received, and also so that both players alternate receiving White and Black in each game. However,
it is not always possible to balance the colors or alternate White and Black every round for every player!
If both players have the same color history and are due the same
color, the player with more points gets the due color. Balancing the number of
Whites vs. Blacks is more important than alternating colors. If both players
have the same score, the higher rated gets due color (players do not "toss" for
color). The players' scores are more important than the colors in making the
pairings.
30. SAME-SCHOOL PAIRINGS
Players from the same school will not be paired together, unless one or both
are in the top score groups (or in the bottom score groups) and no other
legal pairings are possible in that score group.
31. INDIVIDUAL TIE-BREAKING
For individual awards the following tiebreak systems will
be used:
1. Modified Median Tiebreaks (add the scores of your opponents,
disregarding the least significant (usually the lowest-scoring opponent); any
games unplayed by your opponent are adjusted to count as a
2 -point). If still tied,
2. Solkoff Tiebreaks (add adjusted scores of all opponents),
3. Cumulative Tiebreaks (add your cumulative scores after each round),
4. Cumulative of Opposition (sum of the cumulative tiebreaks of all your
opponents),
5. Game/10 or Game/5 playoff (this is the only method used to break
6-0 perfect score ties).
32. TEAM TIE-BREAKING
For team awards, the following tiebreak systems will be
used:
1. Cumulative (sum of the team's 4 top scoring players' cumulative
tiebreaks),
2. Median (sum of the Modified Median tiebreaks of the team's four top
scorers),
3. Solkoff (sum of the team's four top scorers' Solkoff tiebreaks),
4. Game/10 or Game/5 playoff.
33. TOURNAMENT SCHEDULE
As listed in Chess Life, on the website and elsewhere, the Tournament
Schedule is:
As listed in Chess Life, on the website and elsewhere, the Tournament Schedule is:
Saturday: 12:00 pm, 3:00 pm and 6:00 pm;
Sunday (all except K-1): 9:00 am, 12:00 pm and 2:30 pm.
Sunday (K-1 Section ONLY): 10:00 am, 12:00, 1:30, 3:00 and 4:30 pm
Awards ceremony: 5:00 pm Sunday (APPROXIMATELY).
You can drive the Tournament Directors crazy by asking them what time the next round is!
34. CHESS IS SUPPOSED TO BE FUN!
It's not the end of the world if you lose a game! EVERYBODY LOSES GAMES! It's more important to get experience playing in tournaments and in exercising your mind than it is to worry about losing a game. If you should lose, play over your game and see where could have improved (use your scoresheet to play over the game), and try harder next time-- there will be other games!
BUT EVEN IF YOU LOSE, DON'T FORGET TO POST THE GAME RESULT ON THE YELLOW PAIRING SHEET AS SOON AS YOUR GAME ENDS!