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Draw (chess)

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In chess, a draw is one of the possible outcomes of a game, the others being a win for White (loss for Black) and a win for Black (loss for White). Traditionally, in tournaments a draw is worth a half point to each player, while a win is worth one point to the victor and none to the loser. There are proposals to change this (see draw by agreement#Steps taken to discourage draws or short draws).

For the most part, a draw occurs when it appears that neither side will win. Draws are codified by various rules including stalemate (when the player to move has no legal move and is not in check), threefold repetition (when the same position occurs three times), and the fifty-move rule (when the last fifty successive moves made by both players contain no capture or pawn move). A draw also occurs when neither player has sufficient material to checkmate the opponent or when no sequence of legal moves can lead to checkmate.

Unless specific tournament rules forbid it, players may agree to a draw at any time. Ethical considerations may make a draw uncustomary in situations where at least one player has a reasonable chance of winning. For example, a draw could be called after a move or two, but this would likely be thought unsporting.

Until 1867, tournament games that were drawn were replayed. The Paris tournament of 1867 had so many drawn games to be replayed that it caused organizational problems. The British Chess Association decided to award each player a half point instead of replaying the game (Sunnucks 1970:100).

Contents

[edit] Draw rules

The rules allow for several types of draws: stalemate, the threefold repetition of a position (with the same player to move), if there has been no capture or a pawn being moved in the last fifty moves, if checkmate is impossible, or the players may agree to a draw. In games played under time control, a draw may result under additional conditions (Schiller 2003:26-29). A stalemate is an automatic draw, as is a draw because of insufficient material to checkmate. A draw by threefold repetition or the fifty-move rule may be claimed by one of the players with the arbiter (normally using his score sheet), and claiming it is optional.

A claim of a draw first counts as an offer of a draw, and the opponent may accept the draw without the arbiter examining the claim. Once a claim or draw offer has been made, it cannot be withdrawn. If the claim is verified or the draw offer accepted, the game is over. Otherwise, the offer or claim is nullified and the game continues; the draw offer is no longer in effect.

[edit] Draws in all games

Article 5 of the FIDE Laws of Chess details the ways a game may end in a draw, and they are detailed in Article 9: (Schiller 2003:26-29).

  • Stalemate - if the player on turn has no legal move but is not in check, this is stalemate and the game is automatically a draw.
  • Threefold repetition - if an identical position has just occurred three times with the same player to move, or will occur after the player on turn makes his move, the player on move may claim a draw (to the arbiter). In such a case the draw is not automatic - a player must claim it if he wants the draw. When the position will occur for the third time after the player's intended next move, he writes the move on his scoresheet but does not make the move on the board and claims the draw. Article 9.2 states that a position is considered identical to another if the same player is on move, the same types of pieces of the same colors occupy the same squares, and the same moves are available to each player; in particular, each player has the same castling and en passant capturing rights. (A player may lose his right to castle; and an en passant capture is available only at the first opportunity.) If the claim is not made on the move in which the repetition occurs, the player forfeits the right to make the claim. Of course, the opportunity may present itself again.
  • fifty-move rule - if the previous fifty moves (by each side) have passed with no pawn being moved and no capture being made, a draw may be claimed by either player. Here again, the draw is not automatic and must be claimed if the player wants the draw. If the player whose turn it is to move has made only 49 such moves, he may write his next move on the scoresheet and claim a draw. As with the threefold repetition, the right to claim the draw is forfeited if it is not used on that move, but the opportunity may occur again.
  • Impossibility of checkmate - if a position arises in which neither player could possibly give checkmate by a series of legal moves, the game is a draw. This is usually because there is insufficient material left, but it is possible in other positions too. Combinations with insufficient material to checkmate are:
  • king versus king
  • king and bishop versus king
  • king and knight versus king
  • king and bishop versus king and bishop with the bishops on the same color. (Any number of additional bishops of either color on the same color of square due to underpromotion do not affect the situation.)
  • Mutual agreement - a player may offer a draw to his opponent at any stage of a game, ostensibly with the understanding that an eventual draw by other means is the likely result. If the opponent accepts, the game is a draw.

It is popularly considered that perpetual check – where one player gives a series of checks from which the other player cannot escape – is a draw, but in fact there is no longer a specific rule for this in the laws of chess, because any perpetual check situation will eventually be claimable as a draw under the threefold repetition rule or by the fifty-move rule, or (more likely) by agreement (Hooper & Whyld 1992).

Although these are the laws as laid down by FIDE and, as such, are used at almost all top-level tournaments, at lower levels different rules may operate, particularly with regard to rapid play finish provisions.

