Organisation & Rules

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1 Inter-school TEAM Chess Competitions Years 1 to 6 and Years 7 to 8 Organisation & Rules Entry eligibility... 2 Aims, entry criteria, format and timing... 3 Team and ranking... 4 Environment... 4 Name tags and supervision... 4 Lateness to a round or non-arrival at the competition... 5 Game results and arbiters... 5 Scoring... 5 Spirit of competition and fair play... 6 Being a good sport - rules of chess etiquette... 7 Guidelines for accompanying adults... 8 Rules of chess... 9 to 12 Organiser: Inter School Chess Charitable Trust Board 1

2 Entry Eligibility: Team Competition ARE YOU A SCHOOL TEAM? Checklist questions 1. Is the team made up of students from a school recognised by the Ministry of Education? (A school is an institution which has one name; is located in one building or connected adjacent buildings; is under one administrator; provides core curricula in English, math, science and social studies.) A student will be considered to attend a school if they physically attend classes at that school and receive more than 50% of their core curricular instruction during those classes. 2. Do these students have the principal s approval to represent the school? 3. Are the students in the team attending the same school? 4. Is each student in the team entering in the correct competition year grade? (Entering in the grade or the grade above in which they would be registered on a school roll.) 5. Is the school in Canterbury? ü If teams answer YES to ALL questions, please enter as a school team. Team results will be used for placings and\or prizes. û If teams answer NO to ANY questions ARE YOU A HOME EDUCATED TEAM? Checklist questions 1. Is the team made up of students from a Home Educated Organisation recognised by the Ministry of Education? 2. Do the students have the organisation s approval to represent the organisation? 3. Are the students in the team affiliated with the same organisation? Note, a student can represent only one organisation. 4. Is each student in the team entering in the correct competition grade? (Entering in the grade or the grade above in which they would be registered on a school roll.) 5. Do the students live in Canterbury? 6. Competitive Competitions Does the team meet the home school criteria for the NZ Chess Federation Inter School Competitions? Refer to ü If teams answer YES to ALL questions, please enter as a home educated team. Team results will be used for placings & prizes. Please let the organiser of the competition know your status if you enter in this category. û If teams answer NO to ANY questions ARE YOU A GUEST TEAM? The students do not fit the category of a school or home educated team. E.g. a combination of schools; geographically outside of Canterbury; out of the grade range ü Please enter as a guest team. Teams are warmly invited to enter for experience and participation certificates. Teams are not eligible for placings or to go through to any semi-finals, finals or receive prizes. Please let the organiser of the competition know your status if you enter in this category. 2

3 AIMS, ENTRY CRITERIA, FORMAT & TIMING Please read carefully the details below. Grades Competitive Competitions Social Competitions Aims To give strong players the opportunity to be challenged in a competitive environment. To find the Years 1 to 6 and Years 7 to 8 Canterbury Champions. Top teams are eligible to enter further NZ Chess Federation Inter School Competitions. To give all students the opportunity to participate in a less competitive, social grade Schools can enter both the competitive and social competitions Entry Criteria Format Guest teams can play but are not eligible for titles, finals or further NZCF competitions. Play with clocks. Result usually at the board or if a player runs out of time. Approx mins per player Guest teams can play but are not eligible for titles. Play without clocks Result usually at the board or if the round finishes by player agreement or adjudication. Games mins in total Timing Competition runs at end of term 2, week 9 Competitions run at various schools early in term 3, weeks 3 to 5 Prizes Participation certificates Winner certificates Winner trophy Participation certificates Winner certificates 3

