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¿Enroque en jaque?
Foros :: Opiniones :: ¿Enroque en jaque?
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Autor Mensaje
Gus
Publicado: 2005-04-15 06:46:12
Antonio, administrador:

Tengo una partida con Federico en la cual le estoy dando jaque a su rey y él lo mueve, pero, según yo, ese movimiento no está permitido (para lo cual adjunto el Art. 5 de la FIDE, sólo como referencia). No sé si tu puedas ver la partida, de lo contrario avísame para enviarte la notación. O dime si acaso vivo en un mundo ajedrecístico obsoleto donde ya se permite el enroque cuando un jugador está en jaque.

En caso de que yo esté en lo correcto, ¿puedes informarme cuál es el procedimiento? ¿tu le informas a Federico que está en un error o qué puedo hacer?

Te dejo mi correo electrónico para cualquier aclaración adicional, tradinter@att.net.mx.

P.D. Lo anterior me hace preguntarte lo siguiente. Sé que tienes muchas propuestas y poco tiempo para darles respuesta, así que no pretendo abrumarte con otra tarea más, por ende, ¿qué pasaría si entre los mismos participantes se erigieran jueces para moderar algunas partidas?

Atentamente,

Gustavo

[b:4323b4fc7d]ART 5. EL MOVIMIENTO DE LAS PIEZAS[/b:4323b4fc7d]

[b:4323b4fc7d]5.1 EL REY[/b:4323b4fc7d]

[u:4323b4fc7d][i:4323b4fc7d][b:4323b4fc7d]f) El enroque está impedido temporalmente:

I) si la casilla original del rey, o la casilla que ha de atravesar el rey o la casilla que ha de ocupar al hacer el enroque, están atacadas por una pieza del oponente[/b:4323b4fc7d][/i:4323b4fc7d][/u:4323b4fc7d]...
admin
Publicado: 2005-04-15 09:10:04
Hola,
Gracias por la considereción...
Sí, este error estoy viendo a que es debido puesto que hubiese jurado que lo programé en su día y funcionaba.
Retrocederé la partida y advertiré a tu contrincante.
Lo siento
Antonio
admin
Publicado: 2005-04-15 09:14:40
Ah!, con respecto a lo de jueces.. pues es muy buena idea.
Ahora sólo falta hacer el ¿cómo?

Gracias por el ofrecimiento
Gus
Publicado: 2005-04-15 17:16:23
Gracias por tu pronta respuesta y pensaré más sobre la propuesta de los jueces, ojalá pueda funcionar.
Gus
Publicado: 2005-04-20 23:26:19
Antonio:

De acuerdo con mi propuesta sobre los jueces, creo que quizá podría ser buena idea, al menos para empezar, que pusieras un vínculo más donde esté el reglamento de ajedrez a fin de que todos lo conozcamos y podamos tenerlo como referencia. En espera de tu opinión, te adjunto las versiones en inglésy español, me ofrezco a investigarte las versiones en otros idiomas, si es que estás de acuerdo con la anterior propuesta.

[Inglés]
Laws of Chess

FIDE Laws of Chess

In these Laws the words 'he', 'him' and 'his' include 'she' and 'her'.

PREFACE

The Laws of Chess cannot cover all possible situations that may arise during a game, nor can they regulate all administrative questions. Where cases are not precisely regulated by an Article of the Laws, it should be possible to reach a correct decision by studying analogous situations, which are discussed in the Laws. The Laws assume that arbiters have the necessary competence, sound judgement and absolute objectivity. Too detailed a rule might deprive the arbiter of his freedom of judgement and thus prevent him from finding the solution to a problem dictated by fairness, logic and special factors.

FIDE appeals to all chess players and federations to accept this view.

A member federation is free to introduce more detailed rules provided they:

1. do not conflict in any way with the official FIDE Laws of Chess
2. are limited to the territory of the federation in question; and
3. are not valid for any FIDE match, championship or qualifying event, or for a FIDE title or rating tournament.

RULES OF PLAY
Article 1: The nature and objectives of the game of chess
1.1

The game of chess is played between two opponents who move their pieces alternately on a square board called a 'chessboard'. The player with the white pieces commences the game. A player is said to 'have the move', when his opponent's move has been made.
1.2

The objective of each player is to place the opponent's king 'under attack' in such a way that the opponent has no legal move which would avoid the 'capture' of the king on the following move. The player who achieves this goal is said to have 'checkmated' the opponent's king and to have won the game. The opponent whose king has been checkmated has lost the game.
1.3

If the position is such that neither player can possibly checkmate, the game is drawn.
Article 2: The initial position of the pieces on the chessboard
2.1

The chessboard is composed of an 8x8 grid of 64 equal squares alternately light (the 'white' squares) and dark (the 'black' squares).
The chessboard is placed between the players in such a way that the near corner square to the right of the player is white.
2.2

At the beginning of the game one player has 16 light-coloured pieces (the 'white' pieces); the other has 16 dark-coloured pieces (the 'black' pieces): These pieces are as follows:

A white king, usually indicated by the symbol
A white queen, usually indicated by the symbol
Two white rooks, usually indicated by the symbol
Two white bishops, usually indicated by the symbol
Two white knights, usually indicated by the symbol
Eight white pawns, usually indicated by the symbol
A black king, usually indicated by the symbol
A black queen, usually indicated by the symbol
Two black rooks, usually indicated by the symbol
Two black bishops, usually indicated by the symbol
Two black knights, usually indicated by the symbol
Eight black pawns, usually indicated by the symbol
2.3

The initial position of the pieces on the chessboard is as follows:

2.4

The eight vertical columns of squares are called 'files'. The eight horizontal rows of squares are called ranks'. A straight line of squares of the same colour, touching corner to corner, is called a 'diagonal'.
Article 3: The moves of the pieces
3.1

It is not permitted to move a piece to a square occupied by a piece of the same colour. If a piece moves to a square occupied by an opponent's piece the latter is captured and removed from the chessboard as part of the same move. A piece is said to attack an opponent's piece if the piece could make a capture on that square according to Articles 3.2 to 3.8.
3.2

The bishop may move to any square along a diagonal on which it stands.

3.3

The rook may move to any square along the file or the rank on which it stands.

3.4

The queen may move to any square along the file, the rank or a diagonal on which it stands.

3.5

When making these moves the bishop, rook or queen may not move over any intervening pieces.
3.6

The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal.

3.7

1.

The pawn may move forward to the unoccupied square immediately in front of it on the same file, or
2.

on its first move the pawn may move as in (a); alternatively it may advance two squares along the same file provided both squares are unoccupied, or
3.

the pawn may move to a square occupied by an opponent's piece, which is diagonally in front of it on an adjacent file, capturing that piece.



4.

A pawn attacking a square crossed by an opponent's pawn which has advanced two squares in one move from its original square may capture this opponent's pawn as though the latter had been moved only one square. This capture may only be made on the move following this advance and is called an 'en passant' capture.



5.

