FIDE Laws of Chess From 1 January 2023
FIDE Laws of Chess From 1 January 2023
IDE Handbook E. Miscellaneous / 01. Laws of Chess / FIDE Laws of Chess taking effect from 1 January 2023 /
FIDE HANDBOOK
CONTENTS
E. Miscellaneous / 01. Laws of Chess / FIDE Laws of Chess taking effect from 1 January 2023 /
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Staunton Pieces
p Q K B N R
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, running from one edge of the board to an adjacent edge, is
called a ‘diagonal’.
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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.
3.7.3.1 A pawn occupying a square on the same rank as and on an adjacent file to an opponent’s
pawn which has just 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.
3.7.3.2 This capture is only legal on the move following this advance and is called an ‘en passant’
capture.
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3.7.3.3 When a player, having the move, plays a pawn to the rank furthest from its starting position,
he/she must exchange that pawn as part of the same move for a new queen, rook, bishop
or knight of the same colour on the intended square of arrival. This is called the square of
‘promotion’.
3.7.3.4 The player's choice is not restricted to pieces that have been captured previously.
3.7.3.5 This exchange of a pawn for another piece is called promotion, and the effect of the new
piece is immediate.
3.8 There are two different ways of moving the king:
3.8.1 by moving to an adjoining square
3.8.2 by ‘castling’. This is a move of the king and either rook of the same colour along the player’s first 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 on its original square, then that rook is transferred to
the square the king has just crossed.
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this side is illegal, the player must make another legal move with his/her king (which may include
castling with the other rook). If the king has no legal move, the player is free to make any legal move.
4.7.3 Promotion, when the player's hand has released the new piece on the square of promotion and the
pawn has been removed from the board.
4.8 A player forfeits his/her right to claim against his/her opponent’s violation of Articles 4.1 – 4.7 once the
player touches a piece with the intention of moving or capturing it.
4.9 If a player is unable to move the pieces, an assistant, who shall be acceptable to the arbiter, may be provided
by the player to perform this operation.
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6.3.2 The time saved by a player during one period is added to his/her time available for the next period,
where applicable. 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 thinking time
only commences after the fixed extra time has expired. Provided the player presses his/her clock
before the expiration of the fixed extra time, the main thinking time does not change, irrespective of
the proportion of the fixed extra time used.
6.4 Immediately after a flag falls, the requirements of Article 6.3.1 must be checked.
6.5 Before the start of the game the arbiter shall decide where the chessclock is placed.
6.6 At the time determined for the start of the game White’s clock is started.
6.7 Default time:
6.7.1 The regulations of an event shall specify a default time in advance. If the default time is not specified,
then it is zero. Any player who arrives at the chessboard after the default time shall lose the game
unless the arbiter decides otherwise.
6.7.2 If the regulations of an event specify that the default time is not zero and if neither player is present
initially, White shall lose all the time that elapses until he/she arrives, unless the regulations of an
event specify or the arbiter decides otherwise.
6.8 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.
6.9 Except where one of Articles 5.1.1, 5.1.2, 5.2.1, 5.2.2, 5.2.3 applies, if a player does not complete the
prescribed number of moves in the allotted time, the game is lost by that 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.
6.10 Chessclock setting:
6.10.1 Every indication given by the chessclock is considered to be conclusive in the absence of any evident
defect. A chessclock with an evident defect shall be replaced by the arbiter, who shall use his/her
best judgement when determining the times to be shown on the replacement chessclock.
6.10.2 If during a game it is found that the setting of either or both clocks is incorrect, either player or the
arbiter shall stop the chessclock immediately. The arbiter shall install the correct setting and adjust
the times and move-counter, if necessary. He/She shall use his/her best judgement when
determining the clock settings.
6.11.1 If the game needs to be interrupted, the arbiter shall pause the chessclock.
6.11.2 A player may pause the chessclock only in order to seek the arbiter’s assistance, for example when
promotion has taken place and the piece required is not available.
6.11.3 The arbiter shall decide when the game restarts.
6.11.4 If a player pauses the chessclock in order to seek the arbiter’s assistance, the arbiter shall determine
whether the player had any valid reason for doing so. If the player has no valid reason for pausing the
chessclock, the player shall be penalised in accordance with Article 12.9.
