Conrad/Tasby/Jack Lowe Chess Club Rules - 9/20/18

 

Definitions: Prospect, Provisional member, Full member.

 

Anyone who signs up for Chess Club and attends a club session is a Prospect. A Prospect becomes a Provisional member after (s)he attends three Chess Club meetings.

 

Each Chess Club candidate will be assigned a ct username and password that allows him/her to play games on ChessTempo.com. That candidate must then play and finish an online game with a coach, and the candidate must demonstrate that (s)he can email the game to jerry@sbranch.org without assistance. That accomplishment promotes the candidate to Provisional membership status. Please use the PGN 'Event', 'White', 'Black', 'Date', and 'Result' tags (in that order) for all submitted games. It is acceptable to delete the date tag if you incorporate the date into the Event tag, e.g., for Conrad/Tasby games:

 

[Event "Conrad - 09/05/2018"]

[White "Franklin"]

[Black "Jerry"]

[Result "1-0"]

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6 6.Bg5 e6 7.f4 Be7 8.Qf3 Qc7 9.O-O-O Nbd7 10.g4 b5 11.Bd3 O-O 12.f5 e5 13.Nde2 Nc5 14.Bc4 h6 15.Bh4 Bd7 16.g5 Ne8 17.Rhg1 hxg5 18.Bxg5 Bc6 19.Qh3 Nf6 20.b4 Ncxe4 21.Qh4 Nxc3 22.Nxc3 Ne4 23.Nxe4 Bxg5+ 24.Qxg5 g6 25.Qxg6+ Kh8 26.Qg7# 1-0

 

for DCC games, also include the Round Tag, e.g.:

 

[Event "DCC Tournament 9/7/18"]

[Round "1"]

[White "Ashritha 816"]

[Black "Jerry 635"]

[Result "0-1"]

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 e5 5.Nf3 d5 6.exd5 Nf6 7.Nc3 Bb4 8.Bg5 Bxc3+ 9.bxc3 Qxd5 10.Qxd5 Nxd5 11.Nxe5 f6 12.Bc4 Nxc3 13.Nf7 O-O 14.Nd6+ Kh8 15.Nxc8 Rxc8 16.Be6 Re8 17.Bd2 Rxe6+ {White resigns} 0-1

 

The text content in an email is sufficient; i.e., you do not have to package the text into an attached PGN file. It is also OK to put multiple games into a single email message, e.g.:

 

[Event "Conrad - 09/05/2018"]

[White "Franklin"]

[Black "Jerry"]

[Result "1-0"]

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6 6.Bg5 e6 7.f4 Be7 8.Qf3 Qc7 9.O-O-O Nbd7 10.g4 b5 11.Bd3 O-O 12.f5 e5 13.Nde2 Nc5 14.Bc4 h6 15.Bh4 Bd7 16.g5 Ne8 17.Rhg1 hxg5 18.Bxg5 Bc6 19.Qh3 Nf6 20.b4 Ncxe4 21.Qh4 Nxc3 22.Nxc3 Ne4 23.Nxe4 Bxg5+ 24.Qxg5 g6 25.Qxg6+ Kh8 26.Qg7# 1-0

 

[Event "DCC Tournament 9/7/18"]

[Round "1"]

[White "Ashritha 816"]

[Black "Jerry 635"]

[Result "0-1"]

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 e5 5.Nf3 d5 6.exd5 Nf6 7.Nc3 Bb4 8.Bg5 Bxc3+ 9.bxc3 Qxd5 10.Qxd5 Nxd5 11.Nxe5 f6 12.Bc4 Nxc3 13.Nf7 O-O 14.Nd6+ Kh8 15.Nxc8 Rxc8 16.Be6 Re8 17.Bd2 Rxe6+ {White resigns} 0-1

 

Four Android apps are very useful for validating and sending games to jerry@sbranch.org directly from your phone:

 

1) 'PGN Admin' allows you to step through your AN and create, name, and store board and online games as PGN files on your phone.

 

2) 'Root Browser' lets you explore your Android folder structure and create a location to store the files (e.g., I use a folder in my root directory called 'PGN').

