Quickplay Finishes
Rules
Guidance
Others
1. Spectators must never interfere. The Arbiter may intervene with or without the request of one of the players.
2. Except in special circumstances, the clock shall be placed at the left hand of the player with the white pieces.
3. Each player must record the moves and those of his opponent until less than five minutes remain on his own clock. A player may reply to his opponent’s move before recording it, if he so wishes.
4. Only one hand shall be used to move pieces and the same hand must be used to press the clock. The clock must not be picked up by either player. Clocks must not be stopped except for a query requiring the presence of the Arbiter. Any player using undue force on a clock may, after a warning by the Arbiter, be penalised by the loss of the game.
5. 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. If both flags are down, and Rule 5 does not apply, the game is drawn, irrespective of which flag fell first.
7. A player may claim a draw during the last two minutes on his clock and before his own flag falls. He must stop the clocks and summon the Arbiter. There will be no further play. There are two grounds for claiming a draw under this section of the rules. He must claim:
(a) that his opponent cannot win by normal means, in which case the player must write down the final position and his opponent should verify it, or
(b) that his opponent has been making no effort to win by normal means, in which case the player must write down the final position and submit an up-to-date scoresheet. The opponent should verify the scoresheet and the final position. The claim should be discussed by the players and the captains. If not resolved, full details should be sent to the Senior Recorder by both clubs.