Fifty-move rule

Last updated

The fifty-move rule in chess states that a player can claim a draw if no capture has been made and no pawn has been moved in the last fifty moves (for this purpose a "move" consists of a player completing a turn followed by the opponent completing a turn). The purpose of this rule is to prevent a player with no chance of winning from obstinately continuing to play indefinitely [1] or seeking to win by tiring the opponent.

Contents

Chess positions with only a few pieces can be "solved", that is, the outcome of best play for both sides can be determined by exhaustive analysis; if the outcome is a win for one side or the other (rather than a draw), it is of interest to know whether the defending side can hold out long enough to invoke the fifty-move rule. The simplest common endings, called the basic checkmates, such as king and queen versus king, can all be won in well under 50 moves. [2] However, in the 20th century it was discovered that certain endgame positions are winnable but require more than 50 moves (without a capture or a pawn move). The rule was therefore changed to allow certain exceptions in which 100 moves were allowed with particular material combinations. However, winnable positions that required even more moves were later discovered, and in 1992, FIDE abolished all such exceptions and reinstated the strict 50-move rule over the board. In correspondence chess, a rule similar to these endgame exceptions still applies, in that a player can claim a win or draw based on seven-piece endgame tablebases (which do not consider the 50-move rule).

Statement of rule

The relevant part of the FIDE laws of chess is quoted below: [4]

9.3 The game is drawn, upon a correct claim by a player having the move, if:

9.3.1 he writes his move, which cannot be changed, on his scoresheet and declares to the arbiter his intention to make this move which will result in the last 50 moves by each player having been made without the movement of any pawn and without any capture, or
9.3.2 the last 50 moves by each player have been completed without the movement of any pawn and without any capture.

A claim does not have to be made at the first opportunity; it can be made any time when there have been no captures or pawn moves in the last fifty moves.

A game is not automatically declared a draw under the fifty-move rule; the draw must be claimed by the player whose turn it is to move. Therefore, a game can continue beyond a point where a draw could be claimed under the rule. When a draw under the fifty-move rule can be claimed, one of the players is usually happy to claim it. [5]

Games drawn under the fifty-move rule before the endgame are rare. One example was the game Filipowicz versus Smederevac, Polanica Zdrój 1966, where no captures had been made in the whole game. [6] Filipowicz claimed the draw after move 70 by Smederevac, the last pawn having been moved on move 20 by Smederevac. [6] [7]

In correspondence chess under ICCF rules, the fifty-move rule only applies when more than seven pieces remain on the board; when seven pieces or fewer remain, a win or draw may be claimed with reference to endgame tablebases. [8] Tablebases do not consider the 50- or 75-move rules, so a position that is a theoretical win according to the tablebases may be a draw in over-the-board chess. Such a position is sometimes termed a "cursed win" (where mate can be forced, but it runs afoul of the 50-move rule), or a "blessed loss" from the perspective of the other player. [9]

In retrograde analysis problems, castling also resets the fifty-move rule counter. [10]

Seventy-five-move rule

If seventy-five moves are made without a pawn move or capture being made, the game is drawn unless the seventy-fifth move delivers a checkmate. No claim needs to be made by either player, as the draw is mandatorily applied by the arbiter. [11]

9.6 If one or both of the following occur(s) then the game is drawn:

9.6.2 any series of at least 75 moves have been made by each player without the movement of any pawn and without any capture. If the last move resulted in checkmate, that shall take precedence.

Examples

Timman vs. Lutz, 1995

abcdefgh
8
Chessboard480.svg
Chess kdt45.svg
Chess klt45.svg
Chess blt45.svg
Chess rdt45.svg
Chess rlt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Position after 69.Rxg3, start of 50-move count
abcdefgh
8
Chessboard480.svg
Chess kdt45.svg
Chess klt45.svg
Chess rlt45.svg
Chess rdt45.svg
Chess blt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Position before 121...Rb5+, draw claimed

In this 1995 game [12] between Jan Timman and Christopher Lutz, an endgame with a rook and bishop versus a rook occurred. White is striving for the winning Philidor position while Black is employing the drawing Cochrane Defense and the "second-rank defense" (see rook and bishop versus rook endgame). Black was defending well in the difficult defense and could have claimed a draw on the 119th move. Lutz notes that he claimed a draw on move 121, ironically making a move that enters what would have been a losing position. [13]