 

3) 'Ted' is a text editor that helps you conveniently edit the content of your PGN files, allowing you to copy the game record to the phone's memory.

 

4) 'Gmail' lets you paste and email the game record to jerry@sbranch.org.

 

Provisional members will spend most of their time on ChessTempo problems; a combination of ChessTempo online games, board games with other members, and instructional lessons on line and on the board will help us to quickly achieve Full membership status.

 

All members have a responsibility to continuously maintain Active ChessTempo status by working ChessTempo Tactics problems regularly. Otherwise they may not be allowed to participate in tournaments.

 

Senior Membership status is given to members who win at least one game against Coach Jerry or Coach Mancuso. Senior members and Full members are given high priority consideration for all tournament activity.

 

Chess Club Rules and Game Rules- 10/04/18

 

'Modern Chess' has been played by essentially the same rules for about 700 years. The rules of chess are simple, and they can be learned in an hour or so. Look at an official rule book for baseball or Monopoly for comparison, and you will find that chess has a very limited and precise set of rules. The rules are discussed briefly below. You will soon know all of these rules thoroughly. If there is any rule that you don’t understand, discuss it in class. This page answers almost every question that I’ve ever heard from elementary or middle school students. If you read these rules carefully, you will understand them, and you will be able to move the pieces quite well. You will know and understand every rule in a very short time.

 

Rule 1.

Etiquette and Protocol: No Cell Phone Use; no video Games; no active apps on computer except ChessTempo.com and SBRanch.org unless otherwise instructed by the coaching staff. Play quietly. - Chess Club is a privilege: not a right. Sportsmanlike etiquette and good behavior are mandatory. Listen to your chess coaches. Keep your conversations at low volume. Pay attention to your own game; do not comment on games in progress on other boards.

 

 

Rule 2.

Each day when you come to Chess Club it is your responsibility to do the following:

 

Put your back pack and other paraphernalia where they do not interfere with movement in our playing area. Then sign the attendance sheet. If we are not playing online, set up a chessboard if none is available. Make sure you have a pencil and an Algebraic Notation] (AN) Form so you can fill in and circle your name as soon as you obtain an opponent. Fill in your opponent's name, along with the date and the approximate start time for every game. Generally, each AN Form has room for four games. Our objective is to walk into the library and start playing chess as soon as we can, unless we are otherwise instructed.

 

Write down all of your moves and your opponent's moves in [Algebraic Notation]. At the end of the game, or when it is time to wrap up the Chess Club session, sign your AN Form and your opponent's AN FormAt the end of each game, each player is validate the game and send the results in PGN format to jerry@sbranch.org. At the end of each Chess Club session, put your chess pieces and pencils and blank AN Forms back into the individual chess set bottle or bag. Place your chessboard upside down on the stack so that the Chess Coach can roll them and put them into the storage tube after all boards have been collected. Keep your AN Form until you complete your game. Recycle all AN Forms that have any blank games available.

 

[Click Here] to see a completed AN Form.

 

Play Chess - Unless otherwise instructed, at each meeting you are required to sign in and set up a board or find an opponent and a vacant board quickly. Then quietly start playing chess with another member. Every Club member is required to play as much chess as possible at every meeting. Anyone who violates this rule may be dismissed from the Club.

 

Clocks and Game Records

 

Fill in an AN Form for every game that is not played online. Each recorded game will be marked with date and start time, and finished games will be signed by both players, or by the winning player in case of forfeit. Suspended games will be notated with FEN strings and will be completed in a timely fashion.

 

Rule 3.

Chess Board Setup – The White player’s side: a b c d e f g h - Chess board squares are designated as black or white, regardless of the colors you see (e.g. green and ivory or walnut and maple). Chess pieces are also discussed as black and white, even if your set at home that has red and yellow or pewter and bronze pieces. The board squares from White’s perspective are lettered a b c d e f g h from left to right, so each player has a white square at his bottom right corner. From Black’s perspective, the squares are lettered h g f e d c b a. So every square has a unique ID. (a1, a2, … f3, … g7, etc.)

