Banner
SchoolNotes
Now Part of Education World
Personal Edition
User's Guide | View Notes | Edit Notes Teachers Register Here | Account Management | About Us | Help







Your Weather Newsletter Center



Content / User Guidelines








To request information by email, send inquiry to info@edgate.com
spacer

,   CA   94583
SchoolNotes last updated: Sun Jun 21 22:34:15 PDT 2009    Number of Visits: 15772
Notify me when this page is updated. (Remove me)
SchoolNotes.com - Linking Educators to the Community
               VENTURE CHESS CLUB 
             





















-------------------------------------------------------

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.





































































































































































Education Gateways makes no warranty for SchoolNotes.com.
Information on this site is generated by the users. The views
expressed are not necessarily those of Education Gateways or its members, and
Education Gateways is not responsible for user's conduct on SchoolNotes.com.

© 2006 by Education Gateways All rights reserved.
About us | Privacy Statement | Advertising | Linking Policies | Underwriter Policy