PSCL Rules of Play 2004-2005

TEAMS

   1. A Team is defined as five (5) eligible players. However, a team should have more than five players assigned to it.

   2. Eligibility:

         a. A public school chess club, referred to below as "the Club", may enter one or more teams in the league.

        b. Each team, through its Captain, must have submitted to the manager of the league in which it desires to play:

            A statement concerning the availability, or lack thereof, of all necessary equipment—particularly sets, boards, & clocks—throughout the season for HOME matches, in order that any shortage may be brought to the attention of the other teams concerned. If this is not done, and a team is lacking sufficient equipment for a HOME match, that team is liable to forfeiture by the League Manager of one or more games, depending on the extent of the shortage. While visiting teams may be asked to help, it is not their responsibility. In any case, the request must be made within a reasonable time before the scheduled time for the match.

    3. Line-up Regulations:

        a. All players on the team must, as of the first match of a half of a season for that team, be regular members of the Club which the team represents. In addition: scholastic team members must attend that school full time.

        b. All players on the line-up of a team must be ranked in the order of their playing strength, as adjudged by the coach of the team. The strongest player being placed at the head of the line-up on board one. Any players with USCF ratings should be placed ahead of those without ratings.

        c. Players 1 through 5 on the line up are assigned boards 1 through 5, respectively.

 

II PLAYERS

    1. In the Scholastic league, for a multiple team school:

        a. A player may only move from one team to the other once. He must then stay with the new team.

        b. No moves may take place after the eighth week of the season.

        c. A player must have played in two matches to take part in the playoffs and championship.

 

III TEAM CAPTAINS

   1. Each team in the league is under the direction of the Captain or Coach.

   2. This Team Captain has the following duties and responsibilities:

        a. To ensure that all players assigned to his team are fully aware of:

            (1) The LEAGUE RULES OF PLAY

            (2) The FIDE laws of Chess, as set forth and explained in the Official Chess Handbook, by K. Harkness (David McKay, New York, Current!!)

            (3) The address of the playing place, the date, and the starting time of each scheduled match; also, provisionally, the names of the members of his own team who are to play at that match, and at what boards.

        b. To negotiate with other Team Captains concerning:

            (1) Playing Pieces

            (2) Dates

            (3) Starting Times

            (4) Time control

            (5) Availability of equipment

            (6) Adjournments (see VI, below)

        c. At a particular match, to exchange simultaneously with his counterpart, and as early as possible, team line-ups in writing. These line-ups shall indicate which player(s) cannot play beyond 48 moves (See VI-1, below). If a captain arrives late, and the games are underway, his line-up may not alter games already in progress.

        d. To report to his League Manager the result of any match in which his team has participated, within one week of the date on which the match was played.

        e. To help enforce LEAGUE RULES OF PLAY and the FIDE Laws of Chess.

 

IV SCHEDULES

    1. A schedule will be issued for each league by the Manager before the start of a season. Except as provided in 2, below, this schedule will be binding.

    2. Rescheduling of Matches:

        a. A scheduled first match of a half of a season may be rescheduled if either of the Team Captains dissents in writing to the League Manager within seven (7) days of the issue date of the schedule.

        b. Any subsequent match may be rescheduled if either of the Team Captains dissents in writing to the League Manager within the Friday of the date on the schedule.

        c. Any match may be rescheduled by the League Manager, if in his judgment considerable hardship would be—or would have been—involved in trying to keep the scheduled date.

   3. In all matters involving play between teams, in order to avoid any possible misunderstanding or oversight, each Team Captain is urged to communicate with his counterpart for a particular match—certainly not less than 24 hours. Should a Team Captain after repeated efforts be unable to get in touch with his counterpart, common sense indicates that he should alert his League Manager promptly.

 

V STARTING TIMES

   1. Starting times, binding except as provided in 2, below, are:

        a. Afternoon matches: 3:30 PM

   2. Starting time may be changed:

        a. By a Manager, for his league only. For each change it is his responsibility to apprise all Team Captains concerned of the exact dates and occasions for which this change is effective.

        b. By two opposing Team Captains, for a particular match only.

   3. Forfeit time is defined as one (1) hour after the starting time in effect for a particular match.

   4. Is the responsibility of the Home-Team Captain to see that White's clock is started on each board at the started time. This is a PCA LEAGUE RULES OF PLAY requirement. Should it be violated because of a misguided notion of "good sportsmanship," it can result only in disadvantage to those teams on which it is enforced.

   NOTE: The away team has White on boards 2 and 4 (see I-2-c-(2) (above).

VI ADJOURNMENTS

    1. Unless agreed to by both Team Captains, or unless the team line-ups (see III-2-d above) indicate that at least one of the players in a particular game is not available too play beyond 48 moves, that game cannot before the completion of 60 moves by each player.

    2. If a game is adjourned, the date of resumption of play must be agreed to by both Team Captains.

    3. The player have the move will write that move on a piece of paper and seal it in an opaque envelope on the outside of which is noted:

        a. The names of the Clubs and of the teams.

        b. The names of the players, the name of the player having White, and the name of the player sealing the move.

        c. The number of the move being sealed.

        d. By means of a diagram or Forsythe notation, the position just before the sealed move.

        e. The time on each player's clock at the moment of adjournment.

        f. The date and place of the game.