4 TEAMS & RANKING Teams are composed of four players. The gender mix can be all boys, all girls or both girls & boys. Players must be ranked in order of playing strength. The ranking will determine the team and board number. E.g. Nine players ranked 1 to 9 will make two teams and one reserve. The A team will have ranked players 1,2,3,4 and these players will play on board numbers 1,2,3,4. The B team will have ranked players 5,6,7,8 and these players will play on board numbers 1,2,3,4. And so on. If a player is unavailable on the day then the reserve plays at board number four and all the other players move up. On the day it is not permissible to change the team or substitute players in the Competitive Competitions. The same players play all day. If a team is less a player, they must be ranked 1 to 3 and score a loss on board 4. Schools may reform teams from their students for each day of competition, if competing in further events, as long as students are in rank order and meet the eligibility and entry criteria. ENVIRONMENT The competitions are played under the rules of chess in the spirit of competition and fair play with maximum participation encouraged from players. Players are expected to be familiar with the information in this document. Past areas of confusion/concern have been: touch move rule taking the King off the board confusion over check, checkmate and stalemate not getting game results checked by arbiters crowding or making comments on games still playing disturbing games still playing with excess noise In the spirit of fair play it is forbidden for players to stall while playing without clocks. If players are unsure of anything on the day or are having a problem at the board they should immediately stop playing and put their hands up for an arbiter to visit them. NAME TAGS & SUPERVISION: All players MUST arrive at the venue wearing a name tag/sticker showing their name, school & board position and first name. For every three teams a school enters: one adult must accompany them throughout the entire day. If a school enters more than four teams: one of the adults must be a teacher. The adults must also wear a name tag/sticker showing their name and school. 4

5 LATENESS TO A ROUND OR NON-ARRIVAL AT THE COMPETITION Competitions run to time. A team may be excluded from a round if late. GAME RESULTS & ARBITERS At the end of each game, players must put up their hand and get their result checked by an arbiter for accuracy. When playing without clocks, at the end of the round players whose games have not been finished will be asked to stop playing and put their hands up for an arbiter to come and see them. While they are waiting for the arbiter it is preferable if the players can agree on a game result win to white, win to black or a draw. If they can t agree the arbiter will decide the result by adjudicating. SCORING Two scores are kept as the competition progresses team and individual. The team result is used for the scoring as the competitions are team competitions. The individual results are used to calculate the team result and if a tie occurs for breaking this. Individual games are scored 2 for a win, 1 for a draw and 0 for a loss. Teams score 2 for a win, 1 for a draw and 0 for a loss. 5

6 Spirit of competition and fair play Spirit of competition and fair play Coaching New Zealand s Fair Play Handbook defines fair play as abiding by the principles of integrity, fairness and respect. It is by integrity, fairness and respect that the spirit of competition thrives. The spirit of competition requires 1. Honesty in the game 2. Politeness between all participants 3. An acceptance in good spirit of the results The competitions are played under the spirit of fair play. It is expected that players and teachers/parents/coaches will demonstrate - 1. Respect for the rules, officials and their decisions 2. Respect for opponents, for without them there can be no competition 3. A sense of dignity and self control under all circumstances 4. A constructive attitude towards the competition using the opportunity to participate fully and learn skills Fair play: Always give it heaps but don t get ugly. 6

7 BEING A GOOD SPORT! Rules of chess etiquette Friendly games Have fun and help each other learn. Start and finish every game shaking hands. Always play "touch move". If there is a problem, ask a stronger player or adult to help sort it out. Do not distract your opponent or any other players. When the game has finished - Thank your opponent. Do not gloat, show off, get grumpy or feel sad. Set up or pack up the chess board. Serious games While playing or watching a game, do not talk about it or crowd the board. While playing, between the two handshakes, do not talk. You don t have to say "Check". (Players are responsible for knowing where everything on the board is and what the threats are.) Get the tutor/official to come if there is a problem. In time control games, the other player receives extra time when an opponent makes an illegal move. If the rules of etiquette are broken, the tutor/official can add or subtract time from a player, forfeit players games and/or ban spectators. 7

8 Inter School Chess Competition Guidelines for accompanying adults Welcome! Thank you for supporting your school and the competition today. We wish your team/s the very best for the day and trust they will not only enjoy their games but have fun learning. To assist with smooth running today Reminder, if players have any questions during their game they can put up their hand and an official will visit them Players must stay seated and quiet until the end of the round, including adjudications Players only are permitted in the playing area during the round and adjudications These competitions are about positive attitude. Here are some things adults can do to help set the right tone and ensure the success of the day. Be a positive role model for their students Insist that their students play within the rules and by the Fairplay Principles Display self-control on the sideline. Let the students play and enjoy their games Respect students efforts regardless of whether they have won or lost Encourage respect for the opposition and officials Accept the decisions of officials Show appreciation to people who volunteer their time so their students can play Have an enjoyable day and all the very best for your students. Interschool Chess Charitable Trust 8