Karpov vs. Kasparov, 1991

abcdefgh
8
Chessboard480.svg
Chess rdt45.svg
Chess blt45.svg
Chess kdt45.svg
Chess nlt45.svg
Chess klt45.svg
Chess nlt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Position after 63.Kxh4, the last capture
abcdefgh
8
Chessboard480.svg
Chess kdt45.svg
Chess nlt45.svg
Chess nlt45.svg
Chess klt45.svg
Chess blt45.svg
Chess rdt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Position after 112...Kh8

A draw by the fifty-move rule could have been claimed after Black's 112th move in a 1991 game [14] between Anatoly Karpov and Garry Kasparov, but neither player claimed it. The last capture occurred on White's 63rd move (and the last pawn move occurred before that). White could have written his 113th move (which wouldn't have been a capture or pawn move) on his scoresheet and claimed a draw. [15] After White's 113th move, either player could have claimed a draw on his turn to move, without having to write down his next move. [16] Instead, the game continued for several more moves:

113. Ng5 Ra6+
114. Kf7 Rf6+
½-½

The players agreed to a draw at this point because after 115.Kxf6 the position is a stalemate. [17] If 115.Ke8, then 115...Rxf5 116.Nxf5, and the position is clearly drawn because the two knights cannot force checkmate (see two knights endgame).

Lputian vs. Haroutjunian, 2001

abcdefgh
8
Chessboard480.svg
Chess kdt45.svg
Chess qdt45.svg
Chess plt45.svg
Chess plt45.svg
Chess qlt45.svg
Chess klt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Position after 86.h6 (the last pawn move of the game)
abcdefgh
8
Chessboard480.svg
Chess kdt45.svg
Chess qdt45.svg
Chess qlt45.svg
Chess plt45.svg
Chess plt45.svg
Chess klt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Position after 142.Qf6+, where Black could claim a draw but resigned

An unusual event occurred in a game [18] in the 2001 Armenian Championship between Smbat Lputian (who won the championship) and Gevorg Haroutjunian. The last pawn move was on White's 86th move and no captures occurred after it. (The game was a theoretical draw from before here until Black's 141st move.) Black could have claimed a draw after White's 136th move (or at any of the subsequent moves). Instead, the game continued and Black resigned on his 142nd move after White had achieved a forced winning position even though the right to claim a draw was still in effect. [19]

Nguyễn vs. Vachier-Lagrave, 2008

abcdefgh
8
Chessboard480.svg
Chess kdt45.svg
Chess rlt45.svg
Chess klt45.svg
Chess blt45.svg
Chess rdt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Position after 71.Bxh4 (the last capture of the game)
abcdefgh
8
Chessboard480.svg
Chess rlt45.svg
Chess kdt45.svg
Chess rdt45.svg
Chess klt45.svg
Chess blt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Position after 121.Bc5+, where White can mate in two moves but Black claimed a draw by the fifty-move rule

Another unusual event occurred in the Aeroflot Open of 2008 in a game [20] between Nguyễn Ngọc Trường Sơn and Maxime Vachier-Lagrave. The last capture was on White's 71st move, creating a rook and bishop versus rook endgame. The game was a theoretical draw until Black blundered on his 113th move. White managed to find the win, but could not secure checkmate or the win of the black rook before the fifty-move rule came into effect, and Black claimed a draw.

History

The rule has a long history. [21] The purpose of the rule is to prevent someone from playing on indefinitely in a position that cannot be won. A precursor to chess, shatranj, had a seventy-move rule. The fifty-move rule was introduced into chess by Ruy López in his 1561 book. Pietro Carrera (15731647) thought that twenty-four moves was the right number but Bourdonnais (17951840) argued for sixty moves. [5]

By 1800, a claim under the rule could be made only in certain specified types of endgame, which varied from one set of rules to another. The move-count started when the request to implement the rule was made (instead of going back to the last capture or pawn move) and a capture or a pawn move did not reset the count. The rules used at the 1883 London tournament reset the count if there was a capture or pawn move, but still started the count when the claim to apply the rule was made instead of going back to the last capture or pawn move. [5]

At one time, it was believed that all winnable endgames could be won within fifty moves. However, in the early 20th century, some exceptions were found, including A. A. Troitsky's (1866-1942) analysis of the two knights endgame as well as the endgame of a rook and bishop versus a rook. The rules of chess were revised several times to admit exceptions to the fifty-move rule for certain specific situations. Early on, the fifty-move rule applied to tournament games but not to match games. [22]