When a pawn reaches the rank furthest from its starting position it must be exchanged as part of the same move for a queen, rook, bishop or knight of the same colour. The player's choice is not restricted to pieces that have been captured previously. This exchange of a pawn for another piece is called 'promotion' and the effect of the new piece is immediate.

3.8 a. There are two different ways of moving the king, by:

1.

moving to any adjoining square not attacked by one or more of the opponent's pieces.


The opponent's pieces are considered to attack a square, even if such pieces cannot themselves move.

or

2.

'castling'. This is a move of the king and either rook of the same colour on the same rank, counting as a single move of the king and executed as follows: the king is transferred from its original square two squares towards the rook, then that rook is transferred to the square the king has just crossed.

(1) Castling is illegal:
1.

if the king has already moved, or
2.

with a rook that has already moved

(2) Castling is prevented temporarily
1.

if the square on which the king stands, or the square which it must cross, or the square which it is to occupy, is attacked by one or more of the opponent's pieces.
2.

if there is any piece between the king and the rook with which castling is to be effected.

b. The king is said to be 'in check', if it is attacked by one or more of the opponent's pieces, even if
such pieces cannot themselves move.
Declaring a check is not obligatory.
3.9

No piece can be moved that will expose its own king to check or leave its own king in check.
Article 4: The act of moving the pieces
4.1

Each move must be made with one hand only.
4.2

Provided that he first expresses his intention (e.g. by saying "j'adoube" or "I adjust"), the player having the move may adjust one or more pieces on their squares.
4.3

Except as provided in Article 4.2, if the player having the move deliberately touches on the chessboard

1.

one or more of his own pieces, he must move the first piece touched that can be moved, or
2.

one or more of his opponent's pieces, he must capture the first piece touched, which can be captured, or
3.

one piece of each colour, he must capture the opponent's piece with his piece or, if this is illegal, move or capture the first piece touched which can be moved or captured. If it is unclear, whether the player's own piece or his opponent's was touched first, the player's own piece shall be considered to have been touched before his opponent's.

4.4

1.

If a player deliberately touches his king and rook he must castle on that side if it is legal to do so.
2.

If a player deliberately touches a rook and then his king he is not allowed to castle on that side on that move and the situation shall be governed by Article 4.3(a).
3.

If a player, intending to castle, touches the king or king and rook at the same time, but castling on that side is illegal, the player must make another legal move with his king which may include castling on the other side. If the king has no legal move, the player is free to make any legal move.

4.5

If none of the pieces touched can be moved or captured, the player may make any legal move.
4.6

A player forfeits his right to a claim against his opponent's violation of Article 4.3 or 4.4, once he deliberately touches a piece.
4.7

When, as a legal move or part of a legal move, a piece has been released on a square, it cannot then be moved to another square. The move is considered to have been made when all the relevant requirements of Article 3 have been fulfilled.
Article 5: The completion of the game
5.1

1.

The game is won by the player who has checkmated his opponent's king. This immediately ends the game, provided that the move producing the checkmate position was a legal move.
2.

The game is won by the player whose opponent declares he resigns. This immediately ends the game.

5.2

1.

The game is drawn when the player to move has no legal move and his king is not in check. The game is said to end in 'stalemate'. This immediately ends the game, provided that the move producing the stalemate position was legal.
2.

The game is drawn when a position has arisen in which neither player can checkmate the opponent's king with any series of legal moves. The game is said to end in a 'dead position'. This immediately ends the game, provided that the move producing the position was legal.
3.

The game is drawn upon agreement between the two players during the game. This immediately ends the game. (See Article 9.1)
4.

The game may be drawn if any identical position is about to appear or has appeared on the chessboard at least three times. (See Article 9.2)
5.

The game may be drawn if each player has made the last 50 consecutive moves without the movement of any pawn and without the capture of any piece. (See Article 9.3)

COMPETITION RULES
Article 6: The chess clock
6.1

'Chess clock' means a clock with two time displays, connected to each other in such a way that only one of them can run at one time.
'Clock' in the Laws of Chess means one of the two time displays.
'Flag fall' means the expiration of the allotted time for a player.
6.2

1.

When using a chess clock, each player must make a minimum number of moves or all moves in an allotted period of time and/or may be allocated an additional amount of time with each move. All these must be specified in advance.
2.

The time saved by a player during one period is added to his time available for the next period, except in the 'time delay' mode.
In the time delay mode both players receive an allotted 'main thinking time'. Each player also receives a 'fixed extra time' with every move. The countdown of the main time only commences after the fixed time has expired. Provided the player stops his clock before the expiration of the fixed time, the main thinking time does not change, irrespective of the proportion of the fixed time used.

6.3

Each time display has a 'flag'. Immediately after a flag falls, the requirements of Article 6.2(a) must be checked.
6.4

Before the start of the game the arbiter decides where the chess clock is placed.
6.5

At the time determined for the start of the game the clock of the player who has the white pieces is started.
6.6

If neither player is present initially, the player who has the white pieces shall lose all the time that elapses until he arrives; unless the rules of the competition specify or the arbiter decides otherwise..
6.7

Any player who arrives at the chessboard more than one hour after the scheduled start of the session shall lose the game unless the rules of the competition specify or the arbiter decides otherwise.
6.8

1.

During the game each player, having made his move on the chessboard, shall stop his own clock and start his opponent's clock. A player must always be allowed to stop his clock. His move is not considered to have been completed until he has done so, unless the move that was made ends the game. (See Articles 5.1, and 5.2)
The time between making the move on the chessboard and stopping his own clock and starting his opponent's clock is regarded as part of the time allotted to the player.
2.

A player must stop his clock with the same hand as that with which he made his move. It is forbidden for a player to keep his finger on the button or to 'hover' over it.
3.

The players must handle the chess clock properly. It is forbidden to punch it forcibly, to pick it up or to knock it over. Improper clock handling shall be penalised in accordance with Article 13.4.
4.

If a player is unable to use the clock, an assistant, who is acceptable to the arbiter, may be provided by the player to perform this operation. The clocks shall be adjusted by the arbiter in an equitable way.

6.9

A flag is considered to have fallen when the arbiter observes the fact or when either player has made a valid claim to that effect.
6.10

Except where Articles 5.1 or one of the Articles 5.2 (a), (b) and (c) apply, 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.
6.11

Every indication given by the clocks is considered to be conclusive in the absence of any evident defect. A chess clock with an evident defect shall be replaced. The arbiter shall use his best judgement when determining the times to be shown on the replacement chess clock.
6.12

If both flags have fallen and it is impossible to establish which flag fell first, the game shall continue.
6.13

1.

If the game needs to be interrupted, the arbiter shall stop the clocks.
2.

A player may stop the clocks only in order to seek the arbiter's assistance, for instance when promotion has taken place and the piece required is not available.
3.

The arbiter shall decide when the game is to be restarted in either case.
4.

If a player stops the clocks in order to seek the arbiter's assistance, the arbiter shall determine if the player had any valid reason for doing so. If it is obvious that the player has no valid reason for stopping the clocks, the player shall be penalised according to article 13.4.

