Chess Games Rules In Tamil Pdf

2020. 1. 21. 12:00카테고리 없음

Chess Games Rules In Tamil Pdf

Setup: The board is setup as shown. There should always be a white square at the closest right-hand side for both players. Remember that the queen must be on a square that matches her color. Turns: White always moves first, and players alternate turns.

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Players can only move one piece at a time, except when castling (explained later). Taking Pieces: Players take pieces when they encounter an opponent in their movement path. Only pawns take differently than they move (explained later). Players cannot take or move through their own pieces.

Castling is the only move that allows two pieces to move during the same turn. During castling a king moves two spaces towards the rook that it will castle with, and the rook jumps to the other side. The king can castle to either side as long as: 1. The king has not moved.

The king is not in check. The king does not move through or into check. There are no pieces between the king and castling-side rook. The castling-side rook has not moved. It does not matter: A. If the king was in check, but is no longer. If the rook can be attacked by an opponent's piece before castling.

Chess Games Rules In Tamil Pdf

Putting an opponent's king in 'checkmate' is the only way to win the game. A king is in checkmate if it is in check, the opponent's piece that has the king in check cannot be captured, the check cannot be blocked, and the king cannot move to a square that is not under attack. In the illustration the white queen has the black king in check, and all of the spaces where the king can move can be attacked by the queen. The king cannot take the queen, because the knight is protecting the queen. The black bishop cannot block the queen. This is checkmate.

Chess is an incredibly complex strategic game, and it is impossible to go into all of the possible tactics one could use to win. However, I wanted to leave the new player with a few hints that will hopefully aid in victory. Piece Value: Obviously you want to protect your pieces from capture, but it helps to know which pieces are the strongest so you can decide who to save if you must choose between two.

A good explanation of piece value is available on Queen: Strongest = Most Value Rook Bishop, Knight Pawn: Weakest = Least Value The bishop and the knight are commonly considered equal on the value scale, however many feel (myself included) that the bishop has a slight edge over the knight. Pawns become more valuable as they near promotion. Pawn Promotion: Although a pawn can be promoted to a variety of pieces, the strongest choice is almost always to promote to queen. Board Control: When building defenses, remember to look at the board and gauge how strong you are in certain areas of the board. Try an keep power distributed fairly evenly, and bring pieces over to add strength if you see an attack coming. When attacking, it's a bad idea to let any of your pieces become cut off from your main force.

I find it helpful to have a support piece in mind when making an attack. Using pieces in tandem almost always yields a better result than using one piece alone.

Starting position Chess is played on a, a square board divided into 64 squares (eight-by-eight) of alternating color, which is similar to that used in (checkers). No matter what the actual colors of the board, the lighter-colored squares are called 'light' or 'white', and the darker-colored squares are called 'dark' or 'black'. Sixteen 'white' and sixteen 'black' pieces are placed on the board at the beginning of the game. The board is placed so that a white square is in each player's near-right corner.

Horizontal rows are called and vertical rows are called. Each player controls sixteen pieces: Piece Number 1 1 2 2 2 8 Symbols. At the beginning of the game, the pieces are arranged as shown in the diagram: for each side one, one, two, two, two, and eight.

The pieces are placed, one on a square, as follows:. The rooks are placed on the outside corners, right and left edge. The knights are placed immediately inside of the rooks.

The bishops are placed immediately inside of the knights. The queen is placed on the central square of the same color of that of the player: white queen on the white square and black queen on the black square.

The king takes the vacant spot next to the queen. The pawns are placed one square in front of all of the other pieces. Popular mnemonics used to remember the setup are 'queen on her own color' and 'white on right'. The latter refers to setting up the board so that the square closest to each player's right is white (:16–17). A game in a public park in, using a The player controlling the white pieces is named 'White'; the player controlling the black pieces is named 'Black'. White moves first, then players alternate moves.

Making a move is required; it is not legal to skip a move, even when having to move is. Play continues until a king is, a player, or a is declared, as explained below. In addition, if the game is being played under a players who exceed their lose the game. The official chess rules do not include a procedure for determining who plays White. Instead, this decision is left open to tournament-specific rules (e.g. A or ) or, in the case of non-competitive play, mutual agreement, in which case some kind of random choice is often employed.

A common method is for one player to conceal a piece (usually a pawn) of each color in either hand; the other player chooses a hand to open, and receives the color of the piece that is revealed. Movement Basic moves. The pawns can move to the squares marked ' ×' in front of them.

