Local Rules Rapidplay Finishes
Local Rules applying in 2011-12 Season Worcester City Rapidplay Tournament
These rules vary from rules applying at most congresses because there is no guarantee that an independent person will be able to act as arbiter
- All the moves must be made in a fixed time of 30 minutes.
- Play shall be governed by the FIDE laws of Chess, except where they are overridden by the following rules.
- Players do not need to record any moves.
- Once each player has made three moves, no claim can be made regarding incorrect piece placement, orientation of the chessboard or clock setting.
- The flag is considered to have fallen when a valid claim to that effect has been made by a player.
- To claim a win on time, the claimant's flag must remain up and the opponent's flag down after the clocks have been stopped.
- If both flags have fallen, the game is drawn.
Local Rules applying in 2011-12 Season Worcester City All-Play-All Tournament
These rules vary from rules applying at most congresses because there is no guarantee in the All-Play-All that an independent person will be able to act as arbiter and unlike FIDE rules, there is no requirement to record moves.
- Play shall be governed by the FIDE laws of Chess, except where they are overridden by the following rules.
- Games by members with current published grades shall be played with the graded player(s) using clocks.
- Clocks should be set to 4:45 at the start of games with an analogue clock.
- Players do not need to record any moves.
- If a player chooses not to record moves, that player may not claim a game on time. In such a game and if a result cannot be mutually agreed by the players at the time the club closes, the position will be recorded and submitted to the Competitions Secretary who will use a ‘”chess engine” in “shoot out” mode and maximum of 100 moves to decide the result. Players may ask for a print out of the computer analysis, but the result will be final.
- Players with clocks must complete 35 moves within the first 75 minutes (1¼ hour) of play. In the event of a 'time scramble' and within the last 5 minutes of a player's time a player need not record moves after each has been played, but must make up the score immediately after the first time control at the 35th move.
- The flag is considered to have fallen when a valid claim to that effect has been made by a player claiming a win on time. Spectators should avoid drawing attention to a flag fall because it is a player's responsibility to claim.
- To claim a win on time, the claimant's flag must remain up and the opponent's flag down after the clocks have been stopped.
- If both flags have fallen, the game is drawn.
Rules for Knock Out
- Draw. The draw for each round will be conducted at a club night by the controller after an announcement has been made.
- Venue. You can play on a any club night, on a non-club night at another club (by arrangement), or at home. You may borrow equipment by arrangement with Ray Collett.
- Time control 35 moves in 1h 15 minutes followed by an added 15 minutes and playing to a quickplay finish.
- Grading. Standard play games are eligible for grading.
- In the event of a drawn game,
- replay the game with colours reversed. This can be at standard play (eligible for grading) if both players agree or the default method of resolving the result is by means of a 5-minute game.
- If a second standard play game is also drawn, the result should be resolved by a 5-minute game.
- If the 5-minute game is drawn, a final Armageddon game will decide: the player of the white pieces must win to gain a place in the next round. In compensation white has 6 minutes whereas black has only 5 minutes to complete the game. Toss for colours for the Armageddon game.

