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Interpretation

Success

Quickplay Finish

Appendix D

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Last update: Friday June 3, 2005 9:44

BCF National Chess Club Championships Rules 2004/5

1. In these Rules all references to the National Chess Club Championships or to ‘The Competitions’ shall be construed as referring to any of the Open Chess Club Championship, the Major Chess Club Championship and the Minor Chess Club Championship, (the ‘sections’ of the Competitions) and any plate tournaments thereof.

2. The competitions are open to chess clubs in Great Britain. For the purposes of these Rules, a chess club is defined as a group of players who play in a competitive team tournament or meet regularly to play chess.

3. Each team shall be representative of one, and only one, chess club. A club may enter more than one team in one or more sections of the Competitions.

4. A team will be disqualified if the fee is still outstanding by the end of the first round. No team shall be eligible if the club represented has failed to pay any arrears of fees for an earlier season.

5. Teams shall be six-a-side in the Open Championship and five-a-side in the Major and Minor Championships.

6. Each player in a club’s team must be a bona fide active member of that club, taking a full part in normal club activities. For the purpose of this rule, a bona fide active member is one who regularly represents the club in competitive matches outside this competition.
If a player does not satisfy the conditions of the previous paragraph but is considered by the club to be a bona fide member taking a full interest in club affairs, the Controller may waive this condition provided that the club so requests in writing before the player’s first match in this competition. Such request must be accompanied by sufficient information to support the claim.
Exceptionally, in the Open Section only, but not in its Plate contest, it is required that every player must have played at least twice for the club concerned in a local or regional standard play event within the UK during the twelve months prior to his/her first match in the Open Section.
A player may play for different teams in different sections of this competition but having played once for any team in a particular section is ineligible to play for any other team in that section. A Championship and its Plate Tournament in the same year constitute one section.
Should the opposing teams wish to challenge the eligibility of a player, the Controller must be notified in writing not later than the third day (Sunday not counted) after the match is played, a copy of such notification being sent to the opposing Match Captain. The Controller may instigate an investigation without having received a complaint.

7. GRADING LIMITS
In the Major Section the BCF grades (or other effective ratings) of the individual players must all be under 200 (2200 Elo) and the average grade of the players in the team must be under 160 (1880 Elo), treating any grade under 110 as 110.
In the Minor Section the BCF grades (or other effective ratings) of the individual players must all be under 160 (1880 Elo) and the average grade of the players in the team must be under 125 (1600 Elo), treating any grade under 75 as 75.
The most recently published over-the-board grading list shall be used. Rapidplay grades shall not be considered for this event.
A player who does not have a published grade will be allocated a grade by the Controller. Local non-BCF Grades shall not be used, except as an indicator of strength. Before the player’s first match, it shall be incumbent on the Match Captain to check with their local grader and make any other necessary enquiry, so as to provide the Controller with details of the grade he/she last had, if any, and other relevant facts. Ungraded players will start being re-assessed by the Controller after their first match.
The Controller is empowered to declare a person ineligible to continue playing in a section if he/she is satisfied that the player’s current playing strength clearly exceeds the grading limits.
Teams shall be played in order of current playing strength.
No ungraded player shall play on top board in any section, other than the Open, unless the Controller’s explicit prior permission has been obtained. This shall not vitiate the requirement to play teams in order of current playing strength.

8. The penalty for playing an unqualified or ineligible player shall be the loss of that player’s game and the deduction of half a point from the score made by the team in the match. In the Major and Minor Sections if the average grade of the players in the team is not within the limit for the competition the player on top Board will be treated as ineligible.

9. (a) The competitions shall be run on the “knock-out” principle.

(b) Early rounds will be zoned to minimise travelling as far as practicable. In the later stages teams must be prepared to travel considerable distances or to play by telephone.

(c) The eight teams in the Open performing best over the last three years will be seeded and these teams will be indicated in the pairing issued for round 1.

(d) The Controller will notify the dates for the completion of rounds in the competition.

(e) The home captain shall offer the visiting captain at least three weekend dates to include a Sunday, within seven days of receiving the notice of pairing, failing which the visiting captain shall inform the controller who may reverse the draw unless the home captain can give a good reason for the delay. By mutual consent matches may be played mid-week.