    4. The player sealing the move will mail the opaque envelope in an outer envelope to the League Manager. Should it be discovered that the move made is not the same as the move sealed, the player who has sealed the move will be declared to have lost the game.

    5. If an adjourned game is not brought to a conclusion and reported upon within ten (10) days after the date of the first adjournment, the League Manager is empowered to specify the time and location of adjournment(s).

    6.If, before the time agreed upon for resumption of play, both players agree on a result; they must notify their Team Captains promptly. The game will then be reported in accordance with the provision of II-2-d, above.

 

VII CONDUCT OF PLAYERS

    1. While a league match is in progress, no player is permitted to:

        a. Make use of notes, manuscript, or printed manner.

        b. Analyze his game on another chessboard.

        c. Seek or accept the advice of other people, with the single exception of his Captain, who may

            (1) Apprise him of the match score.

            (2) Request him to play for a WIN or for a DRAW.

            (3) State that an adjournment is in order.

        d. Distract his opponent.

    2. While a league match is in progress, no other league game being played may be analyzed in the playing room.

    3. The League Manager (see XIII, below) is empowered to inflict appropriate penalties for any violations of the above rules.

 

VIII RECORDING OF GAMES

    1. A complete and accurate score possessed by a claimant is the only basis recognized for  a claim of:

        a. A WIN on the ground that his opponent did not make the required number of moves in the allotted time.

        b. A DRAW by repetition of moves.

        c. Any irregularity provable only by means of such a score.

    2. If only one player records a game in progress, his opponent waives all rights to make any claim.

    3. If neither records a game in progress, neither player has the right to make any claim. Should a dispute arise, it is the duty of the Team Captain to reach a decision. If this is not possible, the matter shall be referred by both Captains to the league manager for decision.'

    4. If clocks are being used, a claim may only be made while the clock of the claimant is running. The two Captains will come to the board, the claimant's Captain will stop the clocks, and the Captains will endeavor to reach a decision. Should the claim be disallowed, the claimant will have lost as much time as it took for the Captains to approach the board and for the claimant's Captain to stop the clocks; he could even lose the game by having exceeded the time-control. In all such cases, the claimant is fully responsible for the accuracy and completeness of his score sheet.

 

IX USE OF CLOCKS

    1. Whenever there is not a full complement of clocks, those which are available shall be assigned to players at the highest boards. This refers to team-owned clocks only; obviously , it is not reasonable to expect a player to give up his own personal clock because the players at a higher board do not have one.

    2. Time-control is defined as game in 1 hour.

    3. At the start of a match, all clocks shall be set one (1) minute before the hour, in order partially to compensate for any inaccuracy in the operation of the flag's mechanics.

    4. When a game is interrupted for some reason or which neither player is at fault, both clocks may be stopped by the Team Captain of the player who has the move, or whose move has not yet been completed, on consent of both Team Captains. Examples are:

        a. When it has been discovered that an illegal move has been made and the position must be corrected.

        b. When a clock has been found to be defective, and must be exchanged.

        c. When a player has pushed a pawn to the 8th rank, and must exchange it for a piece which is not readily available.

    5. The expiration of a player's time-control period is indicated by:

        a. The dropping of his clock's flag, or

        b. If his clock is not equipped with a flag, or the flag was known before the start of the game to be defective and an agreement had been made with his opponent to disregard the flag—then, by the passage of the minute-hand over the 12 o'clock mark on the clock fact to a position where the fact is just visible between that mark and the minute-hand to an observer who is directly face the clock.

X SCORING OF MATCH/GAME POINTS

    1. Tem standings in each league are computed on the basis of match points:

     The Won Game

        a. A game is won by the player:

          -Who has mated his opponent's king.

          -Whose opponent resigns; or

          -Whose opponent's flag falls first, at any time before the game is otherwise ended.

        b. A player must claim a win himself by immediately stopped both clocks and notifying the director. To claim a win under this rule, the player's flag must be up and his opponent's flag must be down after the clocks have been stopped.

      The Drawn Game. A game is drawn:

        a. If one of the kings is stalemated.

        b. By agreement between the players during a game, not before or after the game.

        c. If both flags are down before a win is claimed.

        d. If a player demonstrates a perpetual check or a forced repetition of position under the conditions of USCF Rule 1.12.F

        e. If either player has insufficient material for a possible checkmate as described in USCF Rule 1.12.1.

        f. If one player has insufficient material for a possible checkmate as described in USCF Rule 1.21.1,  and his opponent's flag falls first.

      Time Trouble. Time trouble occurs when a player has less than five minutes to complete the game. A player in such a situation:

        a. Must handle the clock with the same hand with which he handles the pieces.

        b. Must remove his hand from the clock button after depressing his button and must keep his hand off the clock until it is time to press it again.

        c. Must not pick up the clock.

        d. Must replace pieces on his own time, if he accidentally displaces one or more of them.

      If only one player is in time trouble, normal rules apply to the one with more than five minutes left.

