John Griffin Chess Club Rules and Etiquette

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2 John Griffin Chess Club Rules and Etiquette 1. Chess sets must be kept together on the assigned table at all times, with pieces returned to starting position immediately following each game. 2. No communication with anyone other than your opponent is allowed during a match if it is to be recorded for club ratings or tournament results. Please respect the need for an environment for concentration. There will be no annoying behavior that might distract or annoy your opponent or other players around you. 3. Spectators have no special rights or privileges and will have absolutely no involvement in games being played. Only the players can enforce rules during their games or call the organizer when needed. 4. Raise hand high for assistance. You may ask adults or designated coaches for a ruling on a move or how a piece can move or capture. During a tournament, you may not ask for advice on a move, only clarification of rules. 5. Always be polite. Greet your opponent on time in a pleasant way with a handshake. You may say, It s a pleasure to meet you, my name is or I look forward to playing you. Never make any statement about your game expectations. Do not say anything that may offend your opponent. Avoid expressions, body language or gestures that may offend. There is no trash talking in chess! 6. Good sportsmanship and manners are expected at all times. Always follow the rules of chess. If your opponent breaks a rule and does not correct the move when asked or you disagree about the move, ask a person in charge to make a ruling on the situation. Do not argue with your opponent. 7. It s a courtesy to say check or checkmate, but not required. 8. Following a match, be a good loser or winner. Thank your opponent for a good game with a handshake. If you lost, consider this to be a good learning opportunity and analyze what you might have done differently. This is much more productive than getting upset. Often you learn more from a single loss than from many wins. If you won the game, do not celebrate in front of your opponent. Simply thank them for a good game with a handshake. 9. Immediately following a match, the winning player will notify organizer of game result for tournament scoring documentation. Game results not reported will be considered a draw. 10. Membership may be suspended or revoked for misbehavior or violation of club rules.

3 Chess Basic Moves and Captures Chess is a game for two players. The main goal of chess is to checkmate your opponent's King. The King is not actually captured and removed from the board like other pieces, but if the King is attacked ("checked") and threatened with capture, it must get out of check immediately. If there is no way to get out of check, the position is a "checkmate," and the side that is checkmated loses. At the beginning of the game, the pieces are set up as pictured at right. These hints will help you to remember the proper board setup: 1. Opposing Kings and Queens go directly opposite each other. 2. The square in the lower right hand corner is a light one ("light on right"). 3. The White Queen goes on a light square, the Black Queen on a dark square ("Queen on color"). 4. If the board has ranks numbered along the side, the white pieces are on the side numbered 1. White always moves first, and then the players take turns moving. Only one piece may be moved at each turn (except for "castling," a special move that is explained later). The Knight is the only piece that can jump over other pieces. All other pieces move only along unblocked lines. You may not move a piece to a square already occupied by one of your own pieces. But you can capture an enemy piece that stands on a square where one of your pieces can move. Simply remove the enemy piece from the board and put your own piece in its place. The Pieces and How They Move The Queen The Queen is the most powerful piece. She can move any number of squares in any direction horizontal, vertical, or diagonal if her path is not blocked. She can reach any of the squares with dots in this diagram. Because the Queen is so powerful with the ability to quickly get to any square, she has a point value of 9. Point value for the pieces is used to help determine if a trade is well advised and who may have a material advantage. The Rook The Rook is the next most powerful piece. The Rook can move any number of squares vertically or horizontally if its path is not blocked. Because the Rook is able to quickly get to any square on the board, but unable to move along the diagonals, it has a point value of 5. The Bishop The Bishop can move any number of squares diagonally if its path is not blocked. Note that this Bishop starts on a light square and can reach only other light squares. At the beginning of the game, you have one "darksquare" Bishop and one "light-square" Bishop. The Bishop can access only half the squares and has a value of 3.