(f) If the match is not played within the period prescribed by the Controller the home side shall be deemed to have lost unless that club can prove to the satisfaction of the Controller that failure to play the match was caused by default of the visiting side or by circumstances beyond the reasonable control of both clubs, and that there was good reason for the failure of the home side to report the circumstances at the proper time. If satisfied with the explanations, the Controller may give such directions as he/she considers appropriate for the match to be played.

(g) The Finals of all the Club Championships will be held at a date and venue to be announced. It is a condition of entry that one representative of each team in the Finals shall remain for the subsequent prize giving ceremony.

10. (a) Where clubs are more than 100 miles apart the team which is drawn to play away can insist on an intermediate venue provided it is prepared to make all the arrangements and that all expenses, if any, of obtaining a suitable venue shall be shared by the teams concerned. The actual venue must be agreed to by both clubs and should be as near the half-way point as is consistent with the ease of travelling for both teams. In default of agreement the Controller shall determine the venue.

(b) Where clubs are more than 250 miles apart (as the crow flies), or a sea passage intervenes, the match may be played by telephone provided both teams agree. However, the semi-finals and finals matches must be played over the board. All Telecom charges shall be shared by the clubs concerned. Umpires shall be appointed by both teams and, except as detailed in these Rules, the BCF Rules for Telephone Matches shall apply.

11. Time limit is 40 moves in 2 hours, followed by all moves in 30 minutes. Where both teams wish to play at a different rate, e.g. 40 moves in 90 minutes, followed by all moves in 30 minutes, they may do so, providing they agree in writing prior to the start of the match.
Where DGT electronic clocks are used, the following rate of play is recommended; 40 moves in 100 minutes followed by all moves in 20 minutes; every time a move is made from the start the player receives an extra 30 seconds. This has the advantage of rendering unnecessary the rules relating to ‘can’t win by normal means’. Other rates of play such as shorter or longer sessions may be mutually agreed.

12. The FIDE laws of Chess of 1st July 2001 shall apply, including Article 10 in regard to quickplay finishes and Appendix D for quickplay finishes in the absence of an arbiter. If an independent Arbiter needs to be consulted, a fee of £5 must be sent to the Controller with full details.

13. Team lists should be exchanged before the toss for colours. The winner of the toss shall take white on the odd boards.

14. Smoking is banned in the playing room at all times.

15. In the event of a tie the result shall be determined by ‘Board Count’, i.e. the winner shall be the team whose total board numbers of games won shall be the lower (subject to any action taken by the Controller under these rules) but if, in a match in which action is taken under Rule 8, that match score is then tied the team playing the larger number of unqualified or ineligible players shall be deemed to have lost. If both teams are equally at fault the other provisions of this Rule shall apply. If board count fails to resolve a tie then the elimination rule shall apply, i.e. the winner shall be determined by disregarding the results of as many of the lowest boards as necessary to secure a result. If all games are drawn the tie will be resolved by an immediate Rapid-play replay, each side having 30 minutes for all moves, with the same players and same opponents but with colours reversed.

16. Both clubs shall send to the Controller to arrive not later than the third day after play (Sunday not counted), a full score as at the close of play showing which team had the first move and number of each board together with the names of the players and their grades where known. Both teams shall also confirm that their players were eligible under these rules.

17. All letters and notices relating to these competitions shall be sent by first class mail or e-mail.

18. All decisions and interpretations of these Rules by the Controller shall be final.

19. The British Chess Federation reserve the right to refuse entry without explanation and return the entry fee.

20. Any team which withdraws from a Competition or defaults a match will be required to pay all costs incurred by their opponents in the cancelled match and unless they can show that it was due to circumstances entirely beyond their control will forfeit prize money already won.

21. For those clubs which state no later than the conclusion of the first round that they wish to participate, Plate Tournaments will be held for clubs eliminated in the first round of each section. All the foregoing Rules shall apply to the respective Plate Tournaments. A club receiving a bye into the second round of a Championship has the option of remaining in that Championship or entering the relevant Plate Tournament, such option to be exercised by written notice to the Controller before the date prescribed for the completion of the first round. If no notice is received the club is deemed to have elected to remain in the Championship.


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Interpretation of the BCF National Chess Club Championship Rules 2004/5

(a) All correspondence and matters relating to these competitions must be made through the controller of your competition.