6.14

If an irregularity occurs and/or the pieces have to be restored to a previous position, the arbiter shall use his best judgement to determine the times to be shown on the clocks. He shall also, if necessary, adjust the clock's move counter.
6.15

Screens, monitors, or demonstration boards showing the current position on the chessboard, the moves and the number of moves made, and clocks which also show the number of moves, are allowed in the playing hall. However, the player may not make a claim based on information shown in this manner.
Article 7: Irregularities
7.1

1.

If during a game it is found that the initial position of the pieces was incorrect, the game shall be cancelled and a new game played.
2.

If during a game it is found that the only error is that the chessboard has been placed contrary to Article 2.1, the game continues but the position reached must be transferred to a correctly placed chessboard.

7.2

If a game has begun with colours reversed, then it shall continue, unless the arbiter rules otherwise.
7.3

If a player displaces one or more pieces, he shall re-establish the correct position on his own time. If necessary, either the player or his opponent shall stop the clocks and ask for the arbiter's assistance. The arbiter may penalise the player who displaced the pieces.
7.4

1.

If during a game it is found that an illegal move has been made, the position immediately before the irregularity shall be reinstated. If the position immediately before the irregularity cannot be determined the game shall continue from the last identifiable position prior to the irregularity. The clocks shall be adjusted according to Article 6.14. Article 4.3 applies to the move replacing the illegal move. The game shall then continue from this reinstated position.
2.

After the action taken under Article 7.4(a), for the first two illegal moves by a player the arbiter shall give two minutes extra time to his opponent in each instance; for a third illegal move by the same player, the arbiter shall declare the game lost by this player.

7.5

If during a game it is found that pieces have been displaced from their squares, the position before the irregularity shall be re-instated. If the position immediately before the irregularity cannot be identified, the game shall continue from the last identifiable position prior to the irregularity. The clocks shall be adjusted according to Article 6.14. The game shall then continue from this re-instated position.
Article 8: The recording of the moves
8.1

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 (Appendix E), on the 'scoresheet' prescribed for the competition.
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. (Appendix E.12)
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.
8.2

The scoresheet shall be visible to the arbiter throughout the game.
8.3

The scoresheets are the property of the organisers of the event.
8.4

If a player has less than five minutes left on his clock and does not have additional time of 30 seconds or more added with each move, then he is not obliged to meet the requirements of Article 8.1. Immediately after one flag has fallen the player must update his scoresheet completely before moving a piece on the chessboard.
8.5

1.

If neither player is required to keep score under Article 8.4, the arbiter or an assistant should try to be present and keep score. In this case, immediately after one flag has fallen, the arbiter shall stop the clocks. Then both players shall update their scoresheets, using the arbiter's or the opponent's scoresheet.
2.

If only one player is not required to keep score under Article 8.4 he must, as soon as either flag has fallen, update his scoresheet completely before moving a piece on the chessboard. Provided it is the player's move, he may use his opponent's scoresheet, but must return it before making a move
3.

If no complete scoresheet is available, the players must reconstruct the game on a second chessboard under the control of the arbiter or an assistant. He shall first record the actual game position, clock times and the number of moves made, if this information is available, before reconstruction takes place.

8.6

If the scoresheets cannot be brought up to date showing that a player has overstepped the allotted time, the next move made shall be considered as the first of the following time period, unless there is evidence that more moves have been made.
8.7

At the conclusion of the game both players shall sign both scoresheets, indicating the result of the game. Even if incorrect, this result shall stand, unless the arbiter decides otherwise.
Article 9: The drawn game
9.1

1.

A player wishing to offer a draw shall do so after having made a move on the chessboard and before stopping his clock and starting the opponent's clock. An offer at any other time during play is still valid, but Article 12.5 must be considered. No conditions can be attached to the offer. In both cases the offer cannot be withdrawn and remains valid until the opponent accepts it, rejects it orally, rejects it by touching a piece with the intention of moving or capturing it, or the game is concluded in some other way.
2.

The offer of a draw shall be noted by each player on his scoresheet with a symbol (See Appendix E).
3.

A claim of a draw under 9.2, 9.3 or 10.2 shall be considered to be an offer of a draw.

9.2

The game is drawn, upon a correct claim by the player having the move, when the same position, for at least the third time (not necessarily by sequential repetition of moves)

1.

is about to appear, if he first writes his move on his scoresheet and declares to the arbiter his intention to make this move, or
2.

has just appeared, and the player claiming the draw has the move.

Positions as in (a) and (b) are considered the same, if the same player has the move, pieces of the same kind and colour occupy the same squares, and the possible moves of all the pieces of both players are the same.
Positions are not the same if a pawn that could have been captured en passant can no longer be captured or if the right to castle has been changed temporarily or permanently.
9.3

The game is drawn, upon a correct claim by the player having the move, if

1.

he writes on his scoresheet, and declares to the arbiter his intention to make a move which shall result in the last 50 moves having been made by each player without the movement of any pawn and without the capture of any piece, or
2.

the last 50 consecutive moves have been made by each player without the movement of any pawn and without the capture of any piece.

9.4

If the player makes a move without having claimed the draw he loses the right to claim, as in Article 9.2 or 9.3, on that move.
9.5

If a player claims a draw as in Article 9.2 or 9.3, he shall immediately stop both clocks. He is not allowed to withdraw his claim.

1.

If the claim is found to be correct the game is immediately drawn.
2.

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.

9.6

The game is drawn when a position is reached from which a checkmate cannot occur by any possible series of legal moves, even with the most unskilled play. This immediately ends the game.
Article 10: Quickplay Finish
10.1

A 'quickplay finish' is the last phase of a game, when all the remaining moves must be made in a limited time.
10.2

If the player, having the move, has less than two minutes left on his clock, he may claim a draw before his flag falls. He shall stop the clocks and summon the arbiter.

1.

If the arbiter agrees the opponent is making no effort to win the game by normal means, or that it is not possible to win by normal means, then he shall declare the game drawn. Otherwise he shall postpone his decision or reject the claim.
2.

If the arbiter postpones his decision, the opponent may be awarded two extra minutes thinking time and the game shall continue in the presence of an arbiter, if possible. The arbiter shall declare the final result after a flag has fallen.
3.

If the arbiter has rejected the claim, the opponent shall be awarded two extra minutes thinking time.
4.

The decision of the arbiter shall be final relating to 10.2 a, b, c.