6.12.1 Screens, monitors, or demonstration boards showing the current position on the chessboard, the
moves and the number of moves made/completed, and clocks which also show the number of
moves, are allowed in the playing hall.
6.12.2 The player may not make a claim relying only on information shown in this manner.
Article 7: Irregularities
7.1 If an irregularity occurs and the pieces have to be restored to a previous position, the arbiter shall use his/her
best judgement to determine the times to be shown on the chessclock. This includes the right not to change
the clock times. He/She shall also, if necessary, adjust the clock’s move-counter.
7.2.1 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 shall be played.
7.2.2 If during a game it is found that the chessboard has been placed contrary to Article 2.1, the game shall
continue but the position reached must be transferred to a correctly placed chessboard.
7.3 If a game has started with colours reversed then, if less than 10 moves have been made by both players, it
shall be discontinued and a new game played with the correct colours. After 10 moves or more, the game
shall continue.
7.4 Dispaced pieces:
7.4.1 If a player displaces one or more pieces, he/she shall re-establish the correct position in his/her own
time.
7.4.2 If necessary, either the player or his/her opponent shall pause the chessclock and ask for the arbiter’s
assistance.
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7.4.3 The arbiter may penalise the player who displaces the pieces.
7.5 Illegal moves:
7.5.1 An illegal move is completed once the player has pressed his/her clock. If during a game it is found
that an illegal move 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. Articles 4.3 and 4.7 apply to the
move replacing the illegal move. The game shall then continue from this reinstated position.
7.5.2 If the player has moved a pawn to the furthest distant rank, pressed the clock, but not replaced the
pawn with a new piece, the move is illegal. The pawn shall be replaced by a queen of the same colour
as the pawn.
7.5.3 If the player presses the clock without making a move, it shall be considered and penalised as if an
illegal move.
7.5.4 If a player uses two hands to make a single move (for example in case of castling, capturing or
promotion) and pressed the clock, it shall be considered and penalised as if an illegal move.
7.5.5 After the action taken under Article 7.5.1, 7.5.2, 7.5.3 or 7.5.4 for the first completed illegal move by a
player, the arbiter shall give two minutes extra time to his/her opponent; for the second completed
illegal move by the same player the arbiter shall declare the game lost by this 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.
7.6 If, during a game it is found that any piece has been displaced from its correct square, 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 game shall then continue
from this reinstated position.
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8.5.3 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/She shall first record the actual game
position, clock times, whose clock was running and the number of moves made/completed, 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 or completed.
8.7 At the conclusion of the game both players shall indicate the result of the game by signing both scoresheets
or approve the result on their electronic scoresheets. Even if incorrect, this result shall stand, unless the
arbiter decides otherwise.
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APPENDICES
A.5.1 From the initial position, once 10 moves have been completed by each player,
A.5.1.1 No change can be made to the clock setting, unless the schedule of the event would be
adversely affected.
A.5.1.2 No claim can be made regarding incorrect set-up or orientation of the chessboard. In case
of incorrect king placement, castling is not allowed. In case of incorrect rook placement,
castling with this rook is not allowed.
A.5.2 If the arbiter observes an action taken under Article 7.5.1, 7.5.2, 7.5.3 or 7.5.4, he/she shall act
according to Article 7.5.5, provided the opponent has not made his/her next move. If the arbiter does
not intervene, the opponent is entitled to claim, provided the opponent has not made his/her next
move. If the opponent does not claim and the arbiter does not intervene, the illegal move shall stand
and the game shall continue. Once the opponent has made his/her next move, an illegal move cannot
be corrected unless this is agreed by the players without intervention of the arbiter.
A.5.3 To claim a win on time, the claimant may pause the chessclock and notify the arbiter. However, the
game is drawn if the position is such that the claimant cannot checkmate the player’s king by any
possible series of legal moves.
A.5.4 If the arbiter observes both kings are in check, or a pawn stands on the rank furthest from its starting
position, he/she shall wait until the next move is completed. Then, if an illegal position is still on the
board, he/she shall declare the game drawn.
A.5.5 The arbiter shall also call a flag fall, if he/she observes it.
A.6 The regulations of an event shall specify whether Article A.4 or Article A.5 shall apply for the entire event.
Appendix B. Blitz
B.1 A ‘blitz’ game is one where all the moves must be completed in a fixed time of 10 minutes or less for each
player; or the allotted time plus 60 times any increment is 10 minutes or less for each player.
