A practical handbook for learning, reviewing and applying chess-arbiter knowledge in tournament situations.
Laws of ChessRating RegulationsArbiter PracticeSwiss SystemFair PlayKnowledge CheckThis guide is not a substitute for official FIDE documents. It is a practical overview of the rules, procedures and situations an arbiter encounters in tournament practice. A useful study order is: first the Laws of Chess, then rapid and blitz, followed by ratings and titles, and finally Swiss pairings, tie-breaks and practical arbiter cases.
FIDE Arbiter (FA) is the entry-level international arbiter title, while International Arbiter (IA) is the advanced level. In practice it is more useful to understand the route to a title and the conditions for a norm than to memorize article numbers.
For ordinary standard events, check the minimum requirements: a Swiss event needs at least 20 rated players, a Round Robin at least 8, a Double Round Robin at least 6, and a team or knockout event at least 20 rated players.
Norm events should normally have at least seven rounds; only one event with five or six rounds may be accepted in an FA application.
A rapid or blitz event may be used at most once in an FA application. It must be FIDE rated, have at least 30 rated players and at least 9 rounds.
An arbiter is not simply a person who gives penalties. The arbiter ensures proper playing conditions, application of the rules, Fair Play and equal treatment of all players.
A move is legal only when it follows the movement rules of the piece and does not leave or place the player's own king in check.
Castling is a move of the king and a rook of the same colour on the same rank. It is not permitted if the king has moved, the relevant rook has moved, the king is in check, the king crosses an attacked square or the king finishes on an attacked square. The squares between king and rook must be vacant.
A pawn that advances two squares from its starting square and lands beside an opposing pawn may be captured en passant as though it had moved only one square. This right exists only on the immediately following move.
When a pawn reaches the last rank it must be replaced by a queen, rook, bishop or knight of the same colour. The choice does not depend on pieces previously captured.
| Ending | Result | Arbiter note |
|---|---|---|
| Checkmate | 1–0 or 0–1 | The game ends immediately if the mating move is legal. |
| Resignation | 1–0 or 0–1 | A clear resignation ends the game, subject to the Laws of Chess. |
| Stalemate | ½–½ | The player to move is not in check and has no legal move. |
| Dead position | ½–½ | Checkmate is impossible by any series of legal moves. |
| Draw by agreement | ½–½ | Subject to the Laws of Chess and tournament regulations. |
| Flag fall | depends | The opponent must have a possible mating sequence by legal moves. |
Typical examples include K versus K, K+B versus K and K+N versus K, as well as blocked positions in which neither side can ever give checkmate by any legal sequence.
Positions are considered the same only when the same player has the move, pieces of the same kind and colour occupy the same squares, and all possible moves are the same. Castling and en-passant rights therefore matter.
A player may claim a draw if the intended move will produce the third occurrence, or if the same position has already appeared for the third time.
Five occurrences of the same position result in an automatic draw; the arbiter should intervene.
A player may claim a draw after 50 moves by each player without a pawn move and without a capture.
After 75 moves by each player without a pawn move or capture, the game is automatically drawn unless the last move resulted in checkmate.
The correct sequence is: make a move, offer the draw, then press the clock. A draw offer remains valid until the opponent accepts it, rejects it verbally, rejects it by making a move, or otherwise clearly rejects it.
An illegal move is one that does not comply with the Laws: leaving the king in check, moving a piece incorrectly, illegal castling, improper promotion, an invalid en-passant capture, and similar cases.
If it is discovered during a standard game that the pieces were incorrectly placed at the start, the game is cancelled and a new game is played. This should not be confused with a wrongly oriented board or reversed colours.
If only the board is wrongly oriented, the game is not restarted: the position reached is transferred to a correctly oriented board and play continues.
If the players started with reversed colours, a new game is played only if the error is discovered before both players have made 10 moves. After that, the game continues. If the game has already ended normally before the error is discovered, the result stands.
If a clock is incorrectly set, the arbiter pauses and corrects it using the best available information. Before making an adjustment, it is useful to record the times shown on both clocks and the move count so that the decision can be checked.