(b) The Finals will be played on Sunday 10 July 2005

(c) Grading: all references in the rules concerning grading limits, cover any over-the-board grading list (excluding Rapid Play lists) - BCF National, other National, Union, County or FIDE. A player who exceeds the grading limit in any of these lists is ineligible. Requests for a waiver of this stipulation, e.g. through alleged error in the lists, should be made to the Controller well in advance of the match i.e. 2 to 3 weeks. Failure to consult a list is no excuse and if necessary you should seek the advice of your Controller.

(d) Teams are required to play in descending order of strength - this should be followed in good faith – grading is a guideline and no more.

(e) Rule 6: ‘bona fides’ - Players must be taking a full part in normal club activities, not merely conforming to a club constitution or paying club dues. Regular match competition is prima facie evidence of this, but local circumstances can make this difficult so it is not the only criterion. For example, the club player is too strong for his/her local team, or has dual membership, whatever the reason.
Note especially that any waiver of Rule 6 must be obtained before the player’s first match in the competition.

(f) Rule 6: “ is ineligible to play for any other team in that section” may result in players being ineligible to play for their new club if they move clubs in the course of the season. This rule also imposes restrictions on clubs which run two or more teams in any one section.

(g) Rule 8: Note especially the penalty if the average grade of your team is over the limit. If a team turns up with fewer than five players, then the average will be that of the players actually present unless the Controller is satisfied that the absent player(s) had indicated an intention to take part and had been prevented from doing so due to unforeseen circumstances, in which case the average grade will be calculated on the assumption that the missing player(s) had in fact taken part. If, at the time agreed for the start of the match, a team captain is aware that his or her team will be incomplete (for whatever reason), the bottom board(s) must be defaulted.

(h) Rule 9(e): The home captain is required to offer at least three weekend dates, to include a Sunday. Any difficulty in offering three dates will be compounded if captains delay making the offer beyond the 7 day limit. Please note the penalty for doing so.

(i) Where intermediate venues are used, unless mutually agreed otherwise, the team originally drawn at home is to provide all required equipment, (including reasonable spares to cater for shortages or equipment failures, etc.) at the match venue. It is suggested that clocks are tested for accuracy several days before the match - BCF recommended maximum variation either way is one minute in five hours.

(j) Rule 12: With the exception of telephone matches a Quickplay Finish will be used to complete all games and Adjudication is not used. It is strongly recommended that you read the Quickplay Finish rules. Please retard clocks only when it is quite clear that both players agree that the time control has been satisfied; it is not the business of any onlooker to interfere.

(k) Rule 15: If the Captains mutually agree in writing beforehand they may dispense with board count and end board elimination and resolve drawn matches with a Rapidplay match. Such a match must take place as set out in Rule 15 for the resolution of a match where all games have been drawn.


How to Make the Competition a Success

The smooth running of this competition depends very much on the team captains and it is essential that they act promptly on receipt of the Pairings. The Home Team Captain should contact the Away Team Captain as soon as possible, and within 7 days, offering three dates (Rule 9(e)). While awaiting this contact the Away Team Captain should draw up his own possible dates and decide if he wants to propose an intermediate venue or telephone match.

Do inform the Controller if the match arrangements have not been finalised within fourteen days of receipt of the Pairing. It is strongly recommended that all match arrangements – venue, date, time, match time controls, etc. be confirmed beforehand in writing.

Applications for an extension of the Play by Date will be allowed only if absolutely necessary and not because the Captains have delayed agreeing arrangements.

If a Team Captain will be away from home (or his normal place of contact) he should give the Controller his temporary address and telephone number, or nominate a deputy empowered to make match arrangements.

The success of the Competition also depends on goodwill and co-operation between Team Captains. The calendar can become congested in later stages of the Competition and some give and take is needed. To offer dates which you know will clash with your opponents’ county matches or congresses is distinctly unsporting. The draw will normally be published about one week after the Play by Date of the previous round. To achieve this it is essential that result sheets are returned to your Controller immediately the match is over.

Visiting Team Captains should inform Home Team Captains of problems that might affect any of their players with disabilities.

Your opponents may have travelled a considerable distance: please try to provide some simple refreshments. Note that, strictly speaking, clocks should not be stopped for a tea break.