The pawn on c6 can also take either black rook. Each type of chess piece has its own method of movement. A piece moves to a vacant square except when an opponent's piece. Except for any move of the knight and castling, pieces cannot jump over other pieces. A piece is captured (or taken) when an attacking enemy piece replaces it on its square ( is the only exception). The captured piece is thereby permanently removed from the game. The king can be put in but cannot be captured (see below).

The moves exactly one square horizontally, vertically, or diagonally. A special move with the king known as is allowed only once per player, per game (see below). A moves any number of vacant squares in a horizontal or vertical direction. It also is moved when castling.

A moves any number of vacant squares in any diagonal direction. The moves any number of vacant squares in a horizontal, vertical, or diagonal direction. A moves to the nearest square not on the same,. (This can be thought of as moving two squares horizontally then one square vertically, or moving one square horizontally then two squares vertically—i.e. In an 'L' pattern.) The knight is not blocked by other pieces: it jumps to the new location. have the most complex rules of movement:. A pawn moves straight forward one square, if that square is vacant.

If it has not yet moved, a pawn also has the option of moving two squares straight forward, provided both squares are vacant. Pawns cannot move backwards. Pawns are the only pieces that capture differently from how they move. A pawn can capture an enemy piece on either of the two squares diagonally in front of the pawn (but cannot move to those squares if they are vacant). The pawn is also involved in the two special moves and (:17–19).

Positions of the king and rook after (White) and (Black) castling Castling consists of moving the king two squares towards a rook, then placing the rook on the other side of the king, adjacent to it. Castling is only permissible if all of the following conditions hold:. The king and rook involved in castling must not have previously moved;.

There must be no pieces between the king and the rook;. The king may not currently be in check, nor may the king pass through or end up in a square that is under attack by an enemy piece (though the rook is permitted to be under attack and to pass over an attacked square);.

The king and the rook must be on the same (:19). When a pawn advances two squares from its original square and ends the turn adjacent to a pawn of the opponent's on the same, it may be captured by that pawn of the opponent's, as if it had moved only one square forward. This capture is only legal on the opponent's next move immediately following the first pawn's advance. The diagrams on the right demonstrate an instance of this: if the white pawn moves from a2 to a4, the black pawn on b4 can capture it en passant, moving from b4 to a3 while the white pawn on a4 is removed from the board.

Main article: If a player advances a pawn to its eighth rank, the pawn is then promoted (converted) to a queen, rook, bishop, or knight of the same color at the choice of the player (a queen is usually chosen). The choice is not limited to previously pieces. Hence it is theoretically possible for a player to have up to nine queens or up to ten rooks, bishops, or knights if all of their pawns are promoted. If the desired piece is not available, the player should call the to provide the piece (:17–19). Black's king is in check. It can get out of check by moving to an unattacked square.

Black can also parry the check by moving the bishop to e5 or the knight to f4 to block the check, or by capturing the white bishop with the knight. A king is in check when it is under attack by at least one enemy piece. A piece unable to move because it would place its own king in check (it is against its own king) may still deliver check to the opposing player. It is illegal to make a move that places or leaves one's king in check. The possible ways to get out of check are:. Move the king to a square where it is not in check.

Capture the checking piece (possibly with the king). Block the check by placing a piece between the king and the opponent's threatening piece , (:32,103), (:550). If it is not possible to get out of check, the king is and the game is over (see the next section). In informal games, it is customary to announce 'check' when making a move that puts the opponent's king in check. However, in formal competitions check is rarely announced. Competition rules These rules apply to games played ' '.

There are special rules for correspondence chess, blitz chess, computer chess, and for handicapped players. Act of moving the pieces The movement of pieces is to be done with one hand. Once the hand is taken off a piece after moving it, the move cannot be retracted unless the. When castling, the player should first move the king with one hand and then move the rook with the same hand (:19–20).

In the case of a, if the player releases the pawn on the eighth rank, the player must promote the pawn. After the pawn has moved, the player may touch any piece not on the board and the promotion is not finalized until the new piece is released on the promotion square. Touch-move rule.

Main article: In serious play, if a player having the move touches a piece as if having the intention of moving it, then the player must move it if it can be legally moved. So long as the hand has not left the piece on a new square, any legal move can be made with the piece. If a player touches one of the opponent's pieces then that piece must be if there is a legal move that does so.