In rapid chess, when the event is played under the regime where the arbiter does not directly supervise every game, after 10 moves by each player an incorrect initial set-up or board orientation is no longer corrected, and the clock setting is changed only if the error would seriously affect the event schedule. If the king or a rook was incorrectly placed from the start, this may affect the right to castle.
If an illegal position is found, reconstruct the last known legal position when possible. Use scoresheets, the current board and reliable evidence.
The player must press the clock with the same hand used to make the move. A player must not keep a finger on the clock button or hover over it.
Open Benko Chess digital clock
| Type | Example | Explanation |
|---|---|---|
| Fischer increment | 90+30 | 30 seconds are added after every move. |
| Bronstein | 90 min + 30 sec | Time used is returned up to the delay value, without accumulating unused delay. |
| Delay | 5 sec delay | The delay expires before the main time begins to decrease. |
| Multiple periods | 40 moves/90 min + 30 min | The arbiter must monitor the move count and transition to the next period. |
A legally delivered checkmate ends the game immediately. If a player's flag has fallen, that player loses only if the opponent can checkmate by some possible series of legal moves; otherwise the result is a draw.
In rapid and blitz, practical arbiter work also depends on how the event is organised. When an arbiter can directly follow a game and there is appropriate move recording, the procedure is closer to standard chess. At most events one arbiter supervises several games, so the timing of a claim and the exact sequence of events at the board become especially important. Before play begins, the arbiter must know which procedure applies under the event regulations.
Typical practical cases involve an illegal move, a clock press, the opponent's next move, checkmate after an illegal move, a flag fall and a player's claim.
When the special rapid/blitz procedure applies, an illegal move must be noticed or claimed in time. If the opponent makes the next move before the arbiter intervenes or a claim is made, the previous illegal move is no longer taken back. The arbiter should first establish exactly what happened and in what order.
If the arbiter sees both kings in check, or a pawn remaining on the last rank without promotion, the game is not stopped immediately. The arbiter waits for the next move to be completed; if the illegal position is still on the board, the game is declared drawn.
In standard chess, players normally record their moves clearly and move by move. Scoresheets are tournament documents and can be essential when verifying repetitions, move counts, illegal moves and other claims.
Under the Laws, a player may be excused from recording when the remaining time and increment meet the specified conditions. With an increment of at least 30 seconds per move, the obligation generally continues.
After time trouble, the record may need to be completed before play continues, depending on the applicable rule.
During a game, a player should not have an unapproved electronic device on their person in the playing venue. If the event regulations allow a device to be brought in, it must be completely switched off and left in the designated place, for example in a bag that the player may not access without the arbiter’s permission.
If it is evident that a player has such a device on their person, the result may be loss of the game. The event regulations may specify a less severe penalty in advance, so the arbiter must know and clearly announce the applicable procedure before play begins.
Fair Play is one of the most important areas of modern arbiter work. The aim is not to treat players as suspects in advance, but to organise the event so that opportunities for prohibited assistance are reduced and any concern can be checked calmly and professionally.
The FIDE Fair Play Protection Measures distinguish three levels: Standard Protection, Increased Protection and Maximum Protection. As an event becomes more important, stronger, more valuable or relevant to title norms, the required protection measures become more demanding.
| Level | Practical orientation |
|---|---|
| Standard | The basic level for remaining FIDE-rated competitions and national junior/youth championships. |
| Increased | Enhanced protection for events including GM/IM and WGM/WIM norm events, national championships and other stronger events listed in the current measures. |
| Maximum | The highest level for FIDE World events, major Continental events and other top-level events meeting the specified criteria. |
The K-factor controls how quickly a rating can change. In practical work it is useful to remember the main groups: K=40 for a new player until they have completed events with at least 30 rated games; K=20 for most players while their rating is below 2400; and K=10 once a published rating has reached 2400. There is also K=40 for young players until the end of the year of their 18th birthday while their rating remains below 2300.
If a player has many games in one rating period, K may be reduced so that K × the number of games does not exceed 700. This means the K used in an actual calculation is not always the player's basic K.
From 1 October 2025, the 400-point rule in standard rating no longer works identically for every player. For a player rated below 2650, a rating difference greater than 400 is counted as 400. For a player rated 2650 or above, the actual rating difference is used.