Within the bounds of reasonable sportsmanship it seems fair to dock time on the clocks if a visiting team is late. The same could be done if the home team does not have the match set out on time. Use your common sense. Default time is one hour after the scheduled start, whether or not the clocks were started on time. Reserves may be brought in to replace absentees, but the reserve must not be a stronger player than the absentee.

Finally, all the Controllers and your opposing Team Captain will expect you to follow the Rules, and to abide by the spirit of the rules. If you do run into a problem, let people know as soon as possible. An amicable solution might be found to help you. In any event, deviations from the rules or rearrangement of the tie wil1 require prior agreement in writing if you are not to suffer penalties up to and including loss of the match.


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The Quickplay Finish

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

Recording Moves
If a player has less than five minutes left on his clock and does not have the additional time of 30 seconds or more added with each move, then he is not obliged to record the moves.

Claiming a Draw
If the player 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.
If the Arbiter is satisfied 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.
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 the Arbiter.
Having postponed his decision, the Arbiter may subsequently declare the game drawn, even after a flag has fallen.

Illegal moves
If during a game it is found that an illegal move has been made, or 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 Arbiter shall use his best judgement to determine the times to be shown on the clocks.
The normal “touch-move” rule shall be applied to the move replacing the illegal move.
For a first illegal move by a player, the Arbiter shall give two minutes extra time to the opponent; for a second illegal move by the same player the Arbiter shall give another two minutes extra time to the opponent; for a third illegal move by the same player, the Arbiter shall declare the game lost by the player who played incorrectly.

Flagfall
If both flags have fallen and it is impossible to establish which flag fell first the game is drawn.

Guidance to Players in the final stages of a Quickplay Finish
If, when short of time, you continue to play for a win, you risk losing unless your opponent has only a King.
If you are holding a position so that your opponent cannot make progress, offer him a draw. If he rejects the offer, stop the clocks, summon the Arbiter and claim a draw.
If your opponent claims a draw and you wish to try to win, the Arbiter will allow play to continue. If you blunder and no longer wish to try to win, offer a draw. If your opponent refuses the draw, he loses all rights under “Claiming a Draw” as explained above.

Guidance for Arbiters
An Arbiter would only be expected to step-in during the closing stages of a Quickplay Finish to avoid a miscarriage of justice. e.g. in a junior or beginners’ event.
In a Quickplay Finish an illegal move may be found to have occurred several moves previously. In the absence of a record of the moves the Arbiter should use either Article 7.4 (last identifiable (legal) position) or C3 (illegal move cannot be corrected), whichever seems the more appropriate.
Under “Claiming a Draw” the Arbiter should refrain from awarding extra time unless it is an unreasonable claim. Remember that the claimant might benefit due to the time taken to reset the clocks.
The Arbiter is not expected to adjudicate position, but should make himself aware of the circumstances, usually by watching a few moves. For example if a player:-
a) makes tangible progress before his opponent’s flag falls he will be awarded a win.
b) makes no progress, either because of lack of ability or because of his opponent’s sound defence, the player will not be awarded a win.
c) makes no progress because his opponent makes little effort to move, the player will be awarded a win when the opponent’s flag falls.


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Appendix D
Quickplay Finish Where No Arbiter is Present at the Venue

Where games are played with a Quickplay Finish, 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
a) that his opponent cannot win by normal means, or
b) 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 final.

Guidance for the Players and their Captains
This appendix may be applied to Rapidplay games.
Any claim should be discussed by the players and if it is not resolved it should be submitted to the two team captains. Claims remaining unresolved should be referred to an Arbiter.

Guidance for the Appeal Arbiter
Some chess judgement is required. This is not an adjudication, but an attempt to determine the probable result of the game. The benefit of any doubt should be given to the opponent of the claimant.
A player with a king and rook claiming a draw against an opponent with a king and a knight would be awarded a draw under situation (a) above (opponent cannot win by normal means).
A player with a lone king blocking his opponent’s king and solitary central pawn would need to rely on his scoresheet to show that his opponent was making no attempt to advance when the opportunity arose. The claim would be under section (b) above (opponent making no effort to win by normal means), and would be likely to fail if the opponent was trying to make progress.
A good rule of thumb is that the award of a win to the opponent should not bring the game into disrepute.