LIBRARY OF CONGRESS. Chap.„..._. Copyright No. Shell... j3-8 b UNITED STATES OF AMERICA, t THE ^AMERICAN CHESS CODE 3V -^vjJS^^,^^ REVISED EDITION y Mira. Sweet lord, you play me false. C\'^-. Fer. Xo, m^^ dear'st love, I would not for the world. Shakespeare, Tke Tempest^ Act V. Scene i. NEW YORK ^\^ \ BRENTANO'S CHICAGO WASHINGTON 1897 Copyright, 1897 by THE MANHATTAN CHESS CLUB, P of New York [Published also in Great Britain by the British Chess Company, London, as the " British Chess Code "] PREFACE. In all countries .and among all nations where the game of Chess has existed, there have necessarily been rules governing the game, and regulations controlling the actual play. These rules varied with the particular style of the game incident to each country, and were largely a matter of tradition, custom and habit that obtained in each locality. In a general way there has always existed an under- standing or agreement among experienced players as to certain fixed rules and customs — the fundamental laws governing the game. Thus it was possible for those whose methods were dissimilar to arrive at some com- mon ground upon which they might meet in friendly conflict. So there has been a gradual growth of Chess Law, the common contribution of many nations and peoples, agreeing in the main upon points of vital im- portance, yet adhering in minor matters to their own practice and custom. Chess Congresses and Associations have formulated laws. Chess writers have made various changes and modifications as seemed to them best and suitable, and succeeding Chess authors, profiting by the experience of years of actual play, have, in their turn, amended this schedule of rules, giving weighty and sufficient reasons therefor. iii PREFACE. The earliest code printed in English dates from more than two hundred and eighty years ago, and was the basis of all codes in the English language. Subse- quently, with many changes and variations, the Chess Laws were brought down to i860, when '' The Revised Code of Chess Law," as published by Howard Staunton in his " Chess Praxis," was adopted as the standard rules of the game, and for a long period continued to be the leading authority for English and American Chess players. The present American Chess Law is referable to the •Fifth A77ierican Chess Congress, which was held in New York in 1880, and through its Committee formulated a Code of Laws and regulations for play — copied largely from Staunton — which was adopted by the Congress just before its adjournment, and has remained for seventeen years as the accepted American Chess Code. The experience of later years has shown this code to be inadequate to definitely settle the many delicate dis- tinctions in law and practice of play that arise under the close, involved and exacting style of modern Chess games. Controversies and discussions over conflicting and ambiguous terms have produced no benefit, except to develop the fact that a more perfect code of Chess Law was imperatively demanded. For many good and sufficient reasons it is thought that the present time is peculiarly favorable for the introduction of a revised system of Chess rules. The history of this compilation of Chess Law is told in the Preface following, which is prefixed to the Eng- iv PREFACE. lish Edition of this work, published by the British Chess Company under the title of ''The British Chess Code." The American rights in this book have been generously given to the Manhattan Chess Club of New York, and the work is published under the auspices of this Club, bearing the title, ''The American Chess Codt^ a name assumed to secure for it an introduction to American Chess Players, and for the purpose of copy- right protection. This work is undertaken by the Man- hattan Chess Club, not for financial profit, but in pur- suance of the objects for which this Club was formed, "The advancement and cultivation of the game of Chess." An examination of this work will make it obvious that there are no radical changes in the fundamental Chess Laws, and no wide departure from the usual and accepted mode of Chess play. The object is rather to codify and reduce the laws to definite order; to amplify and extend definitions, until there shall be no doubt of the exact meaning of words and phrases; and, finally, to formulate the whole under clear and consistent rules that shall be competent to decide all questions that may arise under all conditions of Chess play. The stipulations of publication — and adoption by the clubs of this country — require that the book shall be printed without verbal changes from the text of the English Edition, but the right is reserved by this Club to suggest such changes and amendments as may be V PREFACE. thought desirable, these to be the subject of future con- sideration and mutual agreement prior to its final ac- ceptance by the Chess players of England and America. The Code has been officially adopted by the London Chess League, the Southern Counties Chess Union, and the chief Chess Associations and Chess Clubs in the United Kingdom. If approved by the players of Eng- land and America, it is probable their example will be followed by the players of other nations, and the book become the Universal Chess Code. Believing that this American Chess Code is a decided and distinct advance in the direction of a clearer and more definite understanding and construction of Chess Law, and therefore of real service and benefit to the cause of Chess in this country, it is submitted for the inspection of American Chess Clubs and Chess Players, with the earnest hope that if it be found worthy, after a careful examination of its merits and a practical trial in actual play, it may be generally adopted as the Standard Code of Laws and Regulations for Chess play in America. The Manhattan Chess Club. New York J June^ 1897. vi PREFACE TO ENGLISH EDITION* This Code is the result of an appeal to the Chess Players of the United Kingdom for assistance in the compilation, criticism, and correction of the Laws of Chess. For the first time, so far as we know, chess players, as a body, were invited to take part in the con- struction and revision of the laws which govern their play. Strange to say, the work has never before been seriously attempted. Not, indeed, that the need of a code worthy of the game was never felt. Staunton, who spent much time and labour on the subject, hoped that the Congress of 1851 might undertake a " remodel- ling of the laws of chess." Something was actually done in 1862 and in 1883. The Paris Committee, in 1867, placed the matter on their programme, but found that the assembled players had little or no inclination to undertake the task. The difficulties of the work were perhaps insufficiently appreciated. We ourselves little anticipated what lay before us. Our own labours commenced in 1893, when, with the assistance of the Rev. E. E. Cunnington, who has made a special study of the laws of chess, a preliminary draft, mainly derived from the laws then existing, was com- pleted. This was printed in February, 1894, and copies, with requests for co-operation, were sent to the various vii PREFACE TO ENGLISH EDITION. Chess Clubs. The work of comparison and correction then began. Advice and encouragement were given by players not only in the United Kingdom, but also in the