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Chess arbiter Q&A — FIDE laws, Swiss pairings & ratings
Published arbiter questions — laws, pairings, ratings, and more. Open a question, pick a choice, then reveal the official answer.
Study published chess arbiter questions on FIDE Laws of Chess, Swiss pairings, ratings, tie-breaks and fair play. Official answers come from verified arbiters on Chess Arbiter Pro.
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1. Accelerated Swiss system
When implementing a FIDE-approved Accelerated Swiss system (such as standard virtual point systems or the Baku Acceleration Method) in massive open tournaments, what primary structural modification is introduced to the tournament's scoring and pairing mechanics in the initial rounds?
Choices
Answer:
- The top half of the rating list is artificially assigned "virtual points" added to their actual score solely for the pairing algorithm in the first few rounds.
2. Fundamental relationship between avoiding repeat opponents and satisfying color preferences?
According to FIDE C.04 (Swiss Pairing Rules), when attempting to pair a score group, what is the fundamental relationship between avoiding repeat opponents and satisfying color preferences?
Choices
Answer:
- Avoiding repeat pairings is an absolute condition that is never violated, whereas color preferences can be compromised or left unfulfilled based on the hierarchical priority of criteria.
- FIDE Handbook Section: C. General Rules and Technical Commissions
- Sub-Section: C.04.2 FIDE Swiss Rules (General Handling Rules)
- Article Reference: Article A.1 (Absolute Criteria)
- Article A.1.a (No Repeat Pairings): Two players shall not play against each other more than once.
- Article A.1.b (Bye Restrictions): A player who has received a pairing bye (either a full-point or half-point bye due to an odd number of players) cannot receive another pairing bye.
- An arbiter or pairing software will routinely force a player to take a "wrong" color (or even three consecutive identical colors in extreme, unavoidable late-round Swiss scenarios) rather than pairing two players who have already played each other.
3. Leaving table on his/her own move
- The Rule: A player who has the move is strictly not allowed to leave the playing table without the permission of the Arbiter.
- Do they need permission? Yes, if they want to step away from their board while their own clock is running, they must inform you. If they want to leave the table on the opponent's turn, they can do so freely without asking, as long as they stay inside the playing area.
- If a player leaves the playing venue (the designated tournament zone) entirely while their game is still going on, the penalty is much more severe. Doing this on their own turn without an Arbiter's escort is a massive security risk (for potential cheating).
- First Offense (Just stepping away from the table): You give a formal warning and instruct them to sit back down or ask next time.
- Second Offense: You apply a time penalty (reducing their time or adding time to the opponent).
- Severe Violation (Leaving the hall/venue alone): If they walked completely out of the tournament hall on their own turn without permission, the Chief Arbiter has the authority to declare the game lost for that player immediately due to anti-cheating protocols.
4. Coach watching student's game
- You should approach the coach politely but firmly and ask them to leave the playing hall immediately.
- If they refuse, you can cancel their accreditation or tournament pass and have security remove them.
5. Anti cheating and security
Cheating—it is a massive offense that demands immediate action.
- What you CAN do: You should immediately go to the washroom to inspect the cubicles. If you find a hidden phone or electronic device, you secure it as evidence.
- What you CANNOT do: You cannot physically search Player X inside the washroom or trap them there. Any formal search of the player's person, clothes, or bags must be done in a private room, and the person conducting the search must be of the same gender as the player.
- The player loses the current game immediately.
- The Chief Arbiter will expel (out) the player from the tournament.
- The Arbiter will file a report to the FIDE Fair Play Commission (FPL) and the Ethics Commission. FIDE will then issue a severe global ban (typically 3 to 5 years for a first offense).
6. I adjust rule
- Enforce the Touch-Move Rule (Article 4.3): Since the player deliberately touched their Bishop first, they must move the Bishop, provided it has at least one legal move available.
- If the Bishop has legal moves: The player can choose any legal square for that Bishop. They cannot switch to the Knight.
- If the Bishop has no legal moves: Only then is the player free to make any other legal move on the board (like moving the Knight).
7. Mobile alarm ring kept in bag
- On the Person: If the phone is in the player's pocket or on their body, and it makes a sound, the loss is mandatory and absolute.
- In a Bag: Under Article 11.3.2.1, the tournament regulations may permit players to store a completely switched-off phone in a bag. If a phone is in a bag and an alarm forces it to ring anyway, the player still loses the game by default unless the specific Local Tournament Regulations stated in advance that a less severe penalty would apply for bag violations.
- Since the phone rang, you declare the game lost for the player and give the win to the opponent.
- (Exception): You would only reduce this penalty to a fine or time warning if it is a minor local event and the Tournament Regulations explicitly allowed a more lenient penalty specifically for phones ringing inside bags. In major FIDE events, it is an instant loss no matter what.
8. Player have 2 minutes only in a Rook vs Rook game and claimed draw
- Option A: Reject the claim immediately if you feel the opponent is making normal progress.
- Option B: Postpone your decision. This is the most professional route for a Rook vs. Rook ending.
- Option C: Grant the draw immediately (only done if it is absolutely impossible to win, like a bare king vs bare king, which you wouldn't even need a claim for).
- You order the players to continue playing.
- You must personally stand at the board and monitor the game until its conclusion, or until the claimant's flag falls.
- You watch if Player Y is actually trying to set traps (normal means) or just moving randomly to burn the clock.
- If the game finishes normally (someone blunders, gets checkmated, or they agree to a draw), that result stands.
- If Player X's flag falls (runs out of time) while you are watching, you must make the final call. If you observed that Player Y was only moving pieces randomly without trying to win by chess strategy, you must declare the game a draw. If Player Y was making genuine attempts, Player Y wins.
9. Threefold repetition claim
- Write the intended move on their scoresheet (but do not play it on the board).
- Stop the chess clock (to preserve the time of both players while the claim is being investigated).
- Call the Arbiter and state: "I am claiming a draw by Threefold Repetition because my next move will create the same position for the third time."
10. Flag fall of White player but Black not completed notation sheet
- The Game Result Stands: Player B is declared the winner (1-0 or 0-1 depending on color).
- Apply a Disciplinary Penalty: According to Article 8.1 (recording of moves) and Article 12.9 (Arbiter options for penalties), you must penalize Player B for violating the rules of notation.
- The Correct Procedure: You should instruct Player B to update their scoresheet immediately using their own time before leaving the tournament hall. You may also issue a formal warning or a fine/penalty for the next round (such as reducing their time in the next game), but you cannot take away their win for this game.