
Matches and Schedules:
1 point for a win
.5 points for a draw
0 points for a loss
If a school withdraws from competition, matches played shall be considered non-conference matches and shall not be considered when determining standings. Total match wins will decide the conference champion. Individual game scores will be used to break any ties.
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Teams playing with fewer than 5 will forfeit games on the missing boards
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Any teams playing short will fill the higher board positions first
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The visiting team will have White on the odd boards and Black on the even boards.
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The time limit will be G/30. Chess clocks should be set so that each player receives 30 minutes for the entire game. Players overstepping their time limit will lose the game
Chess Sets and Equipment:
Official USCF sets, boards and carrying bags are available as a combination purchase from Cleveland Chess. The boards have 2 1/4" squares and the Kings are a standard 3 3/4" tall.

$15.00 each
To order email Dan Patterson at: BSQ451@sbcglobal.net
Telephone: 216-281-1313
Rules:
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USCF "Official Rules of Chess' will apply for all games
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The "Touch Move" rule applies. Players who intentionally touch a piece must move it if it is legal to do so. Players who intentionally touch an opponent's piece must capture it if it is legal to do so. A player may adjust pieces on the board if it is their turn to move and if they first say "adjust"
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Draws - Players who want to make a draw offer must do so after making a move but before activating the opponent's clock. The draw offer is in effect until the opponent declines it. The opponent may accept the draw offer, verbally decline the draw offer, or decline the draw offer by making a move. If both players agree to a draw the game is over regardless of the position on the board
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Claims of a draw by threefold repetion, or a draw by 50 moves having been made without a pawn being moved or a piece being captured, must have an accurate move record or scoresheet to support the claim
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Winning on time - To claim a win on time, stop both clocks while your opponent's flag is down and yours is still up (on a digital clock, when your opponent's light indicator is on and yours is off) and state your claim by saying "time". You must call your opponent's flag down. No one else can call attention to a flag fall. If you wait until your flag falls as well - then the game is drawn
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End of Game - If checkmate or stalemate occurs, a player resigns, or a player accepts a draw offer, the game is over. A decision by the players is final and cannot be changed (even if a tournament director, another player or a spectator notices that the position is not actually a checkmate or a stalemate). A completed game cannot be continued even if the players agree to do so
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Forfeits - Players not showing for the start of their game may have their clocks started by their opponent. Once their time has expired the game is forfeited. If no clock is available the opponent may claim a win 30 minutes after the posted start time
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Notation - All players should use standard notation to record the moves of their game
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Disputes - School sponsors and/or team captains will settle any arguments or disputes. If unable to reach an agreement the players should record the current position on the board (and the time remaining on both clocks), make a note of who is on the move (White or Black) and forward both scoresheets to Dan Patterson who will make a ruling. The TD's decision will be relayed to both players