10.3

If both flags have fallen and it is impossible to establish which flag fell first the game is drawn.
Article 11: Scoring
11.1

Unless announced otherwise in advance, a player who wins his game, or wins by forfeit, scores one point (1), a player who loses his game, or forfeits scores no points (0) and a player who draws his game scores a half point (1/2).
Article 12: The conduct of the players
12.1

The players shall take no action that will bring the game of chess into disrepute.
12.2

During play the players are forbidden to make use of any notes, sources of information, advice, or to analyse on another chessboard.
The scoresheet shall be used only for recording the moves, the times of the clocks, the offer of a draw, and matters relating to a claim.
12.3

Players who have finished their games shall be considered to be spectators.
12.4

Players are not allowed to leave the 'playing venue' without permission from the arbiter. The playing venue is defined as the playing area, rest rooms, refreshment area, area set aside for smoking and other places as designated by the arbiter.
The player having the move is not allowed to leave the playing area without permission of the arbiter.
12.5

It is forbidden to distract or annoy the opponent in any manner whatsoever. This includes unreasonable claims or offers of a draw.
12.6

Infraction of any part of the Articles 12.1 to 12.5 shall lead to penalties in accordance with Article 13.4.
12.7

Persistent refusal by a player to comply with the Laws of Chess shall be penalised by loss of the game. The arbiter shall decide the score of the opponent.
12.8

If both players are found guilty according to Article 12.7, the game shall be declared lost by both players.
Article 13: The role of the arbiter (see Preface)
13.1

The arbiter shall see that the Laws of Chess are strictly observed.
13.2

The arbiter shall act in the best interest of the competition. He should ensure that a good playing environment is maintained and that the players are not disturbed. He shall supervise the progress of the competition.
13.3

The arbiter shall observe the games, especially when the players are short of time, enforce decisions he has made and impose penalties on players where appropriate.
13.4

The arbiter can apply one or more of the following penalties:

1.

warning,
2.

increasing the remaining time of the opponent,
3.

reducing the remaining time of the offending player,
4.

declaring the game to be lost,
5.

reducing the points scored in a game by the offending party,
6.

increasing the points scored in a game by the opponent to the maximum available for that game,
7.

expulsion from the event.

13.5

The arbiter may award either or both players additional time in the event of external disturbance of the game.
13.6

The arbiter must not intervene in a game except in cases described by the Laws of Chess. He shall not indicate the number of moves made, except in applying Article 8.5, when at least one player has used all his time. The arbiter shall refrain from informing a player that his opponent has completed a move.
13.7

Spectators and players in other games are not to speak about or otherwise interfere in a game. If necessary, the arbiter may expel offenders from the playing venue.
Article 14: FIDE
14.1

Member federations may ask FIDE to give an official decision about problems relating to the Laws of Chess.

Appendix

APPENDICES
A.

Adjourned games
A1.

1.

If a game is not finished at the end of the time prescribed for play, the arbiter shall require the player having the move to 'seal' that move. The player must write his move in unambiguous notation on his scoresheet, put his scoresheet and that of his opponent in an envelope, seal the envelope and only then stop his clock without starting the opponent's clock. Until he has stopped the clocks, the player retains the right to change his sealed move. If, after being told by the arbiter to seal his move, the player makes a move on the chessboard, he must write that same move on his scoresheet as his sealed move.
2.

A player having the move, who adjourns the game before the end of the playing session, shall be considered to have sealed at the nominal time for the end of the session , and his remaining time shall so be recorded.

A2.

The following shall be indicated upon the envelope:

1.

the names of the players
2.

the position immediately before the sealed move
3.

the time used by each player
4.

the name of the player who has sealed the move
5.

the number of the sealed move
6.

the offer of a draw, if the proposal is current.
7.

the date, time and venue of resumption of play.

A3.

The arbiter shall check the accuracy of the information on the envelope and is responsible for the safe-keeping of it.
A4.

If a player proposes a draw after his opponent has sealed his move, the offer is valid until the opponent has accepted it or rejected it as in Article 9.1.
A5.

Before the game is to be resumed, the position immediately before the sealed move shall be set up on the chessboard, and the times used by each player when the game was adjourned shall be indicated on the clocks.
A6.

If prior to the resumption the game is agreed drawn, or if one of the players notifies the arbiter that he resigns, the game is concluded.
A7.

The envelope shall be opened only when the player who must reply to the sealed move is present.
A8.

Except in the cases mentioned in Article 6.10 and 9.6, the game is lost by a player whose recording of his sealed move

1.

is ambiguous, or
2.

is recorded such that its true significance is impossible to establish, or
3.

is illegal.

A9.

If, at the agreed resumption time

1.

the player having to reply to the sealed move is present, the envelope is opened, the sealed move made on the chessboard and his clock started.
2.

the player having to reply to the sealed move is not present, his clock shall be started. On his arrival, he may stop his clock and summon the arbiter. The envelope is then opened and the sealed move made on the chessboard. His clock is then restarted.
3.

the player who sealed the move is not present, his opponent has the right to record his reply on the scoresheet, seal his scoresheet in a fresh envelope, stop his clock and start the absent player's clock instead of making his reply in the normal manner. If so, the envelope shall be handed to the arbiter for safe-keeping and opened on the absent player's arrival.

A10.

The player shall lose the game if he arrives at the chessboard more than one hour late for the resumption of an adjourned game (unless the rules of the competition or the arbiter decides otherwise).
However, if the player who made the sealed move is the late player, the game is decided otherwise, if:

1.

the absent player has won the game by virtue of the fact that the sealed move is checkmate, or
2.

the absent player has produced a drawn game by virtue of the fact that the sealed move is stalemate, or a position as described in Article 9.6 has arisen on the chessboard, or
3.

the player present at the chessboard has lost the game according to Article 6.10.

A11.

1.

If the envelope containing the sealed move is missing, the game shall continue from the position, with the clock times recorded at the time of adjournment. If the time used by each player cannot be re-established the arbiter shall set the clocks. The player who sealed the move makes the move he states he sealed on the chessboard.
2.

If it is impossible to re-establish the position, the game is annulled and a new game must be played.

A12.

If, upon resumption of the game, either player points out before making his first move that the time used has been incorrectly indicated on either clock, the error must be corrected. If the error is not then established the game continues without correction unless the arbiter feels that the consequences will be too severe.
A13.

The duration of each resumption session shall be controlled by the arbiter's timepiece. The starting time and finishing time shall be announced in advance.
B.

Rapidplay
B1.

A 'Rapidplay game' is one where all the moves must be made in a fixed time from 15 to 60 minutes for each player.
B2.

Play shall be governed by the FIDE Laws of Chess, except where they are overridden by the following Laws of Rapidplay.
B3.

Players do not need to record the moves.
B4.

Once each player has completed three moves, no claim can be made regarding incorrect piece placement, orientation of the chessboard or clock setting.
In case of reverse king and queen placement castling with this king is not allowed.
B5.

1.

The arbiter shall make a ruling according to Article 4 (The touched piece), only if requested to do so by one or both players.
2.

The player loses the right to claim according to Articles 7.2, 7.3 and 7.5 (Irregularities, illegal moves) once he has touched a piece according to Article 4.3.

B6.

The flag is considered to have fallen when a player has made a valid claim to that effect. The arbiter shall refrain from signalling a flag fall.
B7.

To claim a win on time, the claimant must stop both clocks and notify the arbiter. For the claim to be successful the claimant's flag must remain up and his opponent's flag down after the clocks have been stopped.
B8.

If both flags have fallen, the game is drawn.
C. Blitz
C1.

A 'Blitz game' is one where all the moves must be made in a fixed time less than 15 minutes for each player.
C2.

