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Guidance for Players and Match Captains
Guidance for players
1. In the course of play each player is required to record his own moves and those of his opponent in the correct manner, move after move, as clearly and legibly as possible, in the Algebraic notation, on the scoresheet provided. A player may reply to his opponent's move before recording it, if he so wishes. He must record his previous move before making another. Both players must record the offer of a draw on the scoresheet. If a player is unable to keep score, an amount of time, decided by the arbiter, shall be deducted from his allotted time at the beginning of the game.
2. If a player has less than five minutes on his clock until the time control he is not obliged to record the game. As soon as the flag on his clock indicates the end of his allotted time, the player must immediately complete his record of the game by filling in the moves omitted from his scoresheet, before making another move, and with his clock running if his opponent has moved. If both players need to complete their scoresheets, both clocks will be stopped until the two scoresheets are completed.
3. The game is lost by a player who refuses to record the game.
4. During play, players are forbidden to have recourse to the advice or opinion of a third party, whether solicited or not. For example, a person may not say to a player "Offer him a draw!"
5. It is forbidden to distract or annoy an opponent in any way whatsoever. This includes the persistent offering of a draw. If your opponent declines your offer, it is up to him to make the next offer.
6. If both flags have fallen and the arbiter is unable to establish which flag fell first, the game shall continue. In this case, the next move played will be considered to be the first one of the following time control.
7. If any rule is breached, the clocks should be stopped and the arbiters' attention should be drawn to the problem. If agreement cannot be reached, play should cease and the matter should be referred to the appropriate Recorder by both Clubs. If play continues, it will be considered that both players accept the decision of the arbiters, and neither player may subsequently claim the game on that point.
Guidance for Match Captains
Before the match
It is the duty of the visiting team captain to contact the home team captain a couple of days before the match is due to take place in order to confirm the venue and security arrangements.
It is the duty of the home team captain to ensure that security personnel are aware of the match arrangements at least one hour before the start of the match, including the provision of a telephone number within the match room, and that sufficient equipment is available for the match. The home team should provide simple refreshments, i.e. tea/coffee and biscuits. Where a team does not make such provision at its own home matches, the team, when playing away, must offer to make an appropriate contribution towards the cost of the refreshments provided.
Postponed matches
Matches may only be postponed in the event of transport strikes or bad weather. If a match is postponed, captains must agree a new date and venue at the time of postponement, and inform the Senior Recorder of the new arrangements as soon as possible. If a Cup match needs to be postponed, the Senior Recorder should be contacted immediately.
During the match
If a player fails to arrive in good time, the captain should endeavour to insert an eligible reserve providing a member of their club is present.
If present, the Senior Recorder will act as arbiter for the match. If the Senior Recorder is not present, both captains or their deputies are deemed to be arbiters. An arbiter has the following powers:-
1. If a player claims a draw by repetition or by the 50 move rule, he shall immediately stop both clocks. He is not allowed to withdraw his claim. If the claim is found to be correct the game is immediately drawn. If the claim is found to be incorrect, the arbiter shall add three minutes to the opponent's remaining time. Additionally, if the claimant has more than two minutes on his clock the arbiter shall deduct half of the claimant's remaining time up to a maximum of three minutes. If the claimant has more than one minute, but less than two minutes, his remaining time shall be one minute. If the claimant has less than one minute, the arbiter shall make no adjustment to the claimant's clock. Then the game shall continue and the intended move must be made.
2. An arbiter must draw the attention of the players to flag fall. It must then be established how many moves have been made. The game will be drawn if the player whose flag has not fallen cannot possibly checkmate.
3. An arbiter or any player shall refrain from calling a player's attention to the fact that his opponent has made a move, or that the player has forgotten to stop his clock after he has made a move.
After the match
Results and any positions for adjudication should be sent to the Senior Recorder by email or first class post in accordance with League Rules 22, 23 and 27.
