Benko Chess Club

School Chess Competitions

A clear guide for teachers, organizers, arbiters, students and parents: how to prepare a competition, how it is played, what matters on competition day and how to handle the most common situations at the board.

1. Key Points at a Glance

School chess competitions include individual and team events. Individual competitions are played by grade, with boys and girls in separate groups, while the team event is played on six boards. Chess clocks are mandatory, competitors must check in no later than 30 minutes before the start, results are published publicly, and a report is submitted to the responsible coordinator and School Administration.

IndividualBy grade, with boys and girls in separate groups.
Team6 boards, with at least 2 boys and 2 girls.
Time ControlUsually 15 minutes per player, or 10+5 when digital clocks are available.

2. Purpose and Types of Competition

The purpose of school competitions is to popularize chess and develop logical thinking, concentration, patience, sportsmanship and a healthy competitive spirit among students.

Individual Competition
  • It is organized for each grade.
  • Boys and girls play in separate groups.
  • A student may compete in both the individual and team events.
Team Competition
  • It is played on 6 boards.
  • A team may have up to 3 reserves.
  • A match may begin if at least 3 team members are present.

3. Preparation and Organization of the Competition

  1. Select the host school in cooperation with the relevant federation and school administration.
  2. Appoint a coordinator and collect data from the previous competition level.
  3. Inform schools, teachers and competitors by email and through the website.
  4. Publish the regulations at least 7 days before the competition, and at school level at least 4 days before the start.
  5. Provide arbiters, pairing software, a notice board, tables, chairs, chessboards, pieces, clocks, scoresheets and pens.
  6. Display the regulations, official instructions, starting lists, pairings and results in a clearly visible place.
The competition regulations should include: the competition name, venue and date, schedule, deadline for confirming participation, start time of the first round, playing system, number of rounds, time control, tie-break criteria, appeal procedure and time of the awards ceremony.

4. Playing Regulations

ItemRule
Rules of PlayGames are played under the FIDE Laws for Rapid Chess.
Chess clocksThey are mandatory when the organizer has them available.
Time Control15 minutes per player, 7 rounds.
Alternative Time Control10 minutes + 5 seconds per move, 7 rounds, when digital clocks are available.
Illegal MoveIn rapid and blitz with clocks, the first completed illegal move gives the opponent one extra minute; a second illegal move by the same player loses the game.
Pairing SoftwareSwiss-Manager or another program approved by the coordinator.

Tie-Break Criteria

Individual
  1. Median Buchholz -1
  2. Direct encounter
  3. Greater number of wins
  4. Sonneborn-Berger
  5. AROC
Team
  • Team win: 3 match points.
  • Draw: 1 match point.
  • Criteria: points, direct encounter and two additional criteria specified in the regulations.
If all criteria are equal, an Armageddon game may be played. The player with the lower starting number has White.

5. Competition Levels

LevelDescription
SchoolOrganized by the school for students interested in chess.
MunicipalStudents who qualified from the school competition take part.
District / CityCompetitors qualified from the municipal level take part. In Belgrade, a city competition is organized.
NationalCompetitors and teams qualified from district or city level take part.

Direct Qualification

  • The winner of the previous district or city competition has the right to enter the district competition directly in the following school year.
  • The winner of the previous national competition has the right to enter the national competition directly in the following school year.
  • The second- and third-placed players from the previous national competition have the right to enter the district or city competition directly.
  • Directly qualified competitors do not participate in the preceding levels.

6. Team Competition

A team consists of boys and girls from the school and plays on six boards. The first two boards are played by boys, the last two by girls, while boards three and four are open choice. A team must have at least two boys and two girls and may have up to three reserves.

Important: the starting team lineup must be submitted to the arbiter no later than 30 minutes before the first round. In the team event, the starting lineups must be posted no later than before the second round.

7. Arbiter Guide for School Competitions

An assistant arbiter does not play the game for the players. The task is to observe play, maintain order, calm situations, record important moments and inform the chief arbiter in time if a problem arises.