Play shall be governed by the Rapidplay Laws as in Appendix B except where they are overridden by the following Laws of Blitz.
C3.

An illegal move is completed once the opponent's clock has been started. However, the opponent is entitled to claim a win before making his own move. If the opponent cannot checkmate the player's King by any possible series of legal moves with the most unskilled counterplay, then he is entitled to claim a draw before making his own move. Once the opponent has made his own move, an illegal move cannot be corrected
C4.

Article 10.2 does not apply.
D.

Quickplay finishes where no arbiter is present in the venue.
D1.

Where games are played as in Article 10, a player may claim a draw when he has less than two minutes left on his clock and before his flag falls. This concludes the game.
He may claim on the basis

1.

that his opponent cannot win by normal means, or
2.

that his opponent has been making no effort to win by normal means.

In (a) the player must write down the final position and his opponent verify it.
In (b) the player must write down the final position and submit an up-to-date scoresheet, which must be completed before play has ceased. The opponent shall verify both the scoresheet and the final position.
The claim shall be referred to an arbiter whose decision shall be the final one.
E.

Algebraic notation

FIDE recognizes for its own tournaments and matches only one system of notation, the Algebraic System, and recommends the use of this uniform chess notation also for chess literature and periodicals. Scoresheets using a notation system other than algebraic may not be used as evidence in cases where normally the scoresheet of a player is used for that purpose. An arbiter who observes that a player is using a notation system other than the algebraic should warn the player about this requirement.
Description of the Algebraic System
E1.

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.)
E2.

For the first letter of the name of a piece, each player is free to use the first letter of the name which is commonly used in his country. Examples: F = fou (French for bishop), L = loper (Dutch for bishop). In printed periodicals, the use of figurines for the pieces is recommended.
E3.

Pawns are not indicated by their first letter, but are recognised by the absence of such a letter. Examples: e5, d4, a5.
E4.

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.
E5.

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. Consequently, in the initial position the white pieces and pawns are placed on the first and second ranks; the black pieces and pawns on the eighth and seventh ranks.
E6.

As a consequence of the previous rules, each of the sixty-four squares is invariably indicated by a unique combination of a letter and a number.

E7.

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.
E8.

When a piece makes a capture, an x is inserted between (a) the first letter of the name of the piece in question and (b) the square of arrival. Examples: Bxe5, Nxf3, Rxd1.
When a pawn makes a capture, the file of departure must be indicated, then an x, then the square of arrival.. Examples: dxe5, gxf3, axb5. 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. Example: exd6 e.p..
E9.

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.
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:
There are two knights, on the squares g1 and e1, and one of them moves to the square f3: either Ngf3 or Nef3, as the case may be.
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.
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 Nexf3, (2) either N5xf3 or N1xf3, (3) either Nhxf3 or Ndxf3, as the case may be.
E10.

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.
E11.

In the case of the promotion of a pawn, the actual pawn move is indicated, followed immediately by the first letter of the new piece. Examples: d8Q, f8N, b1B, g1R.
E12.

The offer of a draw shall be marked as (=).

Essential abbreviations:
0-0 castling with rook h1 or rook h8 (kingside castling)
0-0-0 castling with rook a1 or rook a8 (queenside castling)
x captures
+ check
++ or # checkmate
e.p. captures "en passant"

Sample game: 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4 4.Bd2 0-0 5.e4 d5 6.exd5 exd5 7.cxd5 Bxc3 8.Bxc3 Nxd5 9.Nf3 b6 10.Qb3 Nxc3 11.bxc3 c5 12.Be2 cxd4 13.Nxd4 Re8 14.0-0 Nd7 15.a4 Nc5 16.Qb4 Bb7 17.a5 ... etc.
F.

Rules for play with Blind and Visually Handicapped
F1.

Tournament directors shall have the power to adapt the following rules according to local circumstances. In competitive chess between sighted and visually handicapped players (legally blind) either player may demand the use of two boards, the sighted players using a normal board, the visually handicapped player using one specially constructed. The specially constructed board must meet the following requirements:

1.

at least 20 by 20 centimetres;
2.

the black squares slightly raised;
3.

a securing aperture in each square;
4.

every piece provided with a peg that fits into the securing aperture;
5.

pieces of Staunton design, the black pieces being specially marked.

F2.

The following regulations shall govern play:

1.

The moves shall be announced clearly, repeated by the opponent and executed on his board. To make the announcement as clear as possible, the use of the following names is suggested instead of the corresponding letters, algebraic
A-Anna
B-Bella
C-Cesar
D-David
E-Eva
F-Felix
G-Gustav
H-Hector
Ranks from white to black shall receive the German numbers:
1-eins
2-zwei
3-drei
4-vier
5-fuenf
6-sechs
7-sieben
8-acht
Castling is announced "Lange Rochade" (German for long castling) and "Kurze Rochade" (German for short castling).
The pieces bear the names: Koenig, Dame, Turm, Laeufer, Springer, Bauer. When promoting a pawn the player must announce which piece is chosen.

2.

On the visually handicapped player's board a piece shall be considered "touched" when it has been taken out of the securing aperture.

3.

A move shall be considered "executed" when:
1.

in the case of a capture, the captured piece has been removed form the board of the player whose turn it is to move;
2.

a piece is placed into a different securing aperture;
3.

the move has been announced.
Only then the opponent's clock shall be started.
As far as points 2 and 3 are concerned the normal rules are valid for the sighted player.

4.

A specially constructed chess clock for the visually handicapped shall be admissible. It shall incorporate the following features:
1.

A dial fitted with reinforced hands, with every five minutes marked by one dot, and every 15 minutes by two raised dots.
2.

A flag which can be easily felt. Care should be taken that the flag is so arranged as to allow the player to feel the minute hand during the last 5 minutes of the full hour.

5.

The visually handicapped player must keep score of the game in Braille or longhand or record the moves on a tape recorder.

6.

A slip of the tongue in the announcement of a move must be corrected immediately and before the clock of the opponent is started.

7.

If during a game different positions should arise on the two boards, they must be corrected with the assistance of the controller and by consulting both players' game scores. If the two game scores correspond with each other, the player who has written the correct move but executed the wrong one must adjust his position to correspond with the move on the game scores.

8.

If, when such differences occur and the two game scores are found to differ, the moves shall be retraced to the point where the two scores agree and the controller shall readjust the clock accordingly.

9.

The visually handicapped player shall have the right to make use of an assistant who shall have any or al of the following duties:
1.

Make either player's move on the board of the opponent.
2.

Announce the moves of both players.
3.

Keep the game score of the visually handicapped player and start his opponent's clock, (keeping rule 3.c in mind).
4.

Inform the visually handicapped player only at his request of the number of moves completed and the time used up by both players.
5.

Claim the game in cases where the time limit has been exceeded and inform the controller when the sighted player has touched one of his pieces.
6.

Carry out the necessary formalities in case the game is adjourned. If the visually handicapped player does not make use of an assistant, the sighted player may make use of one who shall carry out the duties mentioned under point 9a and b.

