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Checkers Regulations
Game of Checkers
Basic checkers regulations, checkers regulations
for blindfold checkers. First Unique World Blindfold
Draughts Championship held in Schiedam, Netherlands
in 2005. Africa was represented by Senegalese
Grandmaster Ndiaga Samb in a roster of eight
other champion checkers players from the International
game of checkers arena. The following are the
checkers regulations that applied to this unofficial
tournament of champions. The players’ roster
included the following International champions:
Rob Clerc, Anatoli Gantwarg, Alek Georgiev,
Ron Heudens, Ndiaga Samb, Alex Schwartzman,
Kees Thijssen, Alexei Tsjizjov, and Harm Wiersma.
Checkers Regulations For Blindfold Checkers
Article Regulation
1: Basic
Apart from the exceptions given below in
this document, the normal FMJD regulations
hold true.
Article Regulation 2: time
Each player is allowed a time of 90 minutes
per game, plus 30 seconds extra time per
move using the Fischer system.
Article Regulation
3: final classification
If two or more competitors achieve the same
number of checker match points, the criteria
to be applied are, in the order of priority, the following:
1. The largest number of victories.
2. The result between the players and classified
judges.
3. The best result obtained in the order of the score list.
These criteria will also be applied to determine the prize money.
Article Regulation 4: recording games
The players are not allowed to record the checkers games.
Article Regulation 5: making a move
A player makes a move by typing the numbers conform
to Article 8.2 of Annex I of the FMJD regulations.
The Enter key confirms a checker move. The last move
remains visible on the screen until the opponent makes his move.
Article Regulation 6: illegal moves
Impossible moves and moves against the
regulations are both considered illegal.
If a player makes an illegal move, the
monitor will display a message “Illegal
move, make another move”.
The referee will restore the time at the
clock, so that the players do not receive
any extra time for this move. A player,
who makes more than 2 illegal moves in
a checkers game, loses the game.
Article Regulation 7: the draw
Since the players do not record the games
the 40 moves rule is not valid. The players
may agree upon a draw only if the number
of men for each player is 10 or less.
Article Regulation
8: basic rights of the players
Any player wishing to call the referee
for assistance has the right to stop the
clocks while his complaint is being considered
(contrary to Annex III article 4.4).
Any player who wishes to claim a regulatory
draw (see Annex I article 6) may do so.
The referee will decide if the claim is
correct and if so he will end the game.
Article Regulation
9: rights and duties for the referee
If the playing time is expired, as marked
by the time signal of the electronic clock,
the referee will end the game of checkers
declaring the game lost for the player
who exceeded the allotted time.
In the endgame phase the referee will
keep track of the moves made in such a
way that he is able to check the validity
of a claim for a regulatory draw.
Article Regulation
10: basic computer breakdown
After a computer game of checkers breakdown,
it is forbidden to speak to anybody except the referee.
The assistant referee keeps a score sheet during
the entire checkers game. He restores the situation
on the board, using a pocket set. Both the
score sheet and the pocket set are hidden from
the players.
When the assistant is ready, the game continues.
The players make their moves by calling the
numbers in English.
The assistant referee checks if the move is
within checker regulations and then repeats the move.
After repeating, the move is definite and
the checkers player may press the clock.
Checkers Regulations Note: It
is possible that it takes a few seconds for
the assistant to check the move, but in
any case the time taken is not more than
for the player to enter the move on the computer.
If a player makes an illegal move, the assistant
will say “Illegal
move” and the player may not press
the clock. Article 6 checkers regulation still
holds in this case.
Basic Regulations For Rapid Checkers Games:
Article Regulation 1
Apart from the exceptions given below in this
document, the normal FMJD regulations hold.
Article Regulation 2: time
Each player is allowed a time of 30 minutes
per checkers game, plus 30 seconds extra time
per move using the Fischer system.
Article Regulation
3: final classification
If two or more competitors achieve the same
number of match points, the criteria to be
applied are, in the order of priority, the
following:
1. The largest number of victories.
2. The result between the players classified
judges.
3. The best result obtained in the order of the score list.
These criteria will also be applied to determine the prize money.
Article Regulation 4: recording games
The players are not obliged to record the games.
Article Regulation 5: the draw
Since the players do not record the games
the 40 moves rule is not valid. The players
may agree upon a draw only if the number of
men for each player is 10 or less.
Article Regulation
6: rights of the players
Any player wishing to call the referee for
assistance has the right to stop the clocks
while his complaint is being considered (contrary
to Annex III article 4.4).
Any player who wishes to claim a regulatory
draw (see Annex I article 6) may do so. The
referee will decide if the claim is correct
and if so he will end the game.
Article Regulation
7: rights and duties for the referee
If the playing time is expired, as marked
by the time signal of the electronic clock,
the referee will end the game declaring the
game lost for the player who exceeded the allotted time.
In the endgame phase the referee will keep
track of the moves made in such a way that
he is able to check the validity of a claim
for a regulatory draw.
Regulations For Checker Activity Competition
Article Regulation 1
Every match day consists of two rounds: rapid
in the morning and blindfold in the afternoon.
The players can collect points for the blindfold
and rapid competitions, but also for the attractive
competition.
Article Regulation 2: points
Out of the 8 playing competitors in a round,
4 collect attractive points. They may receive
4, 3, 2 or 1 point. This holds for the morning
and afternoon rounds separately.
Article Regulation
3: final classification
The final score is determined by adding the
scores of the individual rounds. If two or
more competitors achieve the same number of
attractive points, the prize money will be
equally divided.
Article Regulation
4: demonstration
The checkers game competitor who does not play
on a particular match day is obliged to assist
the Master of Ceremonies in the demonstrations.
The four most attractive demonstrators of the
tournament receive 4, 3, 2 and 1 extra points
for the attractive competition.
Article Regulation
5: jury
The Master of Ceremonies is the head of the
jury. After every round, he divides the points
upon the players, assisted by the non-playing
competitor. The criteria to be used are ingenuity,
acuteness, novelty and sensation.
Article Regulation
6: presence
All competitors are obliged to be present
at the announcement of the attractive points
and the following discussion. Absence without
approval will lead to the subtraction of one
point.
Article Regulation
7: involvement
At the start of the checkers game tournament,
every player receives 2 involvement cards.
As soon as the Master of Ceremonies has announced
the attractive points of this round, the
competitors may play one of their cards. The
cards are dealt with in the order of submission.
The cardholder is given the opportunity to
convince the public and the Master of Ceremonies
to give him more attractive points for this
round, by demonstrating the several opportunities
he discovered. When all cards are handled,
the Master of Ceremonies retires himself and
then announces the final game score.
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