If none of the touched pieces can be moved or captured there is no penalty (:19–20). When, the king must be the first piece touched. If the player touches the rook at the same time as touching the king, the player must castle with that rook if it is legal to do so. If the player completes a two-square king move without touching a rook, the player must move the correct rook accordingly if castling in that direction is legal. If a player starts to castle illegally, another legal king move must be made if possible, including castling with the other rook (:20).

If a player moves a pawn to its eighth rank, it cannot be substituted for a different move of the pawn when the player has stopped touching it. However, the move is not complete until the piece is released on that square.

If a player wishes to touch a piece with the intention of adjusting its position on a square, the player must first alert the opponent of this intention by saying J'adoube or 'I adjust'. Once the game has started, only the player with the move may touch the pieces on the board (:19–20). Digital chess clock Tournament games are played under time constraints, called, using a. Players must make their moves within the time control or forfeit the game.

There are different types of time controls. In some cases each player will have a certain amount of time to make a certain number of moves. In other cases each player will have a limited amount of time to make all of their moves. Also, the player may gain a small amount of additional time for each move made, either by a small increment added for each move made, or by the clock delaying a small amount of time each time it is started after the opponent's move (:21–24). If a player delivers a checkmate, the game is over and that player wins, no matter what is subsequently noticed about the time on the clock. If player A calls attention to player B being out of time while player A is not out of time and some sequence of legal moves leads to B being checkmated then player A wins automatically. If player A does not have the possibility of checkmating B then the game is a draw (:28).

The (USCF) rule is different. USCF Rule 14E defines 'insufficient material to win on time', that is lone king, king plus knight, king plus bishop, and king plus two knights opposed by no pawns, and there is no forced win in the final position. Hence to win on time with this material, the USCF rule requires that a win can be forced from that position, while the FIDE rule merely requires a win to be possible.

(See and for a famous instance of this rule.). If a player is out of time and also calls attention to their opponent running out of time, then:. If a time control is not being used, the game continues in the next time control period (:23). if the game is played under a sudden death time control, then if it can be established which player ran out of time first, the game is lost by that player; otherwise the game is drawn (:29).

If a player believes that the opponent is attempting to win the game on time and not by normal means (i.e. Checkmate), if it is a sudden death time control and the player has less than two minutes remaining, the player may stop the clocks and claim a draw with the arbiter. The arbiter may declare the game a draw or postpone the decision and allot the opponent two extra minutes (:21–24,29). Recording moves.

A score sheet from a game by Capablanca, in Each square of the is identified with a unique pair of a letter and a number. The vertical are labeled a through h, from White's left (i.e. The ) to White's right. Similarly, the horizontal are numbered from 1 to 8, starting from the one nearest White's side of the board.

Each square of the board, then, is uniquely identified by its file letter and rank number. The white king, for example, starts the game on square e1. The black knight on b8 can move to a6 or c6. In formal competition, each player is obliged to record each move as it is played in a in order to settle disputes about illegal positions, overstepping time control, and making claims of draws by the fifty-move rule or repetition of position.

Is the accepted standard for recording games today. There are other systems such as for international and the obsolete. The current rule is that a move must be made on the board before it is written on paper or recorded with an electronic device.

Both players should indicate offers of a draw by writing '=' at that move on their score sheet (:27). Notations about the time on the clocks can be made. If a player has less than five minutes left to complete all of their moves, they are not required to record the moves (unless a delay of at least thirty seconds per move is being used).

The score sheet must be made available to the at all times. A player may respond to an opponent's move before writing it down (:25–26). Adjournment See.

Irregularities Illegal move A player who makes an must retract that move and make a legal move. That move must be made with the same piece if possible, because the touch-move rule applies. If the illegal move was an attempt to castle, the touch-move rule applies to the king but not to the rook. The arbiter should adjust the time on the clock according to the best evidence. If the mistake is only noticed later on, the game should be restarted from the position in which the error occurred (:24–25). Some regional organizations have different rules. If is being played (in which both players have a small, limited time, e.g.

Five minutes) the rule varies. A player may correct an illegal move if the player has not pressed their clock.

If a player has pressed their clock, the opponent may claim a win if he or she hasn't moved. If the opponent moves, the illegal move is accepted and without penalty (:77). According to the FIDE Laws of Chess, the first completed illegal move is penalized by awarding the opponent two additional minutes on the clock.