Copyright © 2002-2004 FIDE * Casto Abundo, Webmaster

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INTRODUCCION

Las Leyes del Ajedrez no pueden legislar todas las situaciones que pueden surgir durante una partida, como tampoco pueden legislar todos los aspectos administrativos.
En los casos no reglamentados en forma precisa por un artículo de Las Leyes, debería ser posible llegar a un juicio correcto estableciendo analogías con situaciones tratadas en ellas.
Las Leyes presuponen que el árbitro posee la necesaria competencia, el buen criterio y la absoluta objetividad que las situaciones requieren.
Un instrumento legal excesivamente detallado privaría al árbitro de libertad de criterio impidiéndole con ello hallar la solución dictada por la equidad, la lógica y los factores circunstanciales.
La FIDE solicita a todos los jugadores de ajedrez que acepten este criterio.
Las Federaciones afiliadas tienen libertad para introducir reglas más detalladas, siempre que :
a)esas reglas no sean contradictorias, en ningún caso, con las leyes oficiales de la FIDE;
b)estén limitadas al territorio de la propia Federación, y
c)no sean válidas para ningún match, campeonato, certamen de clasificación ó torneo de título (ITT) o de gradaciones (IRT) de la FIDE.

REGLAS DEL JUEGO

Artículo 1 :
La naturaleza y objetivos del juego de ajedrez.
1.1 La partida de ajedrez se juega entre dos jugadores que mueven sus piezas sobre un tablero cuadrado llamado "Tablero de Ajedrez". El jugador que conduce las piezas blancas comienza la partida. Se dice que a un jugador "le toca jugar" ó "tiene el turno" cuando el rival completó su jugada.
1.2 El objetivo de cada jugador es atacar al rey del rival de manera tal que el rival no tenga jugada legal con la que evite la "captura" de su rey en la siguiente movida. Se dice que el jugador que logra esto ha dado "jaque mate" al rival y ha ganado la partida. El jugador a quien le han dado jaque mate ha perdido la partida. 1.3 Si en una posición es imposible para ambos jugadores dar jaque mate, la partida es tablas.

Artículo 2 :
La posición inicial de las piezas en el tablero de ajedrez.
2.1 El tablero de ajedrez es una grilla de 8x8 casillas. Los 64 escaques son de igual tamaño y de colores alternativamente claros (casillas "blancas") y oscuros (casillas "negras") El tablero de ajedrez se coloca entre los jugadores, de manera tal que la casilla del rincón derecho de cada jugador, sea blanca.
2.2 Al comenzar la partida un jugador tiene dieciséis piezas de color claro (piezas "blancas") y el otro jugador tiene dieciséis piezas de color oscuro (piezas "negras"). Las piezas son las siguientes:
Un Rey Blanco habitualmente representado por el símbolo : R
Una Dama Blanca habitualmente representada por el símbolo : D
Dos Torres Blancas habitualmente representadas por el símbolo : T
Dos Alfiles Blancos habitualmente representados por el símbolo : A
Dos Caballos Blancos habitualmente representados por el símbolo : C
Ocho Peones Blancos habitualmente representados por el símbolo : P
Un Rey Negro habitualmente representado por el símbolo : R
Una Dama Negra habitualmente representada por el símbolo : D
Dos Torres Negras habitualmente representadas por el símbolo : T
Dos Alfiles Negros habitualmente representados por el símbolo : A
Dos Caballos Negros habitualmente representados por el símbolo : C
Ocho Peones Negros habitualmente representados por el símbolo : P
2.3 La posición inicial de las piezas en el tablero es la siguiente:
2.4 Las ocho hileras de casillas verticales se llaman "columnas". Las ocho hileras de casillas horizontales se llaman "filas". Las líneas de casillas del mismo color, unidas por sus vértices entre sí en línea recta, se llaman "diagonales".

Artículo 3 :
El movimiento de las piezas.
3.1. Ninguna pieza puede moverse a un casilla ocupada por otra pieza del mismo color. Si una pieza se juega a una casilla ocupada por una pieza rival, ésta es capturada y retirada del tablero como parte de la misma jugada. Se dice que una pieza ataca a una casilla si la pieza puede hacer una captura en esa casilla de acuerdo con los Artículos 3.2, 3.3, 3.4 y 3.5.
3.2.
a) La dama se puede mover a cualquier casilla de la columna, fila ó diagonales en que se encuentra.
b) La torre se puede mover a cualquier casilla de la fila ó columna en que se encuentra.
c) El alfil se puede mover a cualquier casilla de las diagonales en que se encuentra.
Cuando se hacen estas jugadas la dama, torre ó alfil no pueden mover por encima de otra pieza que se interponga.
3.3. El caballo se mueve a una de las casillas más cercanas a la que se encuentra pero que no esté sobre la misma fila, columna o diagonal. No pasa directamente sobre una casilla interpuesta.
3.4.
(a) El peón puede moverse hacia adelante a una casilla desocupada inmediatamente enfrente de éste en la misma columna, ó
(b) en su primer movimiento el peón puede avanzar dos casillas a lo largo de la misma columna siempre que ambas casillas estén desocupadas, ó
(c) el peón puede moverse a una casilla ocupada por una pieza rival que esté en diagonal enfrente de éste sobre una columna adyacente, capturando aquella pieza.
(d) un peón que ataca una casilla atravesada por un peón adversario que ha sido avanzado dos casillas a la vez desde su casilla inicial, puede capturar a este peón rival como si hubiese avanzado una sola casilla. Esta captura sólo puede hacerse en la jugada siguiente como réplica inmediata y se llama Captura al Paso.
(e) Cuando un peón alcanza la fila más alejada de su posición inicial, se debe cambiar como parte de la misma jugada por una dama, una torre, un alfil ó un caballo del mismo color. La elección del jugador no esta restringida a las piezas que han sido capturadas previamente. Este cambio de un peón por otra pieza se llama "coronación" ó "promoción" y el efecto de la nueva pieza es inmediato.

3.5.
(a) El rey puede mover de dos maneras diferentes :
(ai) mover a cualquier casilla contigua que no esté atacada por una ó más piezas rivales, ó
(aii) "enrocar". Esta es una jugada del rey y de una de las torres del mismo color sobre la misma fila. Se considera como una sola jugada de rey y se efectúa moviéndolo desde su casilla original dos casillas por la misma línea hacia la torre con la que enrocará ; luego, esa torre es trasladada sobre el rey hacia la casilla que éste acaba de atravesar.
(1) El enroque es ilegal :
(a) si se ha movido el Rey
(b) si se ha movido la Torre con la que se quiere enrocar.
(2) El enroque esta momentáneamente impedido :
(a)si la casilla de origen del Rey, o la casilla que el Rey ha de atravesar, ó aquella que el Rey ocupará al completar el enroque, está atacada por una ó más piezas rivales.
(b)si hay alguna pieza entre el Rey y la Torre con la cual se quiere enrocar.
(c) Se dice que el rey está "en jaque", si está atacado por una ó más piezas rivales, aún cuando ésas mismas piezas no puedan ser movidas. No es obligatorio anunciar un jaque Un jugador no debe hacer una jugada que sitúe o deje a su rey en jaque.