B.2 The Competitive Rules of Play shall apply if:
B.2.1 one arbiter supervises one game and
B.2.2 each game is recorded by the arbiter or his/her assistant and, if possible, by electronic means.
B.2.3 The player may at any time, when it is his/her move, ask the arbiter or his/her assistant to show
him/her the scoresheet. This may be requested a maximum of five times in a game. More requests
shall be considered as a distraction of the opponent.
B.3 Otherwise, play shall be governed by the Rapid chess Laws as in Article A.2, A.3 and A.5.
B.4 The regulations of an event shall specify whether Article B.2 or Article B.3 shall apply for the entire event.
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C.7 As a consequence of the previous rules, each of the sixty-four squares is invariably indicated by a unique
combination of a letter and a number.
C.8 Each move of a piece is indicated by the abbreviation of the name of the piece in question and the square of
arrival. There is no need for a hyphen between name and square. Examples: Be5, Nf3, Rd1.
In the case of pawns, only the square of arrival is indicated. Examples: e5, d4, a5.
A longer form containing the square of departure is acceptable. Examples: Bb2e5, Ng1f3, Ra1d1, e7e5, d2d4,
a6a5.
Sample game:
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1.e4 e5 2. Nf3 Nf6 3. d4 exd4 4. e5 Ne4 5. Qxd4 d5 6. exd6 e.p. Nxd6 7. Bg5 Nc6 8. Qe3+ Be7 9. Nbd2 0-0 10.
0-0-0 Re8 11. Kb1 (=)
Or: 1. e4 e5 2. Nf3 Nf6 3. d4 ed4 4. e5 Ne4 5. Qd4 d5 6. ed6 Nd6 7. Bg5 Nc6 8. Qe3 Be7 9 Nbd2 0-0 10. 0-0-0
Re8 11. Kb1 (=)
Or: 1. e2e4 e7e5 2.Ng1f3 Ng8f6 3. d2d4 e5xd4 4. e4e5 Nf6e4 5. Qd1xd4 d7d5 6. e5xd6 e.p. Ne4xd6 7. Bc1g5
Nb8c6 8. Qd4d3 Bf8e7 9. Nb1d2 0-0 10. 0-0-0 Rf8e8 11. Kb1 (=)
Appendix D. Rules for Play with Blind and Visually Disabled Players
D.1 The organiser, after consulting the arbiter, shall have the power to adapt the following rules according to local
circumstances. In competitive chess between sighted and visually disabled (legally blind) players either
player may demand the use of two boards, the sighted player using a normal board, the visually disabled
player using one specially constructed. This board must meet the following requirements:
D.1.1 measure at least 20 cm by 20 cm,
D.1.2 have the black squares slightly raised,
D.1.3 have a securing aperture in each square,
D.1.4 The requirements for the pieces are:
D.1.4.1 all are provided with a peg that fits into the securing aperture of the board,
D.1.4.2 all are of Staunton design, the black pieces being specially marked.
D.2 The following regulations shall govern play:
D.2.1 The moves shall be announced clearly, repeated by the opponent and executed on his/her
chessboard. When promoting a pawn, the player must announce which piece is chosen. To make the
announcement as clear as possible, the use of the following names is suggested instead of the
corresponding letters:
A - Anna
B - Bella
C - Cesar
D - David
E - Eva
F - Felix
G - Gustav
H - Hector
Unless the arbiter decides otherwise, ranks from White to Black shall be given the German numbers
1 - eins
2 - zwei
3 - drei
4 - vier
5 - fuenf
6 - sechs
7 - sieben
8 - acht
Castling is announced “Lange Rochade” (German for long castling) and “Kurze Rochade” (German
for short castling).
The pieces bear the names: Koenig, Dame, Turm, Laeufer, Springer, Bauer.
D.2.2 On the visually disabled player's board a piece shall be considered ‘touched’ when it has been taken
out of the securing aperture.
D.2.3 A move shall be considered ‘made’ when:
D.2.3.1 in the case of a capture, the captured piece has been removed from the board of the player
whose turn it is to move,
D.2.3.2 a piece has been placed into a different securing aperture,
D.2.3.3 the move has been announced.
D.2.4 Only then shall the opponent's clock be started.