During the time periods when the fifty-move rule admitted exceptions, there were a number of revisions. In 1928 FIDE enacted rules that if an endgame theoretically requires more than 50 moves to force checkmate, twice that number of moves were allowed. For instance, in the rook and bishop versus rook endgame, 132 moves were allowed, since it was twice the 66 moves that were thought to be required at that time. [23] (The actual maximum number of moves needed is 59.) [24] In 1952 FIDE revised the law, allowing for 100 moves in such positions but requiring that players agree to an extension for these positions before the first move is made. This was still in effect in 1960. The positions were not specified in the rules, to allow for the possibility of more positions requiring more than 50 moves to be discovered (which is what happened). The following positions were understood to require more than 50 moves:

  1. rook and bishop versus a rook
  2. two knights versus a pawn safely blocked by a knight behind the Troitsky line
  3. rook and pawn on a2 versus a bishop on black squares and a pawn on a3, plus the equivalent positions in the other corners. [25] (In 1979 it was shown that this endgame can actually be won in just under 50 moves. [26] [27] )

Article 12.4 of the 1965 FIDE rules states:

The number of moves can be increased for certain positions, provided that this increase in number and these positions have been clearly established before the commencement of the game.

Harkness notes that "Some of these unusual positions have been established and accepted by FIDE", including two knights versus a pawn. [28] The 1975 and 1977 versions of the rules included the same wording (not specifying the positions or the number of moves). [29] [30]

In 1984, the rule was modified and it became Article 10.9. Now 100 moves were explicitly specified and the positions above were listed in the rule. [31] (The wording about the positions and number of moves having to be specified in advance of the game was dropped.) Ken Thompson's investigations in the 1980s using the Belle chess computer discovered numerous endgames winnable in more than 50 moves. However, these often involved seemingly random moves that defied human comprehension or analysis, in situations that would hardly ever occur in real gameplay. [32] In 1989 the rule (still Article 10.9) was changed to 75 moves, and the listed positions were:

  1. Rook and bishop versus rook
  2. Two knights versus a pawn (no mention of the Troitsky line)
  3. A queen and a pawn on the seventh rank versus a queen (see queen and pawn versus queen endgame)
  4. Queen versus two knights (see pawnless chess endgame § Queen versus two minor pieces)
  5. Queen versus two bishops
  6. Two bishops versus a knight (see pawnless chess endgame § Minor pieces only). [33]

The rule was then changed to allow just 50 moves in all positions. Some sources say that the 1989 rule was in effect for only a "year or so" or a "few years". [24] [34] but one source of the 1992 rules gives the pre-1984 wording: "...increased for certain positions if it was announced in advance". [35] By 2001 the rule was Article 9.3 and allowed 50 moves for all positions. [36]

Research into how many moves are required to win certain endgames continued. Exhaustive retrograde analysis using faster computers to build endgame tablebases has uncovered many more such endgames, often of previously unsuspected length. In 2008, the record was 517 moves (assuming optimal play by both sides) to make a piece capture or exchange that achieves a simpler and more obviously winnable sub-endgame, for a particular position involving a queen and knight versus a rook, bishop, and knight. [37] In 2013, this record was improved to 545 moves. [38]

Many of the longest games on record involve the rook and bishop versus rook endgame, when the rule for more moves was in effect. [39] (See pawnless chess endgame and rook and bishop versus rook endgame.)

See also

Related Research Articles

<span class="mw-page-title-main">Chess</span> Strategy board game

Chess is a board game for two players, called White and Black, each controlling an army of chess pieces, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games such as xiangqi and shogi. The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as they are known today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, and is played by millions of people worldwide.

<span class="mw-page-title-main">Rules of chess</span> Rules of play for the game of chess

The rules of chess govern the play of the game of chess. Chess is a two-player abstract strategy board game. Each player controls sixteen pieces of six types on a chessboard. Each type of piece moves in a distinct way. The object of the game is to checkmate the opponent's king; checkmate occurs when a king is threatened with capture and has no escape. A game can end in various ways besides checkmate: a player can resign, and there are several ways a game can end in a draw.

The endgame is the final stage of a chess game which occurs after the middlegame. It begins when few pieces are left on the board.

This glossary of chess explains commonly used terms in chess, in alphabetical order. Some of these terms have their own pages, like fork and pin. For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of named opening lines, see List of chess openings; for a list of chess-related games, see List of chess variants; for a list of terms general to board games, see Glossary of board games.