Artículo 4 :
La acción de mover las piezas.
4.1. Cada jugada debe efectuarse con una sola mano.
4.2. El jugador al que le toca mover, puede componer la posición de una o varias piezas en las casillas que ocupan siempre que exprese previamente su intención de hacerlo (p. ej. diciendo "compongo").
4.3. Exceptuando el caso anterior, cuando el jugador que tiene el turno para mover toca deliberadamente :
(a) una ó más piezas del mismo color, tiene que mover o capturar la primera pieza tocada que se pueda mover o capturar ;
(b) una de sus piezas y una de las piezas del rival, tiene que capturar esta con la suya ; y si ello fuera ilegal, tiene que mover o capturar la primera pieza tocada que pueda moverse o capturarse. Si fuera imposible establecer cual fue la pieza tocada primero, se considerará como tocada la propia pieza del jugador.
4.4.
(a) Si un jugador toca primero una de las Torres y después el Rey, no puede hacer el enroque con esa Torre. Este caso está legislado por el articulo 4.3.
(b) Si un jugador que intenta enrocar toca primero el Rey ó el Rey y la Torre al mismo tiempo pero el enroque en ese flanco es ilegal, el jugador debe elegir entre mover el Rey ó enrocar en el otro flanco, siempre que ello sea posible. Si el Rey no dispone de jugadas legalmente posibles, el jugador queda en libertad para hacer cualquier jugada legal.
4.5 Si ninguna de las piezas tocadas puede moverse ó capturarse, el jugador puede efectuar cualquier jugada legal.
4.6. El jugador no puede reclamar que su rival ha violado los Artículos 4.3 o 4.4 después que él mismo ha tocado una pieza.
4.7. Cuando, como una jugada legal ó parte de una jugada legal, una pieza ha sido soltada sobre una casilla, no puede ser luego movida a otra casilla. Se considera hecha la jugada cuando se cumplieron todos los requisitos del Artículo 3.

Artículo 5 :
La partida terminada.
5.1.
(a) Gana la partida el jugador que da jaque mate al rey rival con una jugada legal. Esto termina inmediatamente la partida.
(b) Gana la partida el jugador cuyo rival declara que abandona . Esto termina inmediatamente la partida.
5.2. La partida es tablas cuando el rey del jugador al que le toca jugar no está en jaque y dicho jugador no dispone de jugada legal alguna. En este caso se dice que el rey está "Ahogado". Esto termina inmediatamente la partida.
5.3. La partida es tablas por acuerdo, durante la partida, de ambos jugadores. Esto termina nmediatamente la partida. (Ver Articulo 9.1)
5.4. La partida se puede considerar tablas si una posición idéntica aparece tres veces sobre el tablero. (Ver Articulo 9.2)
5.5. La partida puede considerarse tablas si en las últimas 50 jugadas consecutivas de cada jugador no se produjo el movimiento de un peón ni captura de alguna pieza. (Ver Articulo 9.3)

REGLAS DE TORNEO

Artículo 6 :
El reloj de ajedrez.
6.1. "Reloj de ajedrez" es un reloj con dos indicadores de tiempo, conectados entre sí de tal manera que cuando uno se pone en marcha el otro se detiene.
En las Leyes del Ajedrez, "reloj" se refiere a uno de los dos indicadores de tiempo. "Aguja caída" significa el fin del tiempo asignado para un jugador.
6.2. Cuando se usa un reloj de ajedrez, cada jugador debe efectuar un cierto número de jugadas, ó todas ellas, en un período de tiempo asignado; ó puede asignarse una cantidad de tiempo adicional después de cada jugada. Todo esto debe estar establecido con anticipación. El tiempo ahorrado por un jugador durante un periodo se adiciona a su tiempo disponible para el próximo periodo, excepto en el modo "tiempo de retraso".
6.3. Cada indicador de tiempo tiene una "aguja". Inmediatamente después que cae la aguja, los requisitos del Articulo 8.1 deben verificarse.
6.4. El árbitro decide dónde se coloca el reloj de ajedrez.
6.5. El reloj del jugador que tiene las piezas blancas se pone en marcha a la hora señalada para el comienzo de la partida.
6.6. Pierde la partida el jugador que se presenta ante el tablero de ajedrez con más de una hora de atraso con respecto al horario programado para el comienzo de la sesión (a menos que las reglas de la competencia lo especifiquen de otro modo ó el árbitro decida de otra manera).
6.7.
(a) Durante la partida cada jugador, habiendo hecho su jugada sobre el tablero, detendrá su propio reloj con lo que accionará el reloj de su oponente. Un jugador debe siempre poder detener su reloj.
La jugada no se considerará terminada hasta que el jugador no haya detenido su reloj, a menos que la jugada realizada termine la partida.
(Ver Artículos 5.1, 5.2 y 5.3) El tiempo que media entre la realización de la jugada en el tablero y la detención del reloj es considerado como parte del tiempo asignado al jugador.
(b) Un jugador debe detener su reloj con la misma mano con la que hizo la jugada. Está prohibido mantener el dedo sobre el botón ó cubrirlo de cualquier manera.
(c) Los jugadores deben manipular el reloj de ajedrez de manera apropiada. Está prohibido golpearlo fuertemente, levantarlo, o voltearlo. El manejo inapropiado del reloj será penalizado de acuerdo con el Articulo 13.4.
6.8. La aguja de un jugador se considera caída cuando el árbitro lo observa ó cuando uno de los jugadores hace un reclamo válido en ese sentido.
6.9 Excepto donde se aplican los Artículos 5.1, 5.2 y 5.3, pierde la partida el jugador que no completa el número prescripto de jugadas en el tiempo asignado. Sin embargo, la partida es tablas si la posición es tal que el rival no puede dar jaque mate al adversario con cualquiera de las series posibles de jugadas legales (aún con el más inexperto contrajuego).
6.10 Siempre que no existan defectos evidentes, la información obtenida a través del reloj se considera definitiva. Un reloj de ajedrez evidentemente defectuoso deberá ser reemplazado. El árbitro deberá usar su mejor criterio para determinar los tiempos que se indicarán en el nuevo reloj.
6.11 Si ambas agujas han caído y es imposible establecer cual aguja cayó primero, la partida debe continuar.
6.12.
(a) Si fuera necesario detener la partida, será el árbitro quien detenga los relojes.
(b) Un jugador puede detener los relojes para solicitar la asistencia del árbitro.
(c) El árbitro decide cuando se reanudará la partida.
6.13 Si ocurre una irregularidad y/o las piezas deben ser reubicadas en una posición anterior, el árbitro usará su mejor criterio para determinar los tiempos que se indicarán en el reloj.
6.14 Está permitido que en la sala de juego haya pantallas, monitores, ó tableros murales que muestren una posición actual sobre el tablero, las jugadas y el número de jugadas realizadas, y relojes que también muestren el número de jugadas. Sin embargo, el jugador no puede efectuar un reclamo fundamentado en cosa alguna mostrada de esta manera.