The second completed illegal move by the same player results in the loss of the game, unless the position is such that it is impossible for the opponent to win by any series of legal moves (e.g. If the opponent has a ) in which case the game is drawn. A move is completed when it has been made and the player has pressed the clock. In rapid chess and blitz chess, the first completed illegal move results in a loss. Illegal position If it is discovered during the game that the starting position was incorrect, the game is restarted. If it is discovered during the game that the board is oriented incorrectly, the game is continued with the pieces transferred to a correctly oriented board. If the game starts with the colors of the pieces reversed, the game continues (unless the arbiter rules otherwise) (:24).

Some regional organizations have different rules. If a player knocks over pieces, it is their responsibility to restore them to their correct position on their time. If it is discovered that an illegal move has been made, or that pieces have been displaced, the game is restored to the position before the irregularity. If that position cannot be determined, the game is restored to the last known correct position (:24–25). Conduct Players may not use any notes, outside sources of information (including computers), or advice from other people. Analysis on another board is not permitted. Scoresheets are to record objective facts about the game only, such as time on the clock or draw offers.

Players may not leave the competition area without permission of the arbiter (:30–31). High standards of etiquette and ethics are expected. Players should shake hands before and after the game. Generally a player should not speak during the game, except to offer a draw, resign, or to call attention to an irregularity. An announcement of 'check' is made in amateur games but should not be used in officially sanctioned games.

A player may not distract or annoy another player by any means, including repeatedly offering a draw (:30–31,49–52). Due to increasing concerns about the use of and outside communication, usage is banned. The first forfeit by a high profile player, for their phone ringing during play, occurred in 2003. In 2014 FIDE extended this to ban all mobile phones from the playing area during chess competitions, under penalty of forfeiture of the game or even expulsion from the tournament. However, the rules also allow for less rigid enforcement in amateur events.

Original Staunton chess pieces, introduced in 1849. Left to right:, and Pieces of the design are the standard and are usually made of wood or plastic. They are often black and white; other colors may be used (like a dark wood or even red for the dark pieces) but they would still be called the 'white' and 'black' pieces (see ). The height of the king should be 85 to 105 millimetres (3.35–4.13 inches).

A height of approximately 95 to 102 mm (​ 3 3⁄ 4–4 inches) is preferred by most players. The diameter of the king should be 40 to 50% of its height. The size of the other pieces should be in proportion to the king. The pieces should be well balanced. In games subject to, a is used, consisting of two adjacent clocks and buttons to stop one clock while starting the other, such that the two component clocks never run simultaneously. The clock can be or though a digital clock is highly preferred under both USCF and FIDE rulesets.

This is since most tournaments now include either a time (a countdown to when a clock starts again) or (extra time being added prior or after the move) to their time controls. Before the start of the game, either the arbiter decides, or whomever is playing Black, where the chess clock is placed. End of the game Checkmate.

White is checkmated; Black wins. If a player's king is placed in check and there is no legal move that player can make to escape check, then the king is said to be, the game ends, and that player loses (:20–21). Unlike other pieces, the king is never actually captured or removed from the board because checkmate ends the game (:502). The diagram shows an example checkmate position. The white king is threatened by the black queen; the square to which the king could move is also threatened; it cannot capture the queen, because it would then be in check by the rook. Resigning Either player may at any time and their opponent wins the game. Players typically resign when they believe they are very likely to lose the game.

A player may resign by saying it verbally or by indicating it on their in any of three ways: (1) by writing 'resigns', (2) by circling the result of the game, or (3) by writing '1–0' if Black resigns or '0–1' if White resigns (:21). Tipping over the king also indicates resignation, but it is not frequently used (and should be distinguished from accidentally knocking the king over). Stopping both clocks is not an indication of resigning, since clocks can be stopped to call the arbiter. An offer of a handshake is not necessarily a resignation either, since one player could think they are agreeing to a draw. Black to move is in stalemate, since his king has no legal move, but is not in check.

The game is drawn. The game ends in a if any of these conditions occur:.

The game is automatically a draw if the player to move is not in check but has no legal move. This situation is called a. An example of such a position is shown in the adjacent diagram.