In chess, there are a number of ways that a game can end in a draw, neither player winning. Draws are codified by various rules of chess including stalemate, threefold repetition, and the fifty-move rule. Under the standard FIDE rules, a draw also occurs in a dead position, most commonly when neither player has sufficient material to checkmate the opponent.

Stalemate is a situation in chess where the player whose turn it is to move is not in check and has no legal move. Stalemate results in a draw. During the endgame, stalemate is a resource that can enable the player with the inferior position to draw the game rather than lose. In more complex positions, stalemate is much rarer, usually taking the form of a swindle that succeeds only if the superior side is inattentive. Stalemate is also a common theme in endgame studies and other chess problems.

<span class="mw-page-title-main">Checkmate</span> Winning game position in chess

Checkmate is any game position in chess and other chess-like games in which a player's king is in check and there is no possible escape. Checkmating the opponent wins the game.

<span class="mw-page-title-main">Kasparov versus the World</span> Game of chess

Kasparov versus the World was a game of chess played in 1999 over the Internet. It was a consultation game, in which a World Team of thousands decided each move for the black pieces by plurality vote, while Garry Kasparov conducted the white pieces by himself. More than 50,000 people from over 75 countries participated in the game.

The two knights endgame is a chess endgame with a king and two knights versus a king. In contrast to a king and two bishops, or a bishop and a knight, a king and two knights cannot force checkmate against a lone king. Although there are checkmate positions, a king and two knights cannot force them against proper, relatively easy defense.

<span class="mw-page-title-main">Promotion (chess)</span> Chess rule

In chess, promotion is the replacement of a pawn with a new piece when the pawn is moved to its last rank. The player replaces the pawn immediately with a queen, rook, bishop, or knight of the same color. The new piece does not have to be a previously captured piece. Promotion is mandatory when moving to the last rank; the pawn cannot remain as a pawn.

<span class="mw-page-title-main">Endgame tablebase</span> Database of precalculated chess analysis

In chess, an endgame tablebase, or simply tablebase, is a computerised database containing precalculated evaluations of endgame positions. Tablebases are used to analyse finished games, as well as by chess engines to evaluate positions during play. Tablebases are typically exhaustive, covering every legal arrangement of a specific selection of pieces on the board, with both White and Black to move. For each position, the tablebase records the ultimate result of the game and the number of moves required to achieve that result, both assuming perfect play. Because every legal move in a covered position results in another covered position, the tablebase acts as an oracle that always provides the optimal move.

In chess, the exchange is the material difference of a rook for a minor piece. Having a rook for a minor piece is generally advantageous, since the rook is usually more valuable. A player who has a rook for a minor piece is said to be up the exchange, and the other player is down the exchange. A player who wins a rook for a minor piece is said to have won the exchange, while the other player has lost the exchange. The opposing captures often happen on consecutive moves, but this is not strictly necessary. Although it is generally detrimental to lose the exchange, one may occasionally find reason to purposely do so; the result is an exchange sacrifice.

In chess, a fortress is an endgame drawing technique in which the side behind in material sets up a zone of protection that the opponent cannot penetrate. This might involve keeping the enemy king out of one's position, or a zone the enemy cannot force one out of. An elementary fortress is a theoretically drawn position with reduced material in which a passive defense will maintain the draw.

The opposite-colored bishops endgame is a chess endgame in which each side has a single bishop and those bishops operate on opposite-colored squares. Without other pieces besides pawns and the kings, these endings are widely known for their tendency to result in a draw. These are the most difficult endings in which to convert a small material advantage to a win. With additional pieces, the stronger side has more chances to win, but still not as many as when bishops are on the same color.

A pawnless chess endgame is a chess endgame in which only a few pieces remain, and no pawns. The basic checkmates are types of pawnless endgames. Endgames without pawns do not occur very often in practice except for the basic checkmates of king and queen versus king, king and rook versus king, and queen versus rook. Other cases that occur occasionally are (1) a rook and minor piece versus a rook and (2) a rook versus a minor piece, especially if the minor piece is a bishop.

Much literature about chess endgames has been produced in the form of books and magazines. A bibliography of endgame books is below.

The rook and bishop versus rook endgame is a chess endgame where one player has just a king, a rook, and a bishop, and the other player has just a king and a rook. This combination of material is one of the most common pawnless chess endgames. It is generally a theoretical draw, but the rook and bishop have good winning chances in practice because the defense is difficult. Ulf Andersson won the position twice within a year, once against a grandmaster and once against a candidate master; and grandmaster Keith Arkell has won it 27 times out of 27. In positions that have a forced win, up to 59 moves are required. Tony Kosten has seen the endgame many times in master games, with the stronger side almost always winning. Pal Benko called this the "headache ending." David Howell observed, "Especially below elite grandmaster level, this is one of the hardest endgames to draw."