Artículo 7 :
Posiciones ilegales.
7.1.
(a) Si durante la partida se comprueba que la posición inicial de las piezas era incorrecta, la partida se anulará y se jugará una nueva.
(b) Si durante una partida se comprueba que el único error es que el tablero no se colocó según lo establece el Articulo 2.1, la posición existente se transferirá a un tablero correctamente colocado y se continuará la partida.
.2. Si una partida comienza con los colores invertidos deberá continuarse, a menos que el árbitro decida de otra manera.
7.3. Si un jugador desplaza una o más piezas, deberá restablecer la posición correcta con su propio tiempo. Si es necesario, el rival tiene el derecho de poner en marcha el reloj del infractor, sin efectuar jugada alguna, para asegurar que la posición correcta se restablece con el tiempo del infractor.
7.4. Si durante una partida se comprueba que se ha hecho una jugada ilegal, ó que las piezas fueron desplazadas de sus casillas, se restablecerá la posición existente antes de que se produjera la irregularidad. Si la posición inmediatamente anterior a la irregularidad no pudiera determinarse se continuará la partida desde la última posición anterior a la irregularidad que se pueda determinar. En el caso de una jugada ilegal, se aplica el Articulo 4.3 a la jugada reemplazante y los tiempos en los relojes se ajustarán de acuerdo con el Articulo 6.13 tras lo que continuará la partida.

Artículo 8 :
La anotación de las jugadas:
8.1. Durante la partida cada jugador tiene la obligación de anotar en la planilla dispuesta para la competencia sus jugadas y las de su rival, jugada tras jugada, de la manera más clara y legible posible, en el sistema algebraico de notación (Apéndice E).
Si lo desea, un jugador puede responder a la jugada de su rival antes de anotarla. Debe anotar su propia jugada previa antes de efectuar otra. Ambos jugadores deben anotar en la planilla la oferta de tablas. (Apéndice E. 12).
Si debido a motivos físicos ó religiosos, un jugador no puede anotar, el árbitro, antes de comenzar la partida, decidirá la cantidad de tiempo que le deducirá a ese jugador, al tiempo asignado para la misma.
8.2. En todo momento el árbitro debe poder ver la planilla.
8.3. Las planillas son propiedad de los organizadores del certamen.
8.4. Si un jugador dispone de menos de cinco minutos en su reloj y no tiene un tiempo adicional de 30 segundos o más agregados a cada jugada, no está obligado a cumplir lo requerido en el Artículo 8.1.
El jugador debe completar su planilla inmediatamente después que haya caído una aguja.
8.5.
(a) Si de acuerdo con el Artículo 8.4 ninguno de los jugadores está obligado a anotar sus jugadas, el árbitro ó un asistente procurará estar presente y registrar la partida. En este caso, inmediatamente después de caída una aguja, el árbitro detendrá los relojes y ambos jugadores actualizarán sus planillas, usando la planilla del árbitro ó del rival.
(b) Si de acuerdo con el Artículo 8.4 es sólo un jugador el que no está obligado a anotar sus jugadas, éste deberá actualizar su planilla completamente inmediatamente después de caída una aguja. Siempre que tenga el turno para mover puede usar la planilla de su rival. A un jugador no le está permitido mover hasta después de haber completado su propia planilla y devuelto la de su rival.
(c) Si no se dispone de una planilla completa, los jugadores deben reconstruir la partida en otro tablero bajo el control del árbitro, ó de un asistente, quien primero anotará la posición actual de la partida antes de comenzar la reconstrucción.
8.6. Si las planillas no pueden ser actualizadas demostrando que un jugador ha excedido el tiempo asignado, la próxima jugada se considerará como la primer jugada del siguiente período de tiempo, a menos que haya evidencia que se hicieron más jugadas.

Artículo 9 :
La partida tablas:
9.1. Un jugador puede proponer tablas después de efectuar una jugada sobre el tablero. Debe hacerlo antes de accionar su reloj. Una oferta en cualquier otro momento de la partida es también valida, pero viola el Articulo 12.5. El ofrecimiento de tablas es incondicional. En ambos casos el ofrecimiento no puede retirarse y es válido hasta que el rival lo acepte ó rechace oralmente ó haciendo una jugada, ó si la partida termina de algún otro modo. Ambos jugadores anotarán el ofrecimiento de tablas en sus planillas con el símbolo (=).
9.2. La partida es tablas, si lo reclama el jugador al que le toca mover, cuando se produce la misma posición, por tercera vez (no necesariamente consecutiva).
(a) va a producirse y el jugador primero escribe la jugada en su planilla y manifiesta al árbitro su intención de hacer esa jugada; ó
(b) acaba de producirse.
Las posiciones referidas en (a) y (b) son consideradas las mismas, si al mismo jugador le toca mover, y las piezas de la misma clase y color ocupan las mismas casillas, y los posibles movimientos de todas las piezas de ambos jugadores son los mismas. No se considera "misma posición" si un peón podía haber sido capturado al paso ó si el derecho a enrocar inmediatamente ó en el futuro han sido cambiadas.
9.3. Ante el reclamo de un jugador al que le toca mover, la partida será tablas, si:
(a) las ultimas 50 jugadas consecutivas efectu
admin
Publicado: 2005-04-21 00:31:14
Perfecto, muchas gracias, las pondré en la web en un menú debajo de los foros.
Gracias de nuevo
admin
Publicado: 2005-04-21 21:54:53
Ah!, el español se ha cortado.
Pero mejor mándamelos por mail a admin@ajedrezmail.org
Saludos
Alejandro Raúl GONZÁLEZ
Publicado: 2005-05-13 17:19:13
Hola Antonio.......... Aprovecho la oportunidad para saludarte, al mismo tiempo que te felicito por la excelente página que has logrado para despuntar el vicio del ajedrez.
Ahora bien, el principal motivo por el que acudo a ti, se debe a la partida que estoy disputando por el Torneo Continuo [color=blue:c2ac559b61]Alejandro Raúl GONZÁLEZ - José Alves[/color:c2ac559b61], donde dicho jugador ha realizado enroque largo, cuando no se puede, ya que mi dama está ubicada en la casilla central "d5" y por lo tanto el rey adversario pasa por linea de jaque....
Que debo hacer al respecto??........
Gracias por tu cooperación..... Hasta Pronto!!!
Saludos Cordiales
admin
Publicado: 2005-05-13 18:11:50
Hola,
Gracias.....
al igual que antes, retrocederé el movimiento y advertiré a tu contrincante.
Saludos
josebarr
Publicado: 2005-06-09 14:49:25
hola a todos y en especial al creador de este site,saludos desde venezuela. Es muy buena idea las partidas a tiempo. Ahora el asunto que me trae acá. En una partida que estoy jugando con un amigo, el me refiere que no puede efectuar el enroque largo y ello lo llevó a cometer un error fatal en la partida. creo oportuno informar de ello para su revisión.
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