 

We use AN to describe chess games and problems. Except for the pawns, the chess pieces are all designated by capital letters: R=rook, N=knight, B=bishop, Q=queen, K=king. Although knight starts with a ‘K’ we use 'N' so we don’t confuse the knights with the kings. Pawns don’t have an associated letter, but when a pawn captures a piece we use the lowercase letter of the file that the pawn moves from.

 

White's pieces line up in the following order: R N B Q K B N R on squares a1, b1, c1, d1, e1, f1, g1, h1. For Black, the pieces line up: R N B Q K B N R on h8, g8, f8, e8, d8, c8, b8, a8. Pawns line up on each player's second rank.

 

 

Rule 4.

Queens Start on Their Own Colors - Each queen starts on ‘her own color’; white queen on a white square – black queen on a black square. At the beginning of the game, the queens face each other on the d file.

 

 

Rule 5.

If it’s your turn and you touch a piece (your piece or your opponent's piece) you have to move it or take it (unless that’s illegal). - When it’s your turn, if you touch any chess piece, you have to move it (if it’s yours) or capture it (if it’s your opponent’s piece), unless there’s no legal way to do it. So to be safe, don’t touch a piece until you are sure you want to move it or capture it. Everyone learns that this rule can cause a lot of grief (and can lose a game).

 

 

Rule 6.

If you want to adjust a piece, say, “I adjust”, (or “J’adoube” if you’re French or faux-French). - If you fail to announce your intention to adjust a piece in a tournament (or in Chess Club), your opponent may challenge that you touched that piece, and you will have to move it (See Rule 5).

 

 

Rule 7.

White moves first - White always moves first, and the players alternate moves in turn. A player cannot skip a move. Usually at the beginning of the first friendly game between two players, each player’s color is drawn by lot. Moving first gives White a slight advantage in every chess game. If you look at statistics for large numbers of games, White probably wins more games than Black. If you play the same opponent again, you turn the board around and trade colors after each game. Play a new opponent after each game; you become a better player by playing different opponents.

 

 

Rule 8.

Players take turns moving - You cannot skip your turn.

 

 

Rule 9.

Pawns usually move straight forward, one square at a time, and they never move backward. - They usually advance one square forward per move. But there are additional rules to explain some exceptions to this rule.

 

 

Rule 10.

A pawn is allowed to move two squares forward on its first move. - It’s your option, but if you move forward only one square on your first move, you cannot move that pawn forward two squares on a later move.

 

 

Rule 11.

Pawns capture diagonally. - A pawn always captures by moving one square forward diagonally. Otherwise, a pawn cannot move diagonally. A pawn cannot capture by moving one square forward and one square diagonal on its first move. But it can move diagonally to capture an opponent's piece that is one square diagonally forward. (That’s why Rule 10 has the word ‘usually’ in it). A pawn can never jump over anything in its way. It can capture a piece diagonally in front, even if there is another piece directly in front that otherwise would block the pawn from moving. It can never capture a piece that is more than one square diagonally away.

 

 

Rule 12.

‘en passant’ - Use it or lose it. (the only chess capture where you move to an empty square) – Usually you capture an opponent's piece by moving your piece into the square he occupies. But if an enemy pawn moves forward two squares on its first move and lands directly beside your pawn (on either side), you can capture it with your pawn as if it had only moved forward one square. You move your pawn diagonally to the square that it “skipped” and remove the pawn from the board. The ‘en passant’ capture must be made immediately. The capture is optional.

 

 

Rule 13.

When a pawn gets to the far end of the board it is promoted to a queen, rook, bishop, or knight. - A pawn that reaches the far end of the board is promoted to a queen, rook, bishop, or knight (player’s choice). You should almost always choose a queen, and it’s OK to have two or more queens, extra rooks, etc.

 

 

Rule 14.

Knights – Only knights can jump over stuff - A knight can ‘jump’ over pawns and pieces (3-step-L = 1+2 or 2+1).

 

 

Rule 15.

Bishops – Bishops move diagonally - A bishop moves in a straight diagonal line as far as it wants (without jumping over something). It stays on one color. So each side has a white-square bishop and a black-square bishop. Rule 16.

Rooks – Rooks go straight in any direction that’s not diagonal. - A rook moves in a straight horizontal or vertical line as far as it wants, parallel to the edges of the board.

