VENTURE CHESS CLUB
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RULES FOR VENTURE CHESS CLUB'S SINGLES TOURNAMENTS:
1. White always goes first. Players alternate colors
of chess pieces each game. Games should be played
following U.S.C.F. guide lines for playing chess
including the following and except where they are
contradicted by the following:
2. Light square on right & Queen on her color
3. Forfeit for rude or distracting behavior
4. Winner for the day must win the best out of 3 games
played that day.
A. Most games will be won by checkmate or by
forfeit.
B. If you play for an hour before enough games
have been completed:
a. The winner for the day is the
player who wins the most
out of the games played unless
both players agree to play longer.
b. If an individual game cannot be
finished because of time:
Players will add up the total
value of all the pieces remaining
on the board. To win a game by
points a player must have a total
of more than 3 points remaining on
the board than his/her opponent
has remaining on the board.
Otherwise the game will be a
draw.
{Q = 9 R = 5 B = 3 N = 3 P = 1}
5. Tie Games:
A. Agreement--Players agree to call the game a
draw.
B. Stalemate--a player’s King is not in check,
and he/she does not have any other choices
of moves except to move his/her King into
check
C. Three Time Repetition of Position--Every
piece on the whole chessboard
appears in the exact same positions three
times during a game, AND each time the
position appears: The same moves are legal
(i.e. castling and en passant), and the
same player is about to move.
D. Perpetual Check--continuous and endless
checking of the opponent’s King
without being able to checkmate it
(usually similar to Three Time Repetition
of Position when it is forced by
perpetually checking the opponent‘s King)
E. Fifty Move Rule--Each player makes fifty
moves without a pawn move nor a capture.
F. Time runs out and neither player has enough
points remaining on the board to win the
game by points as described above.
G. Not enough material:
King vs. King
King + Knight vs. King
King + Bishop vs. King
King + Bishop vs. King + Bishop
(Bishops are on the same color squares)
6. Touch Rule:
A. If it’s your move, and you move a piece and
do not take your hand off of it,
you may move it back to the square it was
on when you moved it. You may then move
another piece.
B. Your move is over when you take your hand
off of your piece after you move it to a
new square.
C. If you want to adjust a piece on the board
you should tell your opponent before you
touch it.
7. Castling:
A. Must be the Rook’s and the King’s first
move.
B. All squares between the King and the Rook
must be empty.
C. King must NOT move INTO, OUT OF, nor
THROUGH check.
D. The King moves two squares toward the Rook,
an the Rook then moves next to the King on
his side nearest the center of the board.
8. En Passant (in passing):
A. Pawn being captured must have just moved
two squares on its first move.
B. Pawn is captured as if it moved only one
square.
C. A Pawn must do the capturing.
D. The Pawn doing the capturing must do so on
the very next move following the two square
advance of the captured Pawn.
9. Games should be played at Venture School during the
week scheduled for that round.
The exact day and time during that week should be
arranged by you and your opponent. Failure to play
the game during the week scheduled for a particular
round will result in a forfeit for both you and for
your opponent. If both players agree on a time to
play at Venture School, and if one player is not at
Venture School to play at that time, he/she looses
by forfeit. Please contact if you
think your opponent is being unreasonable about
agreeing to a time to play or is not available to
play during that week. In cases like this you may
win by forfeit or depending on the circumstances the
game might be called a forfeit draw. (If both
players agree: Any matches won/lost or drawn by
forfeit may be played during another week and the
results will be recorded instead of the forfeit win
or forfeit draw.)
10. After playing, record results, and put the record
sheet in the Chess Club envelope.
(BOTH PLAYERS MUST SIGN THE RECORD SHEET FOR IT
TO BE RECOGNIZED AS A VALID.
11. Continue playing until one person has won the best
out of three games or until you have been playing
for at least one hour.
12. You must play your games quietly so you do not
disrupt other students who may be taking tests or
working on other work.
13. After playing, put chess sets and boards back
neatly where you found them.
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