D.2.5 As far as points D.2.2 and D.2.3 are concerned, the normal rules are valid for the sighted player.
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GUIDELINES
Introduction
The following Guidelines are here to assist in organizing events where they may be needed. While they are not
part of the FIDE Laws of Chess, it is strongly recommended that they be used across all events where
applicable.
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II.2.3 the black pieces are placed opposite the white pieces.
The starting position can be generated before the game either by a computer program or using dice, coin,
cards, etc.
II.3 Chess960 castling rules
II.3.1 Chess960 allows each player to castle once per game, a move by potentially both the king and rook in
a single move. However, a few interpretations of regular chess rules are needed for castling, because
the regular rules presume initial locations of the rook and king that are often not applicable in
Chess960.
II.3.2 How to castle. In Chess960, depending on the pre-castling position of the castling king and rook, the
castling manoeuvre is performed by one of these four methods:
II.3.2.1 double-move castling: by making a move with the king and a move with the rook, or
II.3.2.2 transposition castling: by transposing the position of the king and the rook, or
II.3.2.3 king-move-only castling: by making only a move with the king, or
II.3.2.4 rook-move-only castling: by making only a move with the rook.
II.3.2.5 Recommendations:
When castling on a physical board with a human player, it is recommended that the king be
moved outside the playing surface next to his/her final position, the rook then be moved from
its starting position to its final position, and then the king be placed on his final square.
After castling, the rook and king's final positions should be exactly the same positions as they
would be in regular chess.
II.3.2.6 Clarification
Thus, after c-side castling (notated as 0-0-0 and known as queen-side castling in ortho-dox chess), the king is
on the c-square (c1 for white and c8 for black) and the rook is on the d-square (d1 for white and d8
for black). After g-side castling (notated as 0-0 and known as king-side castling in orthodox chess),
the king is on the g-square (g1 for white and g8 for black) and the rook is on the f-square (f1 for white
and f8 for black).
II.3.2.7 Notes
1. To avoid any misunderstanding, it may be useful to state "I am about to castle" before castling.
2. In some starting positions, the king or rook (but not both) does not move during castling.
3. In some starting positions, castling can take place as early as the first move.
4. All the squares between the king's initial and final squares (including the final square) and all the squares between the rook's
initial and final squares (including the final square) must be vacant except for the king and castling rook.
5. In some starting positions, some squares can stay filled during castling that would have to be vacant in regular chess. For
example, after c-side castling 0-0-0, it is possible to have a, b, and/or e still filled, and after g-side castling (0-0), it is possible to
have e and/or h filled.
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III.5.2 If the arbiter postpones his/her decision, the opponent may be awarded two extra minutes and the
game shall continue, if possible, in the presence of an arbiter. The arbiter shall declare the final result
later in the game or as soon as possible after the flag of either player has fallen. He/She shall declare
the game drawn if he/she agrees that the opponent of the player whose flag has fallen cannot win by
normal means, or that he/she was not making sufficient attempts to win by normal means.
III.5.3 If the arbiter has rejected the claim, the opponent shall be awarded two extra minutes.
III.6 The following shall apply when the competition is not supervised by an arbiter:
III.6.1 A player may claim a draw when he/she has less than two minutes left on his/her clock and before
his/her flag falls. This concludes the game. He/She may claim on the basis:
III.6.1.1 that his/her opponent cannot win by normal means, and/or
III.6.1.2 that his/her opponent has been making no effort to win by normal means. In III.6.1.1 the
player must write down the final position and his/her opponent must verify it. In III.6.1.2
the player must write down the final position and submit an up-to-date scoresheet. The
opponent shall verify both the scoresheet and the final position.
III.6.2 The claim shall be referred to the designated arbiter.
algebraic 8.1 Recording the moves using a-h and 1-8 on the 8x8
notation board.
arbiter Preface The person(s) responsible for ensuring that the rules of
a competition are followed.
assistant 8.1 A person who may help the smooth running of the
competition in various ways.
castling 3.8.2 A move of the king towards a rook. See the article. In
notation 0-0 kingside castling, 0-0-0 queenside
castling.
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checkmate 1.2 Where the king is attacked and cannot parry the threat.