 

 

Rule 17.

Queens – Queens can move straight in any direction they choose. But they can’t jump like knights. - The queen moves in a straight line as far as she wants, horizontally, vertically or diagonally – (It has bishop-rook combo-power.)

 

 

Rule 18.

King – A king takes baby steps in any direction he chooses. - The king moves one square in any of the eight directions (It has baby-step queen-move power).

 

 

Rule 19.

Check – A king is ‘in check’ when he is under immediate (i.e., direct) attack by his opponent. - If a king is ‘in check’ he has to get ‘out of check’ (if possible). When your opponent attacks your king, he should announce ‘CHECK’. If the game is to continue, you have three potential choices: 1) move out of check, 2) interpose a piece to shield your king from attack, or 3) capture the attacking piece to get out of check. If you fail to notice that you are in check, it is illegal to continue to play, and your opponent cannot capture your king and claim a victory. You must replay the game from the position where you were put into check, or from the most recent known position before the checking move. If such a position cannot be recreated, the game is void and cannot be scored.

 

 

Rule 20.

A king is not allowed to move into check. - If someone inadvertently tries to move into check, (s)he must retract the move and move the king to a safe square. If no legal king move is available, the player is allowed to move another piece per Rule 5.

 

 

Rule 21.

Checkmate – If your king is in check and you cannot make any move to get out of check, it’s a checkmate. You lose the game, and the game is over. A king cannot ever be captured, because the game is over as soon as checkmate occurs. Therefore, it is impossible to ‘capture’ a king.

 

 

Rule 22.

Stalemate – If your king is NOT in check, but there is nowhere to move the king legally, you must move another chess piece. However, if there is no legal move anywhere on the board (and your king is NOT in check), the game is a stalemate. Each player receives 1/2 a point (1/2-1/2). So just because you cannot move your king, it usually does not mean the game is a stalemate. For example, before White or Black makes the first move of a game, there is no place for either king to move, and neither king is in check. In many games there are several moves before the king has an opportunity for a move.

 

 

So remember, if you have some other piece on the board that you can move, there can be no stalemate. You just have to move something other than the king.

 

 

Rule 23.

Castling - If 1) a king and his rook are both in their original unmoved positions, and 2) all of the squares between the king and rook are empty, and 3) the king is not in check, and 4) the opponent does not have any pieces that can be moved to occupy any of those empty squares on the next move, the king may castle. To castle, announce “I castle.” Then use one hand to move the king two squares toward the rook, and use the same hand to place the rook on the adjacent square on the other side of the king. This is the only two-piece move in chess.

 

 

Rule 24.

A king is not allowed to move into check. - If a king inadvertently tries to move into check, he must retract the move and move the king to a safe square. If no legal king move is available, he is allowed to move another piece per Rule 5.

 

 

Rule 25.

Scoring - If White wins, the game is scored 1-0. If Black wins, the game is scored 0-1. A draw is 1/2-1/2. If a player decides that he cannot win, he may resign the game, and the game is a draw. Both players can agree to a draw at any time.

 

 

Rule 26.

Capturing - Capture by moving to a square occupied by an opponent, and remove the opponent from the board. En passant is the only exception to this rule. (See Rule 12 – en passant.)

 

 

Rule 27.

Move limits - If an identical position of all the pieces on the board occurs for a third time, the game is a draw. If each player moves 50 times without a pawn move and without any piece being captured, that game is also a draw (1/2-1/2).

 

 

Rule 28.

Relative values for chess pieces: Pawn 1, Knight 3, Bishop 3, Rook 5, Queen 9, King priceless - Relative piece values help you judge whether trades or captures are advantageous. But as you progress, you will learn that on rare occasions it may be worthwhile to give away a valuable piece or trade it for a lesser piece if it leads to a winning position. If you win a game with only a few pieces, even if your opponent still has most of his pieces on the board, the relative values of the chess material on the board do not matter. When you win, you get one point and your opponent gets zero, regardless of who has the most valuable collection of pieces on the board.

If you would like to read another article about chess rules, click on this link: [How to Play Chess (chess.com)]