9 Rules of Chess Chess is a game for two players, one has the White pieces and one the Black. (Checkmate) the enemy King. The aim is to trap SET UP OF THE BOARD At the start of the game, the pieces are set up as in Figure 1. The bottom, right-hand, corner square is white or light. The King and Queen are opposite each other with the White Queen on the white or light square and the Black Queen on the black or dark square. MOVING THE PIECES White always starts and the players then take turns moving. One piece is moved in each turn except for castling. The pieces move on empty squares except for Knights which jump over other pieces to land on their destination square. Figure 1: Correct board set up The row of vertical squares (a to h) are called files and the horizontal ones (1 to 8) ranks. Pieces can not move to squares occupied by their team mates. Pieces can move to squares occupied by enemy pieces and capture these by taking them off the board. The Queen The Queen is the most powerful piece and moves any number of squares in any direction. See Figure 2. The Rook The Rook is the next most powerful piece and moves any number of squares horizontally or vertically. See Figure 3. Figure 2: M oving the Queen Figure 3: M oving the Rook 9

10 The Bishop The Bishop moves any number of squares diagonally. At the start of the game one Bishop moves on the dark squares and the other on the light. See Figure 4. The Knight The Knight moves by jumping to one of the nearest squares that is not in a straight line on the horizontal, vertical or diagonal. It will always land on a different colour. See Figure 5. Figure 4: M oving the Bishop Figure 5: M oving the Knight The King The King moves one square in any direction (See Figure 6) except for castling (See Figures 8 and 9). He can never move into check (a square attacked by an enemy piece) or be captured (See Figure 11). The King is the most important piece. When he is in Checkmate (trapped) the game is over (See Figure 12). The Pawn The Pawn always moves forward one square except on the first move where it can choose to move two. Pawns have a different move for capturing, they move one square forwards on the diagonal. See Figure 7. Figure 6: M oving the King Figure 7: M oving the Pawn The c-pawn can move to either c3 or c4 and the e-pawn can capture the enemy pawn on f3. 10

11 SPECIAL MOVES Castling The King and Rook move in one turn when castling. The King moves two squares towards a Rook and that Rook then moves around the King to the next square. See Figures 8 and 9. Before castling can occur - It must be the first move of the King and Rook. There can not be any pieces in the way. The King can not castle out of check, through check or into check. Figure 8: Positions before castling Figure 9: Positions after castling Black has castled on the Queenís side and White on the Kings. En Passant This is a French phrase meaning in passing and in chess is used for a special pawn capture. If a Pawn moves two squares on its first move to avoid being captured by an enemy Pawn, th e enemy Pawn can on the very next move only, capture the Pawn as if it had moved one square. See Figure 10. Figure 10 : En Passant sequence Before en passant After whiteís move After blackís move Pawn Promotion When a Pawn gets to the end of the board it is immediately replaced by a Queen, Rook, Bishop or Knight. 11

12 CHECK & CHECKMATE Check Check is when an enemy piece attacks the King. See Figure 11. The check must be stopped. Kings can t move into check. Checkmate When the King is in Check and can t stop the Check, he is in Checkmate (trapped) and the game is over. See Figure 12. The side that checkmates the King wins. Figure 11: White is in check The check must now be stopped. Figure 12: White is in checkmate The check can not be stopped. DRAWS Stalemate When a side can make no moves and the King is not in check, it is a stalemate and the game is over. See Figure 13. Not enough pieces to force a checkmate If both players have any combination of the following it is a draw. King King and Bishop King and Knight King and 2 Knights Fifty move rule If fifty moves have been made by either player without a Pawn move or a capture, a draw may be claimed. Three-fold repetition of position If the same postion on the board occurs three times and with the same player to move, a draw may be claimed. Any rights to castle and en passant must also be the same. Figure 13: White is in stalemate Agreed draws If both player agree to a draw. TOUCH MOVE RULE Page 9 If a piece is touched deliberately, it must be moved if it can. If an opponent s piece is touched deliberately, with either a hand or piece, it must be taken if it can. The turn is finished when the hand is taken off the piece. ì I adjust or j adoube is said before a piece is adjusted and not moved. 12

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