Notes for Match Players

  1. TOUCH AND MOVE
    If a player touches a piece, he must move that and no other piece, if he can legally do so. When he takes his hand OFF the piece the move is made, and the move cannot be retracted nor can the player make any other move. Players sometimes take advantage of this last point to move a piece and to study the position before taking their hand off it - this is strictly legal but is "bad chess manners" as one should always visualise the position mentally and then decide on one's move BEFORE touching any piece. If a player touches an opponents piece, he must capture it he is legally able. A player who wishes to readjust the piece on its square must first announce this by saying "I adjust" or the internationally recognised "j'adoube".
  2. CASTLING
    When Castling, the players should always touch the KING first, otherwise by touching the ROOK first his opponent may anticipate a Rook move only, and in fact may stipulate that such a move be made ("touch and move").
  3. MOBILE PHONES
    Players should ensure that their mobile phones are either switched off or set to "silent" or "vibrate only" modes.
  4. DRAW BY REPETITION
    If the same POSITION occurs three times with the same possible moves available (with the same player having the move), a draw may be claimed as follows:
    1. The player who has the move in the repeated position may claim a draw.
    2. The player who has the possibility of playing a move Ieading to a repeated position may claim a draw, provided he indicates the move and claims the draw. BEFORE making the move - Note that the sequence of moves involved in setting up the position IS OF NO SIGNIFICANCE, the important point is that the POSITION must be the same each time, with the same player and move.
  5. CLOCKS
    If the alternative time control is to be used, captains will announce before the start of the match. If the match is played under the time control "35 moves in 75 minutes f/b 15 minutes quickplay", please note that DGT clocks do not count moves and will automatically add 15 minutes to both clocks when one clock reaches zero. A flag or minus sign is added to show which clock which "fell" first. If the match is played under the alternative time control "All moves in 80 minutes with a 10 second increment after every move". please note both sides will essentially start with 80 minutes and 10 seconds. For DGT 2000 clocks use OPTION 23 and for DGT 2010 clocks use OPTION 18. For other digital clocks check the instructions on how to set FISCHER time controls. Please also note that your move is not considered to be completed until you have pressed your clock, unless that move ends the game. A player must be allowed to stop his clock.
  6. PUNCTUALITY
    Always try to arrive on time - if you are late your clock will have been started and you will be penalised by losing the amount of time that you have kept your opponent waiting
  7. AGREEING RESULTS
    Remember that while you are playing an individual game, you are also playing for a team, and you should therefore consider carefully any agreement to a result which might affect the result of the match. You are however permitted to consult your Captain on the state of the match, before offering or accepting a draw.
  8. CLAIMING A DRAW BY GUIDELINE III.6
    Match players need to be aware that, if using the time control 35 moves in 75 minutes with a 15 minute quickplay finish, in the quickplay finish part of the game FIDE Laws Guideline III.6 may be used to claim a draw. See League Rule 13 for details.
  9. REFRESHMENTS
    Don't take your own drinks (or food) to an away match where the home team's venue is a pub or a hotel. This club may depend upon their custom at the bar to maintain this venue, so please buy your refreshments there!
  10. EXTRA PLAYERS
    With the agreement of both captains, extra players may play for both teams to gain match experience. Such games will be graded, but will not count towards the match result.