Colonies and the United States. The Chess Press also heartily approved of our efforts. Finally, in September, 1894, our first edition appeared, in which scarcely a ves- tige of the original draft was traceable. In preparing the first edition we were fortunate in securing the services of Mr. W. P. Turnbull, upon whose work too high a value cannot be placed. From that time his interest in the Code has been untiring, and to his great abilities and critical powers the improve- ments in the present edition are in large measure due. The constant care and attention given from the com- mencement by the Rev. E. E. Cunnington, whose minute scrutiny of every line has been invaluable in its results, deserve acknowledgment in the highest terms. In submitting the Code to the general public of chess players we think it desirable to state the purpose we have endeavoured to carry out and the limits we have adopted in our work. Any system of laws should aim at conciseness, clear- ness, consistency, and completeness. Our object has been — while assuming on the reader's part nothing ex- cept a knowledge of the ordinary meanings of common words — to give, as shortly and clearly as we could, all the information that is strictly necessary for playing the game. It would serve no purpose to show here how imperfect preceding codes have been. This we may say : our own work — and it has been a long, a trying, and viii PREFACE TO ENGLISH EDITION. a difficult one — was not undertaken without good reason. In the first part our aim is to give a complete account of all the fundamental principles of the game, so ar- ranging our matter that each Law may be understood without reference to" anything but common knowledge or the preceding laws. In this part (as, indeed, through- out the Code) we endeavour to give nothing but what is strictly necessary to our purpose. Thus we do not de- fine "Minor Piece," "Passed Pawn," or "Discovered Check." "Correspondence, Consultation, and Blind- fold Games " will be found to fall naturally and simply under " Games played by Communication of Moves." In criticising this part, the method of arrangement should be borne in mind, as well as the fact that the Code is not intended to serve as a learner's text-book. Yet we may claim that from this Code, without refer- ence to any other book, the essential elements of Chess may be acquired, not indeed in the readiest and easiest manner, but certainly with accuracy. The definitions may not be quite of a character suitable for a learner, but they are, we hope, accurate, and free from the possi- bility of various interpretations. That the amount of labour involved in this small book is not to be measured by the book's size, may be illustrated from the fact that a single sentence of Part I., occupying two lines of print, was the subject of 20 or 30 letters, several of con- siderable length. It may at first be thought that some of our definitions are needlessly elaborate. We can only say that we have ix PREFACE TO ENGLISH EDITION. made accuracy a chief aim. Take, for instance, our definition of "Complete Move." To define precisely the moment of the completion of a move is a matter of the utmost importance, since at that moment (assuming the move to be a legal one) a player's turn to play ceases and his opponent's turn begins. No one short sentence will define completion for all the complex variety of moves. Let the reader, if he doubts this statement, attempt in one sentence to define completion for any two kinds of move ; for example, the simple transfer of a man from one square to another, and the pro- motion of a Pawn with a capture. When he has accom- plished this, let him add castling and the sealed move. We feel sure he will abandon the task and be content to follow us in treating the various kinds of move separately. In the succeeding parts the limits within which we have worked are as follows — we have not attempted what we considered to be impracticable, nor drawn such inferences as a reader may make for himself. As an instance of the latter : we omit the customary law stat- ing that to take a Pawn in passing is compulsory when no other legal move is possible. On the other hand, suppose a bystander to have suggested, unasked, a move. With this act of interference we do not deal. We pre- fer to leave the matter to be dealt with by the players themselves, or by their representatives. It is, in our opinion, unsafe to make a general law for such cases. The same observation applies to accidents in general — such as knocking a man off the board or off its square X PREFACE TO ENGLISH EDITION. — when the game has proceeded without immediate de- tection of the accident. The parties concerned should settle such matters. Touching a man when it is not the turn to play of the player who touches, formerly incurred no penalty. It seems to us, however, that in this matter some legal restraint is necessary, as we hold that a player who is considering his move ought to be protected from any- thing that might distract his attention. Should a player be so unfortunate in his manner of moving as to place a man awkwardly on the square, he can wait for a rem- edy till his own turn comes again. In the Laws dealing with Penalties we have gener- ally used instead of '* must " such a phrase as " may be required to," leaving a player free to exact or to waive a penalty. Any question of insisting that players should exact penalties where the interests of others are con- cerned should be settled by the players themselves or by their representatives. We have endeavoured to pro- vide a sufficient and reasonable penalty for every breach of law, so that acts of a like nature may, as far as pos- sible, meet with a like penalty. To avoid repetitions, various penalties are grouped together at the end of Part III., and are referred to in the Code as " Penalty A," etc. The old penalty of moving the King, omitted from our first edition, was restored, at the commence- ment of the 1895-6 season, at the instance of the London Chess League. If those who are making regulations for any contest should think that the penalty named in Part II. Law 7 and Part III. Law 3 is too severe for xi PREFACE TO ENGLISH EDITION. what may be a trivial error due to inadvertence, they can, of course, substitute for our Laws on the subject something more detailed and more lenient. Under this Code announcement of check is not obli- gatory. Our principle in dealing with an illegality left uncor- rected (so that a record of the game would not show, throughout, a regular series of legal moves) has been that we do not feel at liberty to sanction any such thing. If players or their representatives think it better, for special reasons, to dispense with our provision on the subject, they may do so ; but a Code must not be ex- pected to countenance their laxity. The '' Fifty Moves " Law has been made easier in working ; that is, a player is not required to give notice of his intention to count the moves. This Law — so seldom put in operation — has been the subject of lengthy disquisitions, some writers pointing out that, in certain exceptional cases, mate might be brought about if the opportunity of making some 70 or 80 moves were given. So rarely can this occur, that in actual play the 50- moves limit will scarcely ever be felt as an