In notation ++ or #.
claim 6.8 The player may make a claim to the arbiter under
various circumstances.
completed move 6.2.1 Where a player has made his/her move and then
pressed his/her clock.
contiguous area 12.8 An area touching but not actually part of the playing
venue. For example, the area set aside for spectators.
dead position 5.2.2 Where neither player can mate the opponent’s king
with any series of legal moves.
default time 6.7 The specified time a player may be late without being
forfeited.
delay (Bronstein) 6.3.2 Both players receive an allotted ‘main thinking time’.
mode Each player also receives a ‘fixed extra time’ with every
move. The countdown of the main thinking time only
commences after the fixed extra time has expired.
Provided the player presses his/her clock before the
expiration of the fixed extra time, the main thinking
time does not change, irrespective of the proportion of
the fixed extra time used.
demonstration 6.12.1 A display of the position on the board where the pieces
board are moved by hand.
displaced 7.4.1 to put or take pieces from their usual place. For
example, a pawn from a2 to a4.5; a rook partway
between d1 and e1; a piece lying on its side; a piece
knocked onto the floor.
draw offer 9.1.2 Where a player may offer a draw to the opponent. This
is indicated on the scoresheet with the symbol (=).
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fair play 12.2.1 Whether justice has been done has sometimes to be
considered when an arbiter finds that the Laws are
inadequate.
flag 6.1 The device that displays when a time period has
expired.
j’adoube 4.2 Giving notice that the player wishes to adjust a piece,
but does not necessarily intend to move it.
kingside 3.8.1 The vertical half of the board on which the king stands
at the start of the game.
made 1.1 A move is said to have been ‘made’ when the piece has
been moved to its new square, the hand has quit the
piece, and the captured piece, if any, has been removed
from the board.
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normal means G.III.5 Playing in a positive manner to try to win; or, having a
position such that there is a realistic chance of winning
the game other than just flag-fall.
organiser 8.3 The person responsible for the venue, dates, prize
money, invitations, format of the competition and so
on.
over-the-board Introduction The Laws cover only this type of chess, not internet,
nor correspondence, and so on.
playing area 11.2 The place where the games of a competition are
played.
playing venue 11.2 The only place to which the players have access during
play.
press the clock 6.2.1 The act of pushing the button or lever on a chess clock
which stops the player’s clock and starts that of
his/her opponent.
promotion 3.7.5.3 Where a pawn reaches the eighth rank and is replaced
by a new queen, rook, bishop or knight of the same
colour.
queenside 3.8.1 The vertical half of the board on which the queen
stands at the start of the game.
quickplay finish III The last part of a game where a player must complete
an unlimited number of moves in a finite time.
rapid chess A A game where each player’s thinking time is more than
10 minutes, but less than 60.
resigns 5.1.2 Where a player gives up, rather than play on until
mated.
rest rooms 11.2 Toilets, also the room set aside in World
Championships where the players can relax.
regulations of an 6.7.1 At various points in the Laws there are options. The
event regulations of an event must state which have been
chosen.
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sealed move I.1.1 Where a game is adjourned the player seals his/her
next move in an envelope.
scoresheet 8.1 A paper sheet with spaces for writing the moves. This
can also be electronic.
standard chess III.3.2 A game where each player’s thinking time is at least 60
minutes.
stalemate 5.2.1 Where the player has no legal move and his/her king is
not in check.
square of 3.7.5.1 The square a pawn lands on when it reached the eighth
promotion rank.
time control N/A 1. The regulation about the time the player is allotted.
For example, 40 moves in 90 minutes, all the moves in
30 minutes, plus 30 seconds cumulatively from move
1.
2. A player is said ‘to have reached the time control’, if,
for example he/she has completed the 40 moves in
less than 90 minutes.
time period 8.6 A part of the game where the players must complete a
number of moves or all the moves in a certain time.
touch move 4.3 If a player touches a piece with the intention of moving
it, He/She is obliged to move it.
vertical 2.4 The 8th rank is often thought as the highest area on a
chessboard. Thus each file is referred to as ‘vertical’.
zero tolerance 6.7.1 Where a player must arrive at the chessboard before
the start of the session.
50-move rule 9.3 A player may claim a draw if the last 50 moves have
been completed by each player without the movement
of any pawn and without any capture.
75-move rule 9.6.2 The game is drawn if the last 75 moves have been
completed by each player without the movement of
any pawn and without any capture.
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