4 The Knight The Knight's move is special. It hops directly from its old square to its new square. The Knight can jump over other pieces between its old and new squares. Think of the Knight's move as an "L." It moves two squares horizontally or vertically and then makes a right-angle turn for one more square. The Knight always lands on a square opposite in color from its old square. The Knight can access all the squares, but is slow getting there, so it has a point value of 3. The King The King is the most important piece. When he is trapped, his whole army loses. The King can move one square in any direction for example, to any of the squares with dots in this diagram. (An exception is castling, which is explained later.) The King may never move into check that is, onto a square attacked by an opponent's piece. The King has infinite value, since the game is over without him. The Pawn The pawn moves straight ahead (never backward), but it captures diagonally. It moves one square at a time, but on its first move it has the option of moving forward one or two squares. In the diagram, the squares with dots indicate possible destinations for the pawns. The White pawn is on its original square, so it may move ahead either one or two squares. The Black pawn has already moved, so it may move ahead only one square at a time. The squares on which these pawns may capture are indicated by an X. If a pawn advances all the way to the opposite end of the board, it is immediately "promoted" to another piece, usually a Queen, before the move is ended and the clock is hit. It may not remain a pawn or become a King. Therefore, it is possible for each player to have more than one Queen or more than two Rooks, Bishops, or Knights on the board at the same time. The Pawn is very limited in its abilities, so it has a point value of 1. However, a pawn may promote to a value of 9, or when lost create a hole allowing the opponent to do so. En Passant Special Moves This French phrase is used for a special pawn capture. It means "in passing," and it occurs when one player moves a pawn two squares forward to try to avoid capture by the opponent's pawn. The capture is made exactly as if the player had moved the pawn only one square forward. In the diagram, the Black pawn moves up two squares to the square with

5 the dot. On its turn the White pawn may capture the Black one on the square marked with the X. If the White player does not exercise this option immediately before playing some other move the Black pawn is safe from "en passant" capture for the rest of the game. But new opportunities may arise for each pawn in similar circumstances. Castling Each player may "castle" only once during a game and when conditions are met. Castling is a special move that lets a player move two pieces at once the King and one Rook. In castling, the player moves his King two squares to its left or right toward one of his Rooks. At the same time, the Rook involved goes to the square beside the King and toward the center of the board (see illustrations at left). In order to castle, neither the King nor the Rook involved may have moved before. Also, the King may not castle out of check, into check, or through check. Further, there may not be pieces of either color between the King and the Rook involved in castling. Castling is often a very important move because it allows you to place your King in a safe location and also allows the Rook to become more active. When the move is legal, each player has the choice of castling Kingside or Queenside or not at all, no matter what the other player chooses to do. About Check and Checkmate The main goal of chess is to checkmate your opponent's King. The King is not actually captured and removed from the board like other pieces, but if the King is attacked ("checked") and threatened with capture, it must get out of check immediately. If there is no way to get out of check, the position is a "checkmate," and the side that is checkmated loses. You may not move into check. If you are in check, there are three ways of getting out: 1. Capturing the attacking piece; 2. Placing one of your own pieces between the attacker and your King to block or intercede in the attack (unless the attacker is a Knight); 3. Moving the King away from the attack to escape or flee. If a checked player can do none of these, he is checkmated and loses the game. If a King is not in check, but that player can make no legal move with any piece on the board, the position is called a stalemate and the game is scored as a draw, or tie.