injustice. And, perhaps, a player who allows himself to reach a situation in which he needs more than 50 moves (with- out a capture on either side) to checkmate his opponent, may deserve to be deprived of his victory. In an adjoining section we have substituted for " Perpetual Check " — a phrase somewhat ambiguous, as checkmate might be included under it — the phrase "an endless series of checks." xii PREFACE TO ENGLISH EDITION. The subject of the Time Limit has been carefully considered. The regulations for games played under a Time Limit, but with no time fixed for the final termina- tion of play, are practically those of the Hastings Inter- national Tournament, 1895. When, however, the time for play is limited," the periodical crisis is insufficient. For example : a match is arranged for three hours, with a Time Limit of 20 moves an hour. White, in his first hour, completes 20 moves. Black also completes his first 20 moves in an hour. One hour remains of the three hours fixed for the duration of the match ; and White may take 59 minutes of this time for a single move — and yet incur no penalty if a penalty can be ex- acted only at the termination of a completed hour of his time. We, therefore, apply to games unfinished at the time appointed for the termination of play a further test. We treat an incomplete hour proportionally and require that, at the final termination of play, a player shall have made at least as many moves as suffice for the time he has occupied. Thus, suppose that the Time Limit requires 20 moves in the first hour and 15 moves in each subsequent hour, and that the time available for play is four hours. At the close of play, A, who has occupied 2 hours and 10 minutes, has made 36 moves in all, namely 35 moves in his first two hours and one move since. B has made 35 moves in i hour and 50 minutes. As 10 minutes is the sixth part of an hour, and as in re- spect of that third hour, if completed, 15 moves were due, we take the sixth part of 15 in order to find how many moves to require from A in respect of the 10 min- xiii PREFACE TO ENGLISH EDITION. utes. A sixth part of 15 is 2^ ; we omit the fraction and require two moves. In respect of A's first two hours we require (20 + 15) moves ; that is, we require 37 moves in all. A has made fewer moves than 37. B has clearly made a sufficient number. Hence A forfeits the game. The constitution of a proper authority for dealing with disputes and for enforcing the provisions of the Code is a matter for arrangement by the players or their representatives. For instance, if any one asks, ''Who is to make a correction in the record of time ?" we an- swer, *'The person appointed for such purposes ;" but such appointment must obviously be made for the occa- sion and by the parties interested, as seems best to themselves. Our ideal has been a high one ; we can honestly say we have not spared time or labour in our efforts to reach it. How far we have attained, how far fallen short of, our aim, we must leave to the judgment of others. Those who know the difficulties of such an undertaking will at least give to our work a careful and kindly con- sideration. The British Chess Company. xiv CONTENTS. PAGE. Preface iii Preface to English Edition . . . . vii PART I. Materials, Technical Terms used in this Code, AND THE Fundamental Laws of Chess . 19 PART 11. Laws for the Regulation of Games played OVER THE Board 35 PART IIL Laws for the Regulation of Games played BY Communication of Moves (Consultation, Correspondence, and Blindfold Games) . 51 PART IV. Laws for the Regulation of Games at Odds 57 Index 60 PART I. The American Chess Code* PART I. Materialst Technical Terms ttsed in this Code, and the Fundamental Laws of Chess* i* The Chessboard and its Position e^ (a) The '* Chessboard '* is a square divided into sixty-four equal squares, of which thirty-two are colored light and thirty-two dark, and no two having a side in common are of the same color. The light squares are called " white " and the dark squares *' black." (d) In a game between two players, the chessboard (assuming that the players are on opposite sides of it and are facing each other) is properly placed when each player has a white square at his right-hand corner of the board. 2» Filct Ranfc^and Diagonal t^ (a) The chessboard being properly placed between , the players (or improperly placed, so that each \ i player has a black square at his right-hand corner of 19 I \ THE AMERICAN CHESS CODE.— PART I. the board), the eight parallel lines, each consisting of eight squares and extending from the side of the board nearest to one player to the side of the board nearest to the other player, are called *' Files." {b) The eight lines, each consisting of eight squares and at right angles to the files, are called ** Ranks/' {c) Any continuous straight line of white squares only or of black squares only, that is terminated by sides of the board, is called a ** Diagonal." 3^ Names of the Ranks J' The rank nearest to "a player is called that player's " First Rank ;" the rank next to his first rank is called his ** Second Rank ;" and so on to the " Eighth Rank." Thus the first rank of one player is the eighth rank of the other, the second rank of one player is the seventh rank of the other, and so on. 4» The Chessmen J' {a) There are sixteen chessmen for each player, eight ** Pieces " and eight *' Pawns." They are of a light color for one player and of a dark color for his opponent, the one color being called " white " and the other " black." {b) The eight pieces for each player are one " King," one '' Queen," two " Bishops," two ** Knights," and two *' Rooks." 20 THE AMERICAN CHESS CODE.—PART I. {c) The word " Man " is used as a general name for any piece or Pawn. (d) Throughout a game the white men belong to the same player and the black men to his opponent. Before the commencement of a game it is deter- mined by lot, unless it has been otherwise deter- mined, to which player the white men shall belong for that game. 5. Airangfement of the Men and Adjustment ^ (a) A man is placed on a square, if the man so stands (and only if the man so stands) that the centre of its base is on some point within the boundary of the square. (d) Before the commencement of an ordinary game the white pieces are placed, one on each square of the first rank of the player of the white men, and in the following order, beginning with the square at this player's extreme left : Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook; and the black pieces are placed, one on each square of the first rank of the player of the black men, and in the same order, beginning with the square at this player's extreme right. The white Pawns are placed, one on each square of the second rank of the player of the white men ; and the black Pawns are placed, 21 THE AMERICAN CHESS CODE.— PART I. one on each square of the second rank of the player of the black men. {c) " Adjustment " is the placing of a man — already standing on a square, but not standing on the centre of the square — so that the centre of the man's base may be nearer to,, or on, the centre of the square. 