The game is immediately drawn when there is no possibility of checkmate for either side with any series of legal moves. This draw is often due to insufficient material, including the endgames. king against king;.

king against king and bishop;. king against king and knight;.

king and bishop against king and bishop, with both bishops on squares of the same color (see ). Both players after one of the players makes such an offer. The player having the move may claim a draw by declaring that one of the following conditions exists, or by declaring an intention to make a move which will bring about one of these conditions:.: There has been no or pawn move in the last fifty moves by each player.: The same board position has occurred three times with the same player to move and all pieces having the same rights to move, including the right to or capture. If the claim is proven true, the game is drawn (:21,26–28). At one time, if a player was able to check the opposing king continually and the player indicated their intention to do so, the game was drawn.

This rule is no longer in effect; however, players will usually agree to a draw in such a situation, since either the rule on threefold repetition or the fifty-move rule will eventually be applicable (:21–22), (:175). Main article: A game played under will end as a loss for a player who uses up all of their allotted time, unless the opponent cannot possibly checkmate him (see the section above).

There are different types of time control. Players may have a fixed amount of time for the entire game or they may have to make a certain number of moves within a specified time.

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Also, a small increment of time may be added for each move made. History The rules of chess have evolved much over the centuries from the early chess-like games played in India in the 6th century. For much of that time the rules have varied from area to area. The modern rules first took form in during the 13th century, giving more mobility to pieces that previously had more restricted movement (such as the queen and bishop). Such modified rules entered into an accepted form during the late 15th century (:41,328) or early 16th century. The basic moves of the king, rook, and knight are unchanged. Pawns originally did not have the option of moving two squares on their first move and promoted only to a queen if they reached the eighth rank.

The queen was originally the or farzin, which could move one square diagonally in any direction. In European chess it became able to leap two squares diagonally, forwards, backwards, or to left or right on its first move; some area also gave this right to a newly promoted pawn. In the Persian and Arabic game the bishop was a pīl (Persian) or (Arabic) (meaning 'elephant') which moved two squares diagonally with jump (:13). In the Middle Ages the pawn could only be to the equivalent of a queen (which at that time was the weakest piece) if it reached its eighth rank (:59–61). During the 12th century the squares on the board sometimes alternated colors, and this became the standard in the 13th century (:146).

Philidor Between 1200 and 1600 several laws emerged that drastically altered the game. Checkmate became a requirement to win; a player could not win by capturing all of the opponent's pieces. Was added, although the outcome has changed several times (see ). Pawns gained the option of moving two squares on their first move, and the rule was a natural consequence of that new option. The king and rook acquired the right to (see for different versions of the rule). Between 1475 and 1500 the queen and the bishop also acquired their current moves, which made them much stronger pieces (:14–17).

When all of these changes were accepted the game was in essentially its modern form (:14–17). The rules for pawn promotion have changed several times. As stated above, originally the pawn could only be promoted to the queen, which at that time was a weak piece. When the queen acquired its current move and became the most powerful piece, the pawn could then be promoted to a queen or a rook, bishop, or knight. In the 18th century rules allowed only the promotion to a piece already captured, e.g.

The rules published in 1749. In the 19th century this restriction was lifted, which allowed for a player to have more than one queen, e.g. The 1828 rules by (:59–61).

Two new rules concerning draws were introduced, each of which have changed through the years:. The rule was added, although at some times up to six repetitions have been required, and the exact conditions have been specified more clearly (see ). The was also added. At various times, the number of moves required was different, such as 24, 60, 70, or 75. For several years in the 20th century, the standard fifty moves was extended to one hundred moves for a few specific (see ). Another group of new laws included (1) the and the accompanying 'j'adoube/adjust' rule; (2) that White moves first (in 1889 ); (3) the orientation of the board; (4) the procedure if an illegal move was made; (5) the procedure if the king had been left in check for some moves; and (6) issues regarding the behavior of players and spectators. The was introduced in 1849 and it became the standard style of pieces.

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The size of pieces and squares of the board was standardized (:220–21, laws, history of). Until the middle of the 19th century, chess games were played without any time limit. In an 1834 match between and, McDonnell took an inordinate amount of time to move, sometimes up to 1½ hours. In 1836 suggested a time limit, but no action was taken.

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At the, Staunton blamed his loss in his match against on Williams' slow play; one game was adjourned for the day after only 29 moves. The next year a match between and used a limit of 20 minutes per move.The first use of a modern-style time limit was in an 1861 match between and (:459).

Chess Games Rules In Tamil Pdf