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Each player must make all of his moves in the five minutes
allotted on his clock. Time delay features may not be used for Blitz.
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All the clocks must either have a special device, usually
called a flag, or be a digital clock.
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Before play begins both players should inspect the position
of the pieces and the setting of the clock, since once each side has made a
move all claims for correcting either are null and void. The only exception is
if one or both players have more than five minutes on their clock, then the
tournament director may reduce the time accordingly.
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Each player must push the clock button with the same hand
he uses to move his pieces. Exception: only during castling may a player use
both hands. When capturing only one hand may be used. The first infraction
will get a warning, the second a one minute penalty and the third will result
in the loss of the game.
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The tournament director should state at the start of the
event the direction the clocks are to face. The player with the Black pieces
then decides which side he will play with that opponent.
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Except for pushing the clock button neither player should
touch the clock except for the following
a. To straighten it;
b. If either player
knocks over the clock, his opponent gets one minute added to his clock;
c. If your
opponent's clock does not begin you may push his side down and repunch your
side; however, if this procedure is unsatisfactory, please call for a
director;
d. Each player must
always be allowed to push the clock after their move is made. Neither player
should keep his hand on or hover over the clock.
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Define a win.
a. A game is won by the player:
1) who has mated his opponent's king;
2) whose opponent resigns;
3) whose opponent's
flag falls first, at any time before the game is otherwise ended, provided he
points it out and neutralizes the clock while his own flag is still up and
that he still has mating material;
4) who, after an
illegal move, takes the opponent's king or stops the clock;
5) an illegal move
doesn't negate a players right to claim on time, provided he does so prior to
his opponent's claim of an illegal move. If the claims are simultaneous the
player who made an illegal move loses.
b. Defining mating
material. Either two minor pieces (except K vs K+N+N), a pawn, a rook or a
queen will be sufficient mating material. No trick mates are allowed, which
means a lone knight or bishop is insufficient unless a forced win can be
demonstrated.
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Defining a draw. A game is a draw:
a. If one of the Kings is stalemated, even if a fallen flag is claimed simultaneously.
b. By agreement between the players during the game only.
c. If the flag of
one player falls after the flag of the other player has already fallen and a
win has not been claimed, unless either side mates before noticing both flags
down. Checkmate nullifies any later time claims.
d. To claim a draw
by perpetual check, a three-time repetition is necessary with the player
counting 1, 2, 3 out loud so as to make it quite clear and easier for the
tournament directors to assist. Claimant should stop the clock after the third
repetition.
e. If both players
each have just one identical piece either may claim a draw by stopping the
clock unless the opponent can demonstrate a forced win.
f. If one player has
insufficient mating material when his opponent's flag falls or makes an
illegal move.
g. In K+B vs K+B and
the bishops are of opposite colors, with only one pawn on the board, or 2
pawns vs 1 pawn in a clearly blockaded position, a draw can be claimed by
stopping the clocks and summoning a tournament director, provided that no
forced win can be proved.
h. K+rook pawn vs K
can be claimed as a draw once the defender's King is on the rook file in front
of the pawn. K+pawn vs K can be claimed as a draw once the defender is on the
square directly in front of the pawn, as long as the pawn is not on the 7th
rank. i. K+R+rook pawn vs K+R is a draw, if the pawn is blockaded by the King
and there is no immediate win evident.
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If a player accidentally displaces one or more pieces, he
shall replace them on his own time. If it is necessary, his opponent may start
the opponent's clock without making a move in order to make sure that the
culprit uses his own time while replacing the pieces. Finally, it is
unsportsmanlike to knock over any pieces then punch the clock. For the first
offense the player will get a warning (unless this causes his flag to fall, in
which case the opponent will get one extra minute added to his clock). For a
second offense a one minute add-on for the opponent will be imposed. For a
third offense the offender shall forfeit the game. Thereafter, the tournament
director may use other penalties or expel a player from the event for repeated
offenses.
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In case of a dispute either player may stop the clock while
the tournament director is being summoned. In any unclear situation the
tournament director will consider the testimony of both players and any
reliable witnesses before rendering his decision. If a player wishes to appeal
the decision of a tournament director, the player must first appeal to the
section chief then, if necessary, the player may appeal to the Chief floor
director, whose decision in all cases is final.
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The tournament director shall not pick up the clock; except
in the case of a dispute.
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Spectators and players in another game are not to speak or
otherwise interfere in a game. If a spectator interferes in any way, such as
by calling attention to the flag fall or an illegal move, the tournament
director may cancel the game and rule that a new game be played in its stead,
and he may also expel the offending party from the playing room. The
tournament director should also be silent about illegal moves, flag falls,
etc. (unless there is an agreement with the players, before the game, to call
them) as this is entirely the responsibility of the players.
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When a clearly drawn position is reached either player may
stop the clocks and appeal to the tournament director for a draw.
a. If the tournament director rules a draw, as in Rule #8, the game is over.
b. If the appeal is rejected, then a one minute penalty is imposed on the player who stopped the
clock.
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Illegal moves, unnoticed by both players, cannot be
corrected afterwards, nor can they become the basis for making a claim.
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A legal move is completed when a player starts his
opponent's clock. Touch move rules will apply.
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Moving the King next to another King is illegal and neither
player can play King takes King!
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If a player promotes a pawn and leaves the pawn on the
board, the opponent only has the option of stopping the clocks while a
replacement piece is found.
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Only a tournament director may determine if a clock is
defective and change clocks.
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If the King and Queen are set up incorrectly when the game
begins, then you may castle short on the queenside and castle long on the
kingside. Once each side has made a move, incorrect setups must stay - unless
a tournament director gives permission to restart the game.
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Excessive banging of pieces or clock will not be tolerated
and the offending player may be penalized with loss of time.
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Each player is responsible for coming to the game with a
clock. If neither player has a clock, then both players will receive a forfeit
loss for both games. All players are required to know how to operate their
clock and how to make any changes to the clock that may be necessary during a
game.
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Insufficient losing chances claims cannot made in Blitz games.
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The Official Rules of Chess, 5th edition, shall be used to
resolve any situation not covered by these rules.