6* Names of the Bishops^ Knigfhts^ and Rooks ^ Of a player's Bishops, Knights, and Rooks, the Bishop, Knight, and Rook which stand nearer to his King at the commencement of an ordinary game are called the ** King's Bishop," the *' King's Knight," and the *' King's Rook ;" and the Bishop, Knight, and Rook which stand nearer to his Queen at the com- mencement of an ordinary game are called the " Queen's Bishop," the " Queen's Knight," and the " Queen's Rook." 7* Names of the Files and of the Squares ^ (a) Each file is named for a player as belonging to that piece of his which, before the commencement of an ordinary game, is placed on the file. Thus the name of a file is the same for the two players. (d) Each square of a player's first rank is named for him either as belonging to the piece which, before the commencement of an ordinary game, is placed on the square, or as the ** first " square of this piece ; and each remaining square of the file'of this 22 THE AMERICAN CHESS CODE.— PART I. piece is named for this player — according to that rank of his to which the square belongs — as the '* second, '* " third," " fourth," " fifth," ** sixth," " seventh," or " eighth " square of the piece. Thus the King's square (or King's first square) of one player is the King's eighth square of the other, the King's second square of one player is the King's seventh square of the other, and so on. 8» Names of the Pawns ^ Each Pawn is named from the piece on the file of which it is standing. When a player has on a file more Pawns than one, they are distinguished from each other by the words *• first," " second," etc., the Pawn furthest from the player's first rank being the first. 9* Commanded Square e^ A square is " commanded " by A King, when that square adjoins the square on which the King stands ; by A Queen, when that square is of the same rank or file or diagonal as the square on which the Queen stands and there is no man standing directly between the two squares ; by A Bishop, when that square is of the same diagonal as the square on which the Bishop stands and 23 THE AMERICAN CHESS CODE.— PART I. there is no man standing directly between the two squares ; by A Knight, when that square and the square on which the Knight stands are as near to each other as, without being of the same rank or file or diagonal, it is possible for two squares to be ; by A Rook, when that square is of the same rank or file as the square on which the Rook stands and there is no man standing directly between the two squares ; by A Pawn, when that square and the square on which the Pawn stands are adjoining squares of the same diagonal, the square on which the Pawn stands being the nearer to the first rank of the player of the Pawn. JO* Check ^ A player's King is in " Check " when an adverse man commands the square on which this King stands. J J* A Move^ Legal Move, OrcJef of Moving, Designation of Players, and Moves of the Men e^ A. Apart from ** Castling " and " Taking in Passing " (which are hereinafter described), a player makes a " Move " when, otherwise than accidentally or in 24 THE AMERICAN CHESS CODE.— PART I. rectification of an accidental displacement, he trans- fers a man standmg on a square to another square, removing from the board the man (if any) stand- ing, immediately before the transfer, on that other square, and, in the case of transferring a Pawn to a square of his eighth rank, following the transfer by removing the Pawn from the board and placing on the board a piece- (or a sufficient substitute for a piece which he names) instead of the Pawn, or by naming the Pawn as a piece without removing it from the board. B. A ** Legal Move " is a move made in accordance with the remaining part of this Law. C. In the absence of agreement to a different effect, the player of the white men commences the game by making a move, and throughout the game the players move alternately, each making one move in his turn to play, which move is said to be a " Reply " to the immediately preceding move (if any) of his opponent's. D. The player who makes the first move in the game is called the " First Player," and his opponent is called the '* Second Player." E. (a) Subject to the conditions that a player may not make a move except in his own turn to play, and may not transfer from one square to another 25 THE AMERICAN CHESS CODE.— PART I. any man of his opponent's, and may not place or leave his own King in check, A piece can move from the square on which it stands to any square which it commands, un- less this square is occupied by a man of the same color as the piece ; and A Pawn can move from the square on which it stands, without changing file, to the adjoining square, if unoccupied, further from its player's first rank ; or (at its first move in the game) without changing file, to the square, if unoccupied , of its player's fourth rank, provided that the square of the third rank (which square the Pawn in this case is said to " pass over ") is unoccupied ; or to any square which it commands and which is occupied by an adverse man ; or to any square which it commands and which, at the preceding move, was passed over by an adverse Pawn. {b) When a piece or Pawn moves to a square which it commands and which is occupied by an adverse man, the adverse man is removed from the board and is said to have been " taken " or " captured." {c) When a Pawn moves to a square which it com- mands and which, at the preceding move, was passed over by an adverse Pawn, the adverse Pawn is removed from the board and is said to have been 26 THE AMERICAN CHESS CODE.— PART I. "taken" or "captured." This move is called " Taking in Passing." {d) When a Pawn moves to a square of the eightli rank, the player of the Pawn, in the same turn to play, must either exchange it for a Queen or Bishop or Knight or Rook of its own color (placing such piece on the square attained by the Pawn) or name one of these pieces as replacing the Pawn. The Pawn thus treated is said to have been " promoted." {e) When the following conditions are fulfilled, and not otherwise, a King and a Rook of the same color can move in one and the same move. This move is called "Castling." The conditions are: — (i) Neither the King nor the Rook has moved in the game ; (2) Each square of the player's first rank between the King's square and the Rook's square is unoccupied ; (3) No adverse man commands the King's square or either of the two squares of the player's first rank which are nearest to the King's square on the same side as the Rook. (/) In castling, the King moves to the King's Knight's square and the King's Rook to the King's Bishop's square (this move is called " Castling on the King's side ") ; or the King moves to the Queen's Bishop's square and the Queen's Rook to the Queen's square (this move is called " Castling on the Queen's side "). 27 THE AMERICAN CHESS CODE.