Note: This is a summarized version. For official arbitration, please refer to the full document.
Introduction & Preface
•The Laws of Chess are divided into two parts: 1. Basic Rules of Play (Articles 1–5) and 2. Competitive Rules of Play (Articles 6–12).
•The English text is the authentic version of the Laws as adopted by the FIDE Congress.
•Arbiters must possess competence, sound judgment, and absolute objectivity. The laws cannot cover every possible situation, so analogous situations should be studied.
•A necessary condition for a game to be rated by FIDE is that it shall be played according to these Laws.
Article 1: Nature & Objectives
•The game is played between two opponents on a square 'chessboard' with 64 squares.
•White moves first, followed by Black. Players move alternately.
•A player 'has the move' when the opponent's move has been 'made'.
•Objective: Place the opponent's king 'under attack' (check) such that the opponent has no legal move (checkmate).
•Leaving one's own king under attack, exposing it to attack, or capturing the opponent's king is illegal.
Article 2: Initial Position
•Board: 8×8 grid. Orientation: White square in the right-hand corner nearest the player.
•Pieces per player: 1 King (K), 1 Queen (Q), 2 Rooks (R), 2 Bishops (B), 2 Knights (N), 8 Pawns.
•Initial Setup: Rooks in corners, Knights next, Bishops next. Queen on her own color, King on remaining square.
Article 3: Moves of Pieces
•Bishop: Diagonals only. Rook: Files and Ranks. Queen: Files, Ranks, or Diagonals.
•Knight: 'L' shape (two squares one way, then one square to the side). Can jump over pieces.
•Pawn: Forward 1 square. Option to move 2 squares on the first move. Captures diagonally forward.
•En Passant: If a pawn moves 2 squares and lands beside an opponent's pawn, it can be captured as if it moved 1 square (next move only).
•Promotion: When a pawn reaches the furthest rank, it must be exchanged for a Q, R, B, or N of the same color.
•King: One square in any direction.
•Castling: King moves 2 squares towards a rook, rook jumps over king. ILLEGAL IF: King/Rook has moved, King is in check, King crosses or lands on a square under attack.
Article 4: Moving Pieces
•Each move must be played with one hand only.
•Touch-Move: If you touch your own piece, you MUST move it (if legal).
•Touch-Capture: If you touch an opponent's piece, you MUST capture it (if legal).
•J'adoube: You must announce 'I adjust' BEFORE touching a piece to adjust its position without intent to move.
•Completion: A move is made when the piece is released on the board. Once released, it cannot be moved to another square.
Article 5: Completion of the Game
•Win: By Checkmate (King attacked with no escape) or Resignation (opponent gives up).
•Draw (Stalemate): Player to move has NO legal moves, but King is NOT in check.
•Draw (Dead Position): A position where neither player can checkmate (e.g. K vs K, K+B vs K).
•Draw (Agreement): Players may agree to a draw during the game (after a move is made).
•Loss: If a player runs out of time (Flag Fall), provided opponent has mating material. Otherwise it is a draw.
Article 6: The Chess Clock
•A move is only completed for the clock's purpose after the player has pressed their clock.
•Players must press the clock with the SAME hand used to make the move.
•Flag Fall: If the allotted time expires, the player loses the game.
•Exception: If the opponent cannot checkmate by any possible series of legal moves, the game is drawn.
•The arbiter decides where the clock is placed.
Article 7: Irregularities
•Restoration: If an illegal move is found during the game, the position is reinstated to before the irregularity.
•Illegal Move Actions: Moving a piece illegally, pawn promotion without replacing pawn, pressing clock without moving, using two hands.
•First Penalty: For the first completed illegal move, the arbiter gives the opponent TWO minutes extra time.
•Second Penalty: For the second completed illegal move by the same player, the arbiter declares the game LOST by the offender.
•Displaced Pieces: Player must recreate position on their own time.
Article 8: Recording Moves
•Algebraic notation is mandatory (e.g., Be5, Nf3, exd5).
•Forbidden to record moves in advance (except when claiming a draw or adjourning).
•A player may reply to a move before recording it, but must record their previous move before making the next.
•Scoresheet must be visible to the arbiter.
•If less than 5 minutes remain (and no 30s increment), recording is not mandatory but must be updated after flag fall.
Article 9: Drawn Games
•Draw Offers: Must be made after moving on the board but before pressing the clock. Mark with (=).
•3-Fold Repetition (Claim): Player can CLAIM a draw if the same position appears for the 3rd time (same player to move, same rights).
•50-Move Rule (Claim): Player can CLAIM a draw if 50 moves have passed without a pawn move or capture.
•Mandatory Draw: The game is drawn automatically if a position occurs 5 times or 75 moves pass without pawn move/capture.
Article 11: Conduct
•Players shall take no action that brings the game into disrepute.
•Playing Venue: Players may not leave the 'playing venue' without permission.
•Electronic Devices: STRICTLY FORBIDDEN. If found with a mobile phone/device on their person, the player LOSES immediately.
•Distraction: It is forbidden to distract or annoy the opponent (includes unreasonable draw offers).
•Smoking/Vaping: Permitted only in designated areas.
Article 12: The Arbiter
•Duties: Ensure fair play, supervise the competition, ensure good playing environment.
•Non-Intervention: Arbiter generally does not intervene in the game unless an irregularity occurs.
•Penalties available: Warning, increasing opponent's time, reducing offender's time, declaring game lost, fine, expulsion.
•Spectators: Arbiters may expel offenders from the venue.
Appendices (Rapid & Blitz)
•Rapid Chess: >10 min but <60 min per player. Recording moves is not obligatory.
•Blitz Chess: 10 min or less per player.
•Penalties (Rapid/Blitz): Penalties for illegal moves are often 1 minute instead of 2 minutes.
•Illegal Moves (Rapid/Blitz): If the arbiter does not intervene and the opponent moves, the illegal move stands (unless checkmate is already on board).
•Winning on Time: Claimant must stop the clock. If opponent has mating material, claimant wins.