[edit] Examples

Korchnoi vs Karpov 1978
Image:chess zhor 26.png
Image:chess zver 26.png a8 b8 c8 d8 e8 f8 g8 h8 Image:chess zver 26.png
a7 b7 c7 d7 e7 f7 kl g7 bl h7 kd
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 pd b4 c4 d4 e4 f4 g4 h4
a3 pl b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess zhor 26.png
Position after 124. Bc3-g7, stalemate[1]
Fischer vs Petrosian, 1971
Image:chess zhor 26.png
Image:chess zver 26.png a8 b8 c8 d8 e8 f8 g8 h8 Image:chess zver 26.png
a7 pd b7 pd c7 d7 e7 f7 pd g7 h7 kd
a6 b6 c6 pd d6 e6 f6 qd g6 h6 pd
a5 b5 c5 d5 rd e5 f5 pl g5 h5
a4 b4 c4 d4 e4 f4 rl g4 h4
a3 b3 c3 d3 e3 f3 g3 h3 pl
a2 pl b2 c2 pl d2 e2 ql f2 pl g2 h2
a1 b1 c1 d1 e1 f1 g1 h1 kl
Image:chess zhor 26.png
Position after 30. Qe2, after 32. Qe2, and after 34. Qe2, draw by threefold repetition[2]
Timman vs Lutz, 1995
Image:chess zhor 26.png
Image:chess zver 26.png a8 b8 c8 d8 e8 f8 g8 h8 Image:chess zver 26.png
a7 b7 c7 d7 e7 f7 g7 h7 kd
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 rd c5 d5 e5 f5 kl g5 rl h5
a4 b4 c4 d4 e4 f4 bl g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess zhor 26.png
Position after 121... Rb5+, draw by fifty-move rule[3]
Vidmar vs Maróczy, 1932
Image:chess zhor 26.png
Image:chess zver 26.png a8 b8 c8 d8 e8 f8 g8 h8 Image:chess zver 26.png
a7 b7 c7 bd d7 e7 f7 kd g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 kl h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess zhor 26.png
Draw because of insufficient material to checkmate[4]
checkmate is impossible
Image:chess zhor 26.png
Image:chess zver 26.png a8 b8 c8 d8 e8 f8 g8 h8 Image:chess zver 26.png
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 kd e6 f6 pd g6 h6 pd
a5 b5 c5 pd d5 e5 pd f5 pl g5 pd h5 pl
a4 b4 pd c4 pl d4 e4 pl f4 g4 pl h4
a3 pd b3 pl c3 d3 bl e3 f3 g3 h3
a2 pl b2 c2 d2 e2 kl f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess zhor 26.png
Draw. No sequence of legal moves can lead to checkmate.(Mednis 1990:43)
Petrosian vs Fischer, 1958
Image:chess zhor 26.png
Image:chess zver 26.png a8 b8 c8 d8 e8 f8 g8 rd h8 Image:chess zver 26.png
a7 b7 c7 d7 e7 f7 pl g7 h7
a6 b6 c6 d6 e6 f6 g6 pl h6
a5 b5 c5 d5 e5 f5 g5 kl h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 pd d3 e3 f3 g3 h3
a2 b2 c2 kd d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess zhor 26.png
Position after 67. f7, draw agreed[5]

[edit] Draws in timed games

In games played with a time control, there are other ways a draw can occur (Schiller 2003:29), (Just & Burg 2003).

Image:chess zhor 26.png
Image:chess zver 26.png a8 kl b8 c8 d8 e8 xo f8 g8 bl h8 kl Image:chess zver 26.png
a7 nl b7 bd c7 kd d7 e7 xo f7 g7 bd h7
a6 b6 c6 d6 e6 xo f6 g6 kd h6
a5 b5 c5 d5 e5 xo f5 g5 h5
a4 xo b4 xo c4 xo d4 xo e4 xo f4 xo g4 xo h4 xo
a3 b3 kd c3 d3 e3 xo f3 g3 nd h3 kd
a2 b2 c2 nd d2 e2 xo f2 g2 h2
a1 kl b1 nl c1 d1 e1 xo f1 g1 bl h1 kl
Image:chess zhor 26.png
Possible checkmate positions for Black. If White runs out of time with one of these combinations of material, Black wins because of the possible checkmate. However, in a sudden death time control, if White can convince the arbiter before the time is up that Black is merely stalling to win on time, the game is nevertheless declared a draw.
  • In a sudden death time control (players have a limited time to play all of their moves), if it is discovered that both players have exceeded their time allotment, the game is a draw. (The game continues if it is not a sudden-death time control.)
  • If only one player has exceeded the time limit, but the other player does not have (theoretically) sufficient mating material, the game is still a draw. Law 6.10 of the FIDE Laws of Chess states that: "If a player does not complete the prescribed number of moves in the allotted time, the game is lost by the player. However, the game is drawn, if the position is such that the opponent cannot checkmate the player's king by any possible series of legal moves, even with the most unskilled counterplay." For example, a player who runs out of time with a king and queen versus a sole king does not lose the game. It is still possible to lose on time in positions where mate is extremely unlikely but not theoretically impossible, as with king and bishop versus king and knight.
  • Because of this last possibility, article 10 of the FIDE laws of chess states that when a player has less than two minutes left on their clock during a rapid play finish (the end of a game when all remaining moves must be completed within a limited amount of time), they may claim a draw if their opponent is not attempting to win the game by "normal means" or cannot win the game by "normal means". "Normal means" can be taken to mean the delivery of checkmate or the winning of material. In other words, a draw is claimable if the opponent is merely attempting to win on time, or cannot possibly win except by on time. It is up to the arbiter to decide whether such a claim will be granted or not.

[edit] Frequency of draws

In chess games played at the top level, a draw is the most common outcome of a game: of around 22,000 games published in The Week in Chess played between 1999 and 2002 by players with a FIDE Elo rating of 2500 or above, 55 percent were draws. Roughly 36 percent of games between top computer chess programs are draws (more than are won by White or won by Black).[6]

[edit] Drawing combinations

Yuri Averbakh gives these combinations for the weaker side to draw:

[edit] Terminology

  • A "book draw" or a "theoretical draw" is a position that is known to result in a draw if both sides play optimally.

[edit] Articles on draw rules

[edit] See also

[edit] Notes

[edit] References

[edit] Further reading

  • McCrary, John (2004), "The Evolution of Special Draw Rules", Chess Life (November): 26–27 

[edit] External links

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