— PART I. 12^ Games played over the Board, Games played by Communication of Moves, and Games at Odds J' (a) A " Game played over the Board " is a game in which the moves of each side are made under the immediate observation of the opposing side. ip) A " Game played by Communication of Moves " is a game in which each side, instead of making its moves under the immediate observation of the op- posing side, indicates them to the opposing side by word of mouth, or by writing, printing, telegraphing, or other means. (c) A ** Game at Odds " is a game before the com- mencement of which some advantage, whether from a concession made by one side only or as the result of mutual concessions, is given by one side to the other. J 3* Record of a Move, and Abbreviations «^ A. A *' Record of a Move " is the expression of this move in written or printed words or signs (or words and signs), and, in the absence of agreement to a different effect, the record is made by writing or printing, in full or with abbreviation, as follows : — {a) For a move without capture (other than castling) : — the name of the transferred man — the word ' on ' — the player*s name of the 28 THE AMERICAN CHESS CODE— PART I: square from which the man is transferred — the word ' to ' — the player's name of the square to which the man is transferred — and, in the case of the promotion of a Pawn, the name of the piece for which the Pawn is exchanged ; {b) For a move with capture (other than taking a Pawn in passing) : — the name of the trans- ferred man— ^the word * on ' — the player's name of the squarefrom which the man is transferred — the word ' takes * — the name of the captured man — the word * on ' — the player's name of the square on which the captured man stood immediately before the capture — and, in the case of the promotion of a Pawn, the name of the piece for which the Pawn is exchanged ; {c) For taking a Pawn in passing : — the word * Pawn ' — the word ' on ' — the player's name of the square from which his own Pawn is trans- ferred — and the words ' takes Pawn in pass- ing ; ' {d) For castling : — the words * Castles King's Rook ' or the words * Castles Queen's Rook,' according as the castling is on the King's side or on the Queen's side. B. A record of a move may be abbreviated by writ- ing or printing K for * King * or ' King's,' Q for * Queen ' or * Queen's,* B for ' Bishop ' or ' Bish- 29 THE AMERICAN CHESS CODE.— PART I. op's/ Kt for 'Knight' or ' Knight's,' R for *Rook' or 'Rook's,' P for 'Pawn;' i, or sq., for 'first square,' 2 for ' second square,' 3 for ' third square,' and so on; Kt(K5) for 'Knight on King's fifth square,* R(Q8) for * Rook on Queen's eighth square,' P(KB3) for ' Pawn on King's Bishop's third square,' and so on ; 0-0 for ' Castles King's Rook,' 0-0-0 for ' Castles Queen's Rook ; ' — for the word 'to,' X ^o^ the word 'takes,' i.p. for the words 'in passing.' C. In the absence of agreement to a different effect, a communication, as received, of a move must be a record of the move, or consist of words which, if written, would be a record of the move. Any sign or word or abbreviation of a word may be omitted in recording or communicating a move, provided that the move can be recorded or communicated without such sign or word or abbreviation of a word. A record or communication may not be interpreted as expressing an illegal move if it can be interpreted as expressing a legal move. J4^ Sealed Move* and Complete Move e^ A. When a player, at the adjournment of a game played over the board, instead of making his move under the immediate observation of his opponent, makes a record of his move, which record is not to be disclosed to his opponent and is to be accessible 30 THE AMERICAN CHESS CODE.— PART I. to neither player until the recommencement of play, the record thus made is called a " Sealed Move." B. {a) A move consisting in the transfer of a man from one square to another (without or with a cap- ture) is ** complete " when the player has quitted the transferred man, and has removed from the board the captured man (if any). {b) A move consisting in the promotion of a Pawn (without or with a capture) is complete when the player has removed the Pawn from the board and placed a piece in its stead on the board and quitted this piece, or has removed the Pawn from the board and declared the selected piece and placed a suffi- cient substitute for the piece on the board and quitted this substitute, or, without removing the Pawn from the board, has quitted the Pawn and named it as a piece — and in any case has removed from the board the captured man (if any). {c) Castling is complete when the player has quitted both the King and the Rook. {d) A sealed move is complete when the record of it has passed out of the player's possession. J5» Checkmate^ Stalemate, and Drawn Game ^ {a) " Checkmate " (or " Mate ") occurs when the King of the player whose turn it is to play is in check and no legal move is possible. This King is 31 THE AMERICAN CHESS CODE.— PART I. said to be *' checkmated " (or ** mated"). The player who has legally checkmated his opponent's King has won the game. {b) " Stalemate " occurs when the King of the player whose turn it is to play is not in check and no legal move is possible. {c) A game which, whatever legal moves are made, cannot be won, is called a " Drawn Game." 16* Position, and Identical Positions ^ [For the purpose of this Law, two squares are the same if for the player of the white men they have the same name ; and, for the same purpose, the names of men are "King," "Queen," "Bishop," *' Knight," "Rook," "Pawn."] {a) At the commencement of a turn to play, the men on the board as they then stand, constitute, for the time being, the " Position." (b) For the purpose of this Code, two positions are identical if the total number of men in the one posi- tion is the same as the total number of men in the other, and also for every man in the one position there is, in the other, a man of the same color and name, standing on the same square. 32 PART IL PART n. Laws for the Regtdatioa of Games played over the Board* U Right to first Move J' (a) In a series of games between the same two players at one sitting or in one match, the players, in the absence of agreement to a different effect, have the first move alternately. (d) If a player makes the first move in a game when it is not his turn to do so, and if the error is pointed out before the opponent has completed his fourth move, and if the game is not finished, either player may require that the game be annulled. (c) When a game has been annulled, the player who had the right to move first in the annulled game moves first in the game which is played instead of it. 2» Errors in placing Board or Men t^ If, before the second player has completed his fourth move, it is pointed out that the board is improperly placed — or that there was, at the commencement of the game, an error as to the men placed on the 35 THE AMERICAN CHESS CODE.— PART 11. board, or as to the square on which any man was placed — and if the game is not finished, either player may require that the game be annulled. 3* Adjustment e^ A player, in his own turn to play, may adjust any man, provided that, immediately before touching it for adjustment, he gives notice of his intention to adjust that man. 4* Pawn Promotion e^ (a) If a Pawn has been promoted, and not removed from the board but named as some piece, the player of this man may, in any turn of his own, replace it by the piece, or by a sufficient substitute for the piece, and may, in any turn of his own, replace such substitute by the piece. (d) If a Pawn has been promoted, and not removed from the board but named as some piece, the player of this man must, in any turn of his opponent's, should his opponent so require, replace the promoted Pawn by the piece or (in default of the piece) by a sufficient substitute for the piece, and must, in any turn of his opponent's, should his opponent so re- quire (and also provide the piece), replace such sub- stitute by the piece. 