For rapid and blitz rating there is another situation worth checking: a game with a rating difference of 600 points or more is not rated if at least one of the players is rated above 2600 on the relevant list.
| Title | Typical rating threshold | Norms |
|---|---|---|
| CM | 2200 | No standard norms |
| FM | 2300 | No standard norms |
| IM | 2400 | Norms + tournament conditions |
| GM | 2500 | Norms + tournament conditions |
| WCM/WFM/WIM/WGM | Lower thresholds for women's titles | Depends on the title |
Rating thresholds and standard norms are not the only route to a FIDE title. In certain official championships and qualifying events, a specified result or final placing can earn a direct title or a direct norm. The exact award depends on the current FIDE Direct Titles table and on the conditions of the event.
Important factors include the number of games, titled opponents, federations represented, opponents' average rating, performance and all other conditions in the current Title Regulations.
The arbiter must verify the data carefully and should never certify a norm that does not satisfy the regulations. In events awarding direct titles, the table applicable to the date and type of event must also be checked.
Where colour sequence is relevant, only games actually played count. A bye, a forfeit without a played game, or another unplayed round gives no colour and does not break the sequence of previously played colours.
The competition regulations should state the tie-break order in advance.
| Criterion | Meaning |
|---|---|
| Buchholz | Sum of the opponents' scores, subject to the relevant handling rules. |
| Buchholz Cut 1 | Buchholz with one lowest contribution removed under the applicable rule. |
| Sonneborn-Berger | Score of defeated opponents plus half the score of opponents drawn with. |
| Direct Encounter | Results among the tied players when the criterion is applicable. |
| Number of Wins | Total number of wins. |
Unplayed games, byes and forfeits require the special treatment prescribed by the current tie-break regulations. The old “virtual opponent” method should not be used as a general Buchholz rule; before publishing the final standings, the arbiter should verify that the pairing software uses the current rules and that every unplayed round has been entered correctly.
The arbiter should verify team compositions, board order, submission deadlines, player identity, captain communication rules, match points, game points and team tie-breaks.
Communication between a captain and a player is not unrestricted. If a captain wishes to speak to a player, the captain first approaches the arbiter; the conversation then takes place in the arbiter's presence and in a language the arbiter can understand. The same applies when a player wishes to speak to the captain.
A captain must not analyse the position, evaluate who is better, suggest a move or otherwise give chess advice.
A player may ask for an explanation of an arbiter's decision and, when the event regulations provide an appeal procedure, may lodge an appeal. The arbiter should remain calm, explain the decision briefly and direct the player to the prescribed procedure.
The arbiter should know whether an Appeals Committee exists, who its members are, the appeal deadline, whether an appeal fee applies and how an appeal must be submitted. These matters should not be improvised after a dispute occurs.
Under the FIDE C.11 procedure, an appeal is submitted in writing to the Chairman of the Appeals Committee within 1 hour in a standard-play tournament or within 15 minutes in a rapid or blitz tournament, measured from the end of the round or the particular infringement.
Under the C.11 procedure, an appeal to the Appeals Committee may be made only after the appellant has received a decision from the Chief Arbiter. In a team event the appeal is submitted by the captain, while for a minor it may be submitted by a parent, guardian or Head of Delegation according to that procedure.
The arbiter's report should be factual and concise. The purpose is not to “win an argument” before the Appeals Committee, but to give the committee a reliable account of what actually happened.
An arbiter does not need to be a programmer, but must understand basic pairing-software operation and know how to prevent data and pairing errors.
Apply the touch-move rule. If the queen has a legal move, it must be moved.
The verbal statement has no special force. Continue the game if the position is legal; deal with any disturbance separately if needed.
Apply the Laws of Chess and the event's published electronic-device regulations.
Establish the facts using all reliable evidence. A claim must be verified, not assumed.
Determine the exact sequence of events. A legal checkmate ends the game immediately when it occurs.
Verify the actual result and correct the tournament record as soon as possible.
After studying this guide, use the dedicated 150-question test page to practice the Laws of Chess, rapid/blitz, clocks, ratings, titles, Swiss systems, Fair Play and practical arbiter decisions.
Open 150 Arbiter Test Questions
Use this guide together with the official documents currently applicable to the event: