Chapter 4: The act of moving the pieces
4.1 Each move must be made with one hand only.
4.2 Provided that he first expresses his intention (for example by saying "j'adoube" or "I adjust"), the player having the move may adjust one or more pieces on their squares.
4.3 Except as provided in Article 4.2, if the player having the move deliberately touches on the chessboard
a. one or more of his own pieces, he must move the first piece touched that can be moved, or
b. one or more of his opponent's pieces, he must capture the first piece touched, which can be captured, or
c. one piece of each colour, he must capture the opponent's piece with his piece or, if this is illegal, move or capture the first piece touched which can be moved or captured. If it is unclear, whether the player’s own piece or his opponent’s was touched first, the player's own piece shall be considered to have been touched before his opponent's.
4.4 If none of the pieces touched can be moved or captured, the player may make any legal move.
4.5 When, as a legal move or part of a legal move, a piece has been released on a square, it cannot then be moved to another square. The move is considered to have been made when all the relevant requirements of Article 3 have been fulfilled
a. in the case of a capture, when the captured piece has been removed from the chessboard and the player, having placed his own piece on its new square, has released this capturing piece from his hand;
b. in the case of the promotion of a pawn, when the pawn has been removed from the chessboard and the player's hand has released the new piece after placing it on the promotion square. If the player has released from his hand the pawn that has reached the promotion square, the move is not yet made, but the player no longer has the right to play the pawn to another square.
4.6 A player forfeits his right to a claim against his opponent's violation of Article 4.3 or 4.4 once he deliberately touches a piece.
Chapter 5: The completion of the game
5.1 a. The game is won by the player who has checkmated his opponent's king. This immediately ends the game, provided that the move producing the checkmate position was a legal move.
b. The game is won by the player whose opponent declares he resigns. This immediately ends the game.
5.2 a. The game is drawn when the player to move has no legal move and his king is not in check. The game is said to end in 'stalemate'. This immediately ends the game, provided that the move producing the stalemate position was legal.
b. The game is drawn when a position has arisen in which neither player can checkmate the opponent's king with any series of legal moves. The game is said to end in a ‘dead position’. This immediately ends the game, provided that the move producing the position was legal. (See Article 9.5)
c. The game is drawn upon agreement between the two players during the game. This immediately ends the game. (See Article 9.1)
d. The game may be drawn if each player has made at least the last 50 consecutive moves without the movement of any pawn and without any capture. (See Article 9.2)
e. As soon as a player has only a king left on his side, the number of pieces belong to the opponent shall be observed. The game may be drawn if the player having only a king (lone king) left on his side can manage to escape in a number of fixed moves (move count shall be done starting from the very first move of lonely king) against the
opponent of having particular pieces shown below:
Lone King vs. King & A Rook 16 moves
Lone King vs. King & An Elephant & A General 44 moves
Lone King vs. King & A Knight & A General 64 moves
Chapter 6: Algebraic notation
Myanmar Chess Federation recognizes for its own tournaments and matches only one system of notation, the Algebraic System, and recommends the use of this uniform chess notation also for chess literature and periodicals. Scoresheets using a notation system other than algebraic may not be used as evidence in cases where normally the scoresheet of a player is used for that purpose. An arbiter who observes that a player is using a notation system other than