36 THE AMERICAN CHESS CODE.—PART II. 5* Touching Men^ and Castlingf J' [Touching accidentally, touching in the removal of a man accidentally placed on the board, touching in the replacement of a man which has accidentally been displaced from a square or knocked off the board or overturned — or which, by mistake, has been re- moved from the board otherwise than, but as if, in making a move — touching in accordance with Law 3 or Law 4, and touching in the fulfilment of any re- quirement made under this Code, are excluded from Laws 5, 6, and 11. It is understood that no penalty attaches to the touching of a man which is not on the board and which the player does not, in the same turn to play, place on the board, and that Penalties A, B, and C are only exacted in accordance with Law 11.] {a) If a player, in his own turn to play, removes a man from a square and, instead of forthwith complet- ing a move, holds this man in his hand, he may be re- quired to replace the man ; if, while a man occupies the same square as when the turn to play began, he touches this man and, instead of forthwith complet- ing a move, keeps his hand upon this man, he may be required to remove his hand ; if, in promoting a Pawn, he places a piece on the board and does not forthwith quit this piece, he may be required to quit the piece. {b) If a player, in his own turn to play, touches any 37 THE AMERICAN CHESS CODE.— PART II. man that he cannot legally move or any man that he cannot legally take (and leaves such man on the square on which it stood at the commencement of the turn), his opponent may exact Penalty C. (c) If a player, in his own turn to play, touches any man that he can legally move, and does not move this man, but moves otherwise — or if, in his own turn to play, he touches any man that he can legally take, and does not take this man but moves other- wise — his opponent may exact Penalties A and B. (d) If a player, in his own turn to play, renders him- self liable to penalty under each of Sections (d) and {c) of this Law, his opponent may exact either Penal- ties A and B or Penalties A and C. (e) If a player, in his opponent's turn to play, touches any man (and leaves such man on the square on which it stood at the commencement of the turn), he may be treated, when next it is his own turn to play — if that man is then on the board — as having touched that man in his own turn. (/) If a player, in castling, moves and quits his Rook before touching his King, his opponent, before touching a man, may require that the move with the Rook be treated as a complete move, and, if the King has been displaced from the King's square, that the King be replaced on that square; but he 38 THE AMERICAN CHESS CODE.— PART II. may not also claim that the King has been touched out of turn. A player who has moved his King as in castling, and has quitted the King without com- pleting the castling, may be required to complete the castling. (^) Should a player, by mistake, remove a man from the board otherwise than in making a move (as de- fined in this Code) — but as if in making a move — the man must be replaced, and the player may be treated as having touched it. 6. Iflegal Moves J' (a) If a player has made, in his own turn to play, only one move, and that a legal move, this turn to play is ended ; if he has made, in his own turn to play, only one move, and that an illegal move, this turn to play is not yet ended, but will be ended as soon as the whole change he has made in the posi- tion is the same as if he had, in the first instance, made a legal move. (3) If a player, in his own turn to play, makes an illegal move, the opponent may at once exact Pen- alty A, and may then exact one of the Penalties B and C. (c) If a player, in his own turn to play, makes an illegal move, and then, without his opponent's con- 39 HE AMERICAN CHESS CODE.— PART II. sent, substitutes a move, the opponent may exact Penalty A and one of the Penalties B and C. {d) If a player, in his opponent's turn to play, sub- stitutes a move, without his opponent's consent, for his own preceding move, or makes a move otherwise than in substitution, the opponent (without being released from observing Law 5) may at once require the annulment of such substitution or such move ; and the opponent, provided that he did not himself, in the aforesaid turn to play, touch any man before requiring this annulment, may exact, in the offend- er's next turn to play, one of the Penalties B and C. {e) If a player has made an illegal move (except in substituting, for a move already made, another move, which, had it been made in the first instance, would have been legal) — or, by mistake, has removed a man from the board otherwise than, but as if, in making a move — and if this illegal move, or mis- taken removal of a man, has remained uncorrected (the opponent, subsequently to it, completing a move), the position must be restored which existed at the commencement of the turn to play in which the illegal move, or mistaken removal of a man, oc- curred, and no penalty may then be exacted for what has been already done. If this position cannot be ascertained, the game must be annulled, 40 THE AMERICAN CHESS CODE.— PART 11. • ?♦ Adjourned Game e^ (a) If, after adjournment, a game has been con- tinued from an incorrect position, the position which existed on the board immediately before the ad- journment must be restored, and the sealed move (if any) must then be made on the board. {d) If, on the resumption of an adjourned game, the position which existed on the board immediately before the adjournment cannot be ascertained, the game must be annulled. (c) If a player has made a sealed move, and it is found on the resumption of the game that the record cannot be interpreted as expressing a legal move, the opponent may exact Penalty C ; if the record can be interpreted as expressing more than one legal move, the opponent may adopt any one of such moves. If, on the resumption of a game after ad- journment, the player whose duty it was to make a sealed move is found to have made no record, it is his turn to play and the opponent may exact Pen- alty C. 8» Games treated as drawn ^ (a) A game in which checkmate has not legally oc- curred may, by agreement between the players, be treated as drawn. 41 THE AMERICAN CHESS CODE.— PART IL (J?) A game in which checkmate has not legally oc- curred is treated as drawn if, before touching a man, the player whose turn it is to play claims that the game be treated as drawn, and proves that the last fifty moves on each side have been made without a capture. (c) A game is treated as drawn if, before touching a man, the player whose turn it is to play claims that the game be treated as drawn, and proves that the position at the time being existed, in the game, at the commencement of more than one of his previ- ous turns to play. (d) A game is treated as drawn if, before touching a man, the player whose turn it is to play claims that the game be treated as drawn, and proves that, should the game continue, he can subject the ad- verse King to an endless series of checks. (e) A game in which stalemate has legally occurred is treated as drawn. 