6 Chess Algebraic Notation 1. Each piece is indicated by the first letter, a capital letter, of its name. Example: K= king, Q= queen, R= rook, B= bishop, N= knight. (In the case of the knight, for the sake of convenience, N is used.) 2. Pawns are not indicated by their first letter, but are recognized by the absence of such a letter. Examples: e5, d4, a5. 3. The eight files (from left to right for White and from right to left for Black) are indicated by the small letters, a, b, c, d, e, f, g and h, respectively. 4. The eight ranks (from bottom to top for White and from top to bottom for Black) are numbered 1, 2, 3, 4, 5, 6, 7 and 8, respectively. In the initial position, the white pieces and pawns are placed on the first and second ranks and the black pieces and pawns are placed on the eighth and seventh ranks. Black Side 8 a8 b8 c8 d8 e8 f8 g8 h8 7 a7 b7 c7 d7 e7 f7 g7 h7 6 a6 b6 c6 d6 e6 f6 g6 h6 5 a5 b5 c5 d5 e5 f5 g5 h5 4 a4 b4 c4 d4 e4 f4 g4 h4 3 a3 b3 c3 d3 e3 f3 g3 h3 2 a3 b2 c2 d2 e2 f2 g2 h2 1 a1 b1 c1 d1 e1 f1 g1 h1 a b c d e f g h White Side Notes: Diagonals are sometimes referred to in chess literature or discussions by the end square designations separated by a hyphen (examples: a1-h8 is the long black diagonal, a8-h1 is the long white diagonal). The Center is also sometimes referred to in chess, which is the four squares in the center of the board: d4, d5, e4 and e5. 5. Each move of a piece is indicated by (a) the first letter of the name of the piece in question and (b) the square of arrival. There is no hyphen between (a) and (b). Examples: Be5, Nf3, Rd1. In the case of pawns, only the square of arrival is indicated. Examples: e5, d4, a5. 6. When a piece makes a capture, an x is inserted between the first letter of the name of the piece in question and the square of arrival. Examples: Bxe5, Nxf3, Rxd1. When a pawn makes a capture, the square of arrival is indicated after an x. Examples: xe5, xf3, xb5. In the case of an "en passant" capture, the square of arrival is given as the square on which the capturing pawn finally rests and "e.p." is appended to the notation. 7. If two identical pieces can move to the same square, the piece that is moved is indicated as follows: (1) If both pieces are on the same rank: by (a) the first letter of the name of the piece, (b) the file of the square of departure, and (c) the square of arrival.

7 (2) If both pieces are on the same file: by (a) the first letter of the name of the piece, (b) the rank of the square of departure, and (c) the square of arrival. (3) If the pieces are on different ranks and files, method (1) is preferred. In the case of capture, an x must be inserted between (b) and (c). Examples: (1) There are two knights, on the squares g1 and d2, and one of them moves to the square f3: either Ngf3 or Ndf3, as the case may be. (2) There are two knights, on the squares g5 and g1, and one of them moves to the square f3: either N5f3 or N1f3, as the case may be. (3) There are two knights, on the squares h2 and d4, and one of them moves to the square f3: either Nhf3 or Ndf3, as the case may be. If a capture takes place on the square f3, the previous examples are changed by the insertion of an x: (1) either Ngxf3 or Ndxf3, (2) either N5xf3 or N1xf3, (3) either Nhxf3 or Ndxf3, as the case may be. 8. If two pawns can capture the same piece or pawn of the opponent, the pawn that is moved is indicated by (a) the letter of the file of departure, (b) an x, (c) the square of arrival. Example: If there are white pawns on squares c4 and e4 and a black pawn or piece on the square d5, the notation for White's move is either cxd5 or exd5, as the case may be. 9. In the case of the promotion of a pawn, the actual pawn move is indicated, followed immediately by an equal sign and then the first letter of the new piece. Examples: d8=q, f8=n, b1=b, g1=r. Essential Abbreviations: K= King, Q=Queen, B=Bishop, N=Knight, R=Rook, none=pawn. Examples: Be5 (Bishop moves to e5), e5 (pawn moves to e5) Inserted x indicates capture. Examples: Bxe5 (Bishop takes piece at e5), xe5 (pawn takes piece at e5). Pawn s en passant capture uses pawn arrival location, followed by e.p. Example: xe6 e.p.(pawn takes pawn at e5 by en passant). If two identical pieces may take the same square, insert the unique rank or file of departure (Nce5 or N3e5, Ncxe5 for capture). If two pawns can capture the same piece, start with file of departure. Example dxe5 (pawn in file d takes piece at e5). For pawn promotion, move is followed immediately by = and first letter of the new piece. Examples: d8=q, f8=n, b1=b, g1=r. Other abbr: 0-0 is kingside castling, is queenside castling, + after for check, # after for checkmate,? after for blunder. Sample Game: 1.e4 e5 2.Bc4 Bc5? 3.Qh5 Nf6?? 4.Qxf7# (known as Scholars Mate)

8 Chess Scoresheet White Name: Rating Date: Black Name: Rating Result: White Wins - Draw - Black Wins (circle one) Move White Black Move White Black White Signature: Black Signature:

9 Game Adjournment Diagram 8 B W a b c d e f g h Ranks numbed 1-8 and files lettered a-h K King Q Queen B Bishop N Knight R Rook P Pawn (Circle Black) Comments:

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