      Miscellaneous

        a. If a player makes an illegal move when time trouble exists and punches his clock, his opponent should immediately stop both clocks and summon the director. After verifying than an illegal move has been made, the tournament director should add two minutes to the time of the opponent. Illegal moves unnoticed by both players when time pressure exists cannot be corrected afterwards.

        b. Announcing check is not required.

        c. In case of a dispute, either player may stop the clocks while the director is being summoned.

        d. In positions that are clearly drawn, such as positions with no pawns remaining for either side and a greatly simplified material (for example, king and knight versus king and knight), the director may intervene to declare the game a draw. In these same positions either player may stop the clock and ask the director for a draw. If the request is rejected, two minutes will be added to the time of the opponent of the person making the request.

        e. Any player using excessive force on a clock may be warned by the director and penalized by up to the loss of the game for a second infraction.

      Tie Breaks

        a. A team receives one (1) match point for each match won, whether by play or forfeiture. 

        b. Each team participating in the drawn match receives one-half (1/2) match point.

      Match point ties will be broken by the following methods, in this order:

        a. Total game points, each won game counting as (1) game point, and each drawn game one-half (1/2) game point per player.

        b. The first tie break will be, the team winning 3 of the 5 games will have won the match. A draw or stalemate is considered one-half (1/2) of a game point.

        c. The second tie break will be, if the score is tied (2 1/2 - 2 1/2). The board will be weighted. Five (5) for first, four (4) for second, three (3) for third, two (2) for fourth, and one (1) for fifth. The team with the highest score wins.

        d. The third tie break, if the score is tied the team winning on the Highest Board will win.

  Team A Team B
1 1/2 1/2
2 1 0
3 0 1
4 0 1
5 1 0
TB1 2 1/2 2 1/2
TB2 5 5
TB3 Win in Board 2 (Board 1 drew)

      Should these methods prove insufficient for breaking a particular tie, the League manager will schedule as many additional playoff matches as are necessary to produce a clear winner.

XI FORFEITURE OF MATCHES/GAMES

   1. A match will be declared lost by that team three (3) or more of whose members fail to arrive before the above mentioned forfeit time.

   2. Whenever a visiting player arrives and has an opponent waiting, he may start his game provided he has not forfeited. However, even if two games are properly in progress, failure of a third team member to arrive on time will result in loss of the match and of three (3) game points for tie-breaking purposes. Under such circumstances it is the right of visiting players have arrived to continue their games in order to get a game score. (Individual competition) It is also valid in the reciprocal case where the visiting players have arrived on time, but the home players are late or absent. In every case, the number of game points accumulated by each team will be the sum of the games won by play and by forfeiture.

XII DROPPING OF TEAMS

   1. Whenever a team has forfeited three (3) scheduled matches, not necessarily in succession, during the league season, it will be dropped by the League Manager from further play during that season.

   2. If a team drops out, or is dropped, during the league season before completion of half of its scheduled matches, the results of the matches which it did compete will not be used in computing the final standings of the teams in the league. 

   3. If a team drops out, or is dropped, during the league season after completion of half of its scheduled matches, the remaining matches will be scored as forfeits exactly as though the team had failed to appear on each occasion (see XI-2, above).

   4. The League Manager is empowered to drop a team from league activity during a season if it has been proved to his satisfaction that this team has conducted itself in a manner prejudicial to the best interest of the Game with regard to his League in particular, and/or the entire local chess-playing community in general.

XIII LEAGUE MANAGER

The League manager has the following duties and authority:

   1. To enforce these LEAGUE RULES OF PLAY.

   2. To distribute to all the Team Captains in his league, as appropriate, the information requested from each (see I-2-c, above).

   3. To issue a playing schedule at the start of the league season (see IV-1, above)

   4. To forfeit a HOME team one or more game whenever at a particular match that team has failed to provide sufficient equipment for five (in the Championship League, four) games (see I-2-c-(3), above).

   5. Too declare a match lost, by a 0-5 score, by that team which has proved to his satisfaction to have violated, during the match, any one of the provisions of I-3 and I-4, above. To declare a match lost to both teams when it has been proved to his satisfaction that, during the match, both teams violated any of the provisions of I-3 and I-4, above.

   6. To reschedule matches (see IV-2-c, above).

   7. To change starting times (see V-2-a, above).

   8. To verify that the move made up[\on resumption of play of an adjourned game if the same as the sealed one. (see VI-4, above).

   9. To set the adjournment time and place of an adjourned game which has not been concluded and reported on within ten (10) days of the date of the first adjournment (see VI-5, above).

   10. To forfeit one or more games of a match, as appropriate, when it has been proved to his satisfaction that the provisions of VII, above, have been violated.

   11. To settle disputes regarding claims whenever the Team Captains are unable to reach an agreement (see VIII-3, above).

   12. To determine the final standing of the teams in his league, after having taken the necessary measures to produce a clear winner (see X, above).

   13. To drop teams (see XII, above).

Decisions of the League Managers may be appealed to the PCA President or his delegated authority in writing, with a copy to the League Manager involved, within 10 days of the decision. After 10 days a League Manager's decision is final. The decision of the PCA President or his delegated authority on appeal is final.