In a chess endgame of a king, bishop, and pawn versus king, a wrong rook pawn is a rook pawn whose promotion square is the opposite color from the bishop's square color. Since a side's rook pawns promote on opposite-colored squares, one of them may be the "wrong rook pawn". This situation is also known as having the wrong-colored bishop or wrong bishop. In many cases, the wrong rook pawn will only draw, when any other pawn would win. This is because the defending side can sometimes get their king to the corner in front of the pawn, after which the attacking side cannot chase the king away to enable promotion. A fairly common defensive tactic is to reach one of these drawn endgames, often through a sacrifice.

The queen and pawn versus queen endgame is a chess endgame in which both sides have a queen and one side has a pawn, which one tries to promote. It is very complicated and difficult to play. Cross-checks are often used as a device to win the game by forcing the exchange of queens. It is almost always a draw if the defending king is in front of the pawn.

<span class="mw-page-title-main">Outline of chess</span> Strategy board game

The following outline is provided as an overview of and topical guide to chess:

References

  1. Hooper & Whyld 1992 , p. 134
  2. Reuben Fine (1941). Basic Chess Endings. McKay. pp. 1–5. ISBN   0679140026.
  3. 1 2 3 4 "FIDE Laws of Chess taking effect from 1 January 2018". FIDE. Retrieved 2 July 2020.
  4. Rule 9.3 in FIDE Laws of Chess [3]
  5. 1 2 3 Hooper & Whyld 1992 , p. 134
  6. 1 2 Tim Krabbé (6 September 2017). "Chess records" . Retrieved 2020-07-12.
  7. "Andrzej Filipowicz vs Petar Smederevac (1966)". Chessgames.com. Retrieved 16 September 2020.
  8. The ICCF Laws of Correspondence Chess
  9. Syzygy endgame tablebase probing
  10. The Fifty Moves Rule
  11. Article 9.6.2 in Fide Laws of Chess [3]
  12. "Jan Timman vs Christopher Lutz (1995)". Chessgames.com. Retrieved 16 September 2020.
  13. Lutz 1999 , pp. 129–32
  14. "Anatoly Karpov vs Garry Kasparov (1991) When We Were Kings". Chessgames.com. Retrieved 16 September 2020.
  15. Rule 9.3.1 in FIDE Laws of Chess [3]
  16. Rule 9.3.2 in FIDE Laws of Chess [3]
  17. Kasparov 2010 , p. 303
  18. "Smbat Gariginovich Lputian vs Gevorg Harutjunyan (2001)". Chessgames.com. Retrieved 16 September 2020.
  19. Nunn 2010 , pp. 303–5
  20. "Ngoc Truongson Nguyen vs Maxime Vachier-Lagrave (2008)". Chessgames.com. Retrieved 16 September 2020.
  21. Stiller 1996 , p. 153
  22. Troitzky 2006 , p. 197
  23. FIDE 1944 , pp. 17–18
  24. 1 2 Speelman, Tisdall & Wade 1993 , p. 382
  25. Whitaker & Hartleb 1960
  26. Giddins 2012 , pp. 184, 186
  27. In analysis published before 1979, some wins required more than 50 moves. Work by Jan Timman and Ulf Andersson showed that the stronger side can convert to a won position in just under 50 moves.
  28. Harkness 1970 , p. 52
  29. Morrison 1975 , p. 25
  30. Morrison 1978 , p. 21
  31. Kazic, Keene & Lim 1985 , pp. 24–25
  32. Gleick, James (1986-08-26). "NY Times". New York Times. Retrieved 2010-03-04.
  33. FIDE 1989 , pp. 22–23
  34. Lutz 1999 , p. 130
  35. Goichberg, Jarecki & Riddle 1993 , p. 312
  36. Schiller 2003 , pp. 27–28
  37. Krabbé, Tim. "Open chess diary 301-320". timkr.home.xs4all.nl. Retrieved 4 April 2018.
  38. "Superlong mates. 4th place. KRBN-KQN. Mate in 545". chessok.com. Retrieved 4 April 2018.
  39. Tim Krabbé. "Chess records © Tim Krabbé". Xs4all.nl. Retrieved 2010-03-04.

Bibliography

Further reading