The assistant arbiter should:
  • observe the games, clocks and players’ behavior,
  • help reconstruct a position,
  • monitor illegal moves and flag falls,
  • act calmly, clearly and neutrally.
The assistant arbiter must not:
  • give advice or comment on the position,
  • show a move,
  • warn a player that the clock has not been pressed, except when the rules allow it,
  • make a ruling by guesswork when unsure.
Golden rule: if you are not sure, do not guess. Calm the situation, stop the clock if necessary and call the chief arbiter. Use the digital chess clock to practice clock settings.

8. Most Important Rules at the Board

Before the Game

  • The board must be oriented correctly: a white square on White’s right-hand side.
  • The pieces must be set up correctly, with each queen on her own color.
  • White moves first, and the clock is started at the scheduled starting time.

Touch-Move

If a player deliberately touches one of their own pieces, they must move it if a legal move exists. If they touch an opponent’s piece, they must capture it if the capture is legal. To adjust a piece, the player must clearly say “I adjust” or “j’adoube” before touching it.

Clock

  • A move is completed when the player makes the move and presses the clock with the same hand.
  • It is forbidden to press the clock before moving, hit the clock, or keep a finger hovering over the button.
  • A player may stop the clock only for a justified reason, for example to call the arbiter.

Illegal Move

An illegal move is completed only when the player presses the clock. In rapid and blitz, the first completed illegal move gives the opponent one extra minute; a second completed illegal move by the same player loses the game, unless the opponent cannot possibly checkmate by any series of legal moves–in that case the game is drawn. In a standard game, the first completed illegal move gives the opponent two extra minutes.

When playing without a clock: In practice, school competitions are sometimes played without chess clocks, especially when a school does not have enough digital clocks. In that case no time is added for an illegal move: the player calls the arbiter, the arbiter records that player’s first illegal move, and the game continues. If the same player makes a second illegal move in the same game, the game is lost. The most common beginner situations are failing to notice that the king is in check or moving the king onto an attacked square.
Pay special attention: using both hands for castling, capturing or promotion is considered an irregularity. A pawn reaching the last rank must immediately be replaced by a queen, rook, bishop or knight of the same color.

9. End of the Game, Draws and Conduct

ResultWhen it occurs
Win by CheckmateWhen the opponent’s king is legally checkmated.
Win by ResignationWhen the opponent clearly resigns the game.
Draw by StalemateThe player to move is not in check but has no legal move.
Draw by Dead PositionNeither side can checkmate by any series of legal moves.
Flag FallA player loses on time unless the opponent cannot possibly give checkmate–in that case the game is drawn.

Draw

A draw may be offered after making a move and before pressing the clock. The offer cannot be withdrawn. A draw may be claimed for threefold repetition or under the 50-move rule when the conditions are met.

Conduct

  • Advice, notes, unauthorized electronic devices and disturbing the opponent are prohibited.
  • Players who finish their game become spectators and must not interfere in other games.
  • Spectators who notice a problem may inform only the arbiter.

10. Report and Practical Checklist

The chief arbiter prepares the competition report and submits it to the coordinator and School Administration within 15 days after the competition.

The report should include:

  • competition name, organizer, venue and time,
  • number of participants and number of award recipients,
  • a table of award recipients: full name, grade, school and town,
  • an analysis of the competition: strengths, weaknesses and suggestions for improvement.
Before the Competition
  • ☐ Publish the announcement and regulations.
  • ☐ Collect entries.
  • ☐ Provide arbiters and equipment.
  • ☐ Prepare the playing hall and notice board.
On Competition Day
  • ☐ Check-in 30 minutes early.
  • ☐ Verify identities.
  • ☐ Post the starting list.
  • ☐ Publish pairings and results.
After the Competition
  • ☐ Publish final results.
  • ☐ Award certificates and prizes.
  • ☐ Prepare the report.
  • ☐ Forward results to the next level.
Arbiter Checklist
  • ☐ White square on the right.
  • ☐ Queens on their own color.
  • ☐ Clocks set correctly.
  • ☐ Extra queens available.
  • ☐ Results signed/checked.
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