9» Games forfeited or resig;ned *^ A player forfeits the game (a) If he wilfully upsets the men, or wilfully falsifies the position by removing or adding any man ; (d) If, without the consent of his opponent, he uses 42 THE AMERICAN CHESS CODE.— PART II. for the conduct of the game a second board and men ; (c) If, without the consent of his opponent, he refers during the game to anything printed or written that treats of Chess; (d) If, without the consent of his opponent, he re- quests assistance in the conduct of the game ; (e) If he refuses to comply with a legal requirement made by his opponent ; (/) If he refuses to abide by the Laws of the Game : — Provided in any case that the opponent specifies the offence committed, and claims, on the ground of this offence, that the game be forfeited ; pro- vided also that the opponent, after knowledge of the offence, has completed no move in the game. A game which a player has forfeited or resigned is treated as if his opponent had won it. JO* Time Limit ^ A. When Chess is played under a " Time Limit " the following regulations, in the absence of agree- ment to a different effect, are in force : — (a) The reckoning of time is separate for each player and for each game. 43 THE AMERICAN CHESS CODE.— PART II, {b) Time is reckoned against the player whose turn it is to play. B. When no time is fixed for the final termination of play, {a) Each player is allowed two hours for making his first . . . moves, three hours for mak- ing his first . . . moves, four hours for making his first . . . moves, and so on ; and (b) A player who, while the game is still not finished by resignation or otherwise, fails to make his first . . . moves in his first two hours, or his first . . • moves in his first three hours, and so on, forfeits the game immediately. C. When a time is fixed for the final termination of play, {a) Each player is allowed one hour for making his first . . . moves, two hours for making his first . . . moves, three hours for making his first . . . moves, and so on, provided that every such hour is completed before the time fixed for the final termination of play ; and {b) A player who, while the game is still not finished by resignation or otherwise, fails to make his first . . . moves in his first com- plete hour, or his first . . . moves in his first two complete hours, or his first , . . moves 44 THE AMERICAN CHESS CODE— PART II. in his first three complete hours, and so on, for- feits the game immediately ; and (c) If, at the time fixed for the final termination of play, the game is still not finished by resigna- tion or otherwise, the number of moves due on the part of a player in respect of any incom- plete hour must (without regard to any surplus moves made previously to the incomplete hour) be calculated proportionally from the number which would have been due in respect of the whole hour if completed, and the number thus calculated must be added (omitting any fraction) to the number of moves due in respect of the player's already completed hour or hours. The result is the number of moves due on this play- er's part in respect of the whole time which he has occupied ; and (d) If each player has made fewer moves than the number of moves due in respect of the whole time which he has occupied, the game must be annulled ; if only one player has so made fewer moves, he forfeits the game. D. It is the duty of each player to see that his opponent's time is recorded, and no allowance may be made for error caused by a player's neglect of this duty. If proof is given that, otherwise than by such neglect, time has been recorded incorrectly for 45 THE AMERICAN CHESS CODE— PART II. one player or for both players, the record, or records, of time may be equitably corrected. ti* Penalties e^ (a) When any penalty named in this Law is exacted for an offence committed by a player in his own turn to play, the exaction must be before the opponent touches a man. {d) When Penalty B or Penalty C is exacted for an offence committed by a player in his opponent's turn to play, the exaction must be after that turn to play and before the opponent again touches a man. (c) When a move is made in discharge of Penalty B or Penalty C, this move may not (except as provided in the statement of Penalty B) be castling. (d) If, when a player has committed an offence, there is a choice of penalties, the right to choose be- longs to his opponent. (e) If a move which the opponent requires to be made by way of penalty is illegal, the requirement must be disregarded, and the opponent has forfeited his right to exact a penalty for the offence com- mitted. The following are the penalties referred to in these Laws as Penalty A, Penalty B, and Penalty C : Penalty A. The offender restores the position 46 THE AMERICAN CHESS CODE.— PART II. which existed at the commencement of the turn to play in which the offence was committed. Penalty B. The opponent indicates the man (or one of the men) touched by the offender in the turn to play in which the offence was committed, and the offender moves (if his own) or takes (if his opponent's) this man ; or, if of any two men so touched one can be captured with the other, and the opponent indicates these two men, the offender captures one of them with the other; or, if a King and a Rook so touched can move in castling, and the opponent indicates these two men, the offender castles with them. Penalty C. The offender moves his King, or, if this King cannot be legally moved, the offender moves a man selected by his opponent. 47 PART III. PART m. Laws for the Regulation of Games played by Communi- cation of Moves (Consultation^ Correspondence, and Blindfold Games) ♦ t* General Law «^ The Laws in Parts L, IL, and IV. apply to Games played by Communication of Moves, unless obviously inapplicable. 2* Assistance *^ (a) When a time not less than twenty-four hours is allowed between the receipt of a communicated move and the receipt of the reply, the players, not- withstanding the General Law, are at liberty, in the absence of agreement to a different effect, to use any means that may assist them in the conduct of the game, except that neither side may request the assistance of another player. (3) When a time less than twenty-four hours is allowed between the receipt of a communicated move and the receipt of the reply, the sides are bound, in the absence of agreement to a different 51 THE AMERICAN CHESS CODE.— PART III. effect, by the General Law ; and, if a side consists of two or more players in consultation, and one of these players touches a man or communicates a move, this side may be treated as a player who has touched that man or communicated that move. 3* Interpretation of Terms J* [Errors caused otherwise than by the fault of the com- municating side are excluded from this Law. It is assumed that, if a requirement is made under this Law, or under the next Law, and a move at variance with this requirement has taken place on the board of the offending side for that turn to play in which the offending communication was made, such move is annulled before compliance with the requirement.] If the terms in which a move has been communi- cated cannot be interpreted as expressing a legal move, the side receiving the communication may exact Penalty C ; if the terms can be interpreted as expressing more than one legal move, the side re- ceiving the communication may adopt any one of such moves, provided that the move adopted is an- nounced, before or with the reply, to the side that made the communication. 4* More than one Move in a turn ^ If a side communicates two or more moves of its own, unconditionally and as for the same turn to 52 THE AMERICAN CHESS CODE.— PART III. play, the opposing side may adopt any one of such moves, provided that the move adopted is announced, before or with the reply, to the side that communi- cated the moves. 5* Illegal Move in a series of Moves e^ If a side communicates at one time tv^o or more successive moves of its own (the first of such moves being legal) together with an assumed move (or as- sumed moves) of the opposing side, the side com- municating such moves is liable to penalty for any one such move of its own that is illegal, provided that the opposing side adopts the previous assumed move or moves, so that the illegal move is arrived at in actual play. Any subsequent moves communi- cated with his illegal move must be treated as if they had not been communicated. 53 PART IV. PART IV. Laws for the Regulation of Games at Odds* I* General Law J' The Laws in Parts L, IL, and IIL apply to Games at Odds, unless obviously inapplicable. 2. Right to first Move J' In the absence of agreement to a different effect, the player who gives odds has the right to make the first move in the game. 3* Odds of a Man e^ In the absence of agreement to a different effect, when a player gives the odds of a Pawn or Knight or Bishop or Rook, the Pawn given is the King's Bishop's Pawn, the Knight the Queen's Knight, the Bishop the Queen's Bishop, and the Rook the Queen's Rook. 57 THE AMERICAN CHESS CODE.— PART IV. 4* Odds of two Of more Moves in one turn to play e^ When the player has the right to make, once in the game, two or more moves in one turn to play, he must commence the game by making these moves, and may not, in making them, move any man to a square beyond his fourth rank. 5^ Castllngf without Rook J* In the absence of agreement to a different effect, a player may castle (by moving his King as in ordi- nary castling) on a side from which, before the com- mencement of the game, the player's Rook has been removed, provided that this Rook's square is unoccupied and has been unoccupied throughout the game, and that the same conditions as to squares and as to the King are fulfilled v^hich are required for ordinary castling on this side. 6* Mating with a Pawn ^ When a player undertakes to mate with a Pawn, he undertakes also that the Pawn with which he mates shall not have been moved beyond the seventh rank. ?♦ Matingf on a given Square ^ When a player undertakes to mate on a specified square, he undertakes also that, at the mate, this square shall be occupied by the King mated. 58 THE AMERICAN CHESS CODE —PART IV. 8# Mating under Conditions «^ When a player, before the commencement of the game, undertakes to mate in accordance with some specified condition, he undertakes also that, if the adverse King is not mated in accordance with the condition and his own King is not mated, he will forfeit the game. 59 INDEX. Explanations. — 6 Pref . = Page 6, Preface ; 14 1 13 = Page 14, Part I, Ivaw 13 ; 10 I 4 (d) = Page 10, Part I, I^aw 4, Section (d) ; 18 II 8 (a) (6) = Page 18, Part II, I^awS, Sections (a) and (6) ; 14 I 14 B {a) = Page 14, Part I, I^aw 14, Section B («). Abbreviations used in record, 29 I 13 b, c. Accident, x Pref.; 24 I 11 A ; 37 II 5. Adjourned game, 41 II 7. Adjustment, 22 I 5 (c) ; 36 II 3. Allotment of men, 21 I 4 (d). Ambiguous record, 41 II 7 (c) ; 52 III 3. Amendment of move, 39 II 6 (c) (d) (e). Announcement of check, xii Pref. Annulled game, 35 II i (d) (r) ; 35 II 2 ; 40 II 6 (e) ; 41 II 7 (^) ; 45 11 10 c (./). Annulment of King's move, 38 II 5 (/). Arrangement of men, 21 I 5 (d). Assistance, 43 II 9 (d) ; 51 III 2. Bishop, 20 I 4 (^) ; 22 I 5 (c) ; 22 I 6 ; 23 I 9 ; 57 IV 3. Blindfold game, ix Pref.; 51 III. Capture, 26 I 11 e (3) (c). Capture enforced, 38 II 5 (c) (d) (e) ; 47 II 11 B. Castling, 27 I 11 E (e) (/) ; 31 I 14 b (c) ; 38 II 5 (/) ; 46 II II (c) ; 47 II II B. Castling, irregularity in, 38 II 5 (/). Castling, K's side and Q's side, 27 I 11 E (/). 60 INDEX. Castling without Rook, 58 IV 5. Check, 24 I 10. Checkmate, 31 I 15 (a). Chessboard, 19 I i (a). Chessmen, 20 I 4. Commanded square, 23 I 9. Communication of moves, ix Pref. ; 28 I 12 (f); 51 III. Complete move, x Pref. ; 31 I 14 B. Conditions of castling, 27 I 11 E (e). Conditions of mating (Odds), 58 IV 6, 7, 8. Consultation game, ix Pref.; 51 III. Correspondence game, ix Pref.; 51 III. Designation of players, 25 I 11 d. Diagonal, 20 I 2 (c). Drawn games, 32 I 15 (c) ; 41 II 8. Endless series of checks, xii Pref.; 41 II 8 (cT), Enforcement of laws, xiv Pref. Error in communicated move, 52 III 3. Error in placing board, 19 I 2 (a); 35 II 2. Error in placing men, 35 II 2. Error in record of time, 45 II 10 d. Error in sealed move, 41 II 7 (c). Exaction of penalty, xi Pref.; 46 II 11. Falsifying position, 42 11 9 (a). Fifty moves law, xii Pref.; 42 II 8 (^), File, 19 I 2 (^); 22 I 7 (a). First move, 25 I 11 c; 35 II i; 57 IV 2. First player, 25 I 11 d. 61 INDEX. Games at odds, 28 I 12 (c); 57 IV. Games forfeited, 42 II 9; 44 II 10 b (d); 44 II 10 c (3) (d); 59 IV 8. Games played by communication of moves, ix Pref . ; 28 1 12 (<^); 51 in. Games played over board, ix Pref.; 28 I 12 (a); 35 II. Games resigned, 42 II 9. Games treated as drawn, 41 II 8. Identical positions, 32 I 16 (3), Illegal move, 30 I 13 c; 39 II 6; 41 II 7 (c); 52 III 3; 53 III 5. Illegal move not corrected, xii Pref.; 40 II 6 (e). Interference in game, x Pref. Interpretation of terms, 30 I 13 c; 41 II 7 (c); 52 III 3. King, 20 I 4 (d); 22 I 5 (^) ; 23 I 9 ; 24 I 10 ; 25 I 11 e ; 21 I 15 W(^); 4611 II c. King, leaving in or moving into check, 25 I 11 e (a). King moved as penalty, xi Pref.; 47 II 11 c. Knight, 20 I 4 (<^); 22 I 5 (^); 22 I 6; 23 I 9; 57 IV 3. Legal move, 25 I 11 B. Legal requirement, refusal to comply with, 43 II 9 (e). Man, 21 I 4 {c). Mate, 31 I 15 (a). Mating under conditions (Odds), 59 IV 8. Men wilfully upset, 42 II 9 (a). Mistaken removal of man, 39 II 5 (g); 40 II 6 (e). More than one move in one turn (Odds), 58 IV 4. More than one move sent in one turn 52 III 4. 62 INDEX. Move, 24 I II A. Move enforced, 38 II 5 (/); 40 II 6 (^); 47 II 11 b. Moves of Men, 24 I 11 and following laws. Names of B's, Kt's, and R's, 22 I 6. Names of files, 22 I 7 {a). Names of Pawns, 23 I 8. Names of ranks, 20 I 3. Names of squares, 22 I 7 {b). Odds, 28 I 12(6-); 57 IV. Omissions in record of move, 30 I 13 c. Order of moving, 25 I 11 c. Pass over, 25 I 11 e {a). Pawn, 20 I 4 {a); 22 I S {&y 23 18; 23 I 9; 25 I il e {a) {b){c){dy, 36 II 4; 57 IV 3; 58 IV 6. Pawn promotion, 27 I 11 e {d)\ 31 I 14 b {b)\ 36 II 4; 58 IV 6. Penalties, xi Pref . ; 46 II 11. Perpetual check, xii Pref.; 42 II 8 {d). Piece, 20 I 4 {a) {b). Placing men on board, 21 I 5 {b). Position, 32 I 16 (a). Position in adjourned game, 41 II 7 {a) (6), Position of board, 19 I i {b). Preface, American edition, iii. Preface, English edition, vii. Queen, 20 I 4 {b)\ 23 I 5 {b)) 23 I 9. Rank, 20 I 2 {b)', 20 I 3. Record of move, 28 I 13. 63 INDEX. Record of time, 45 II 10 D. Recurrence of position, 42 II 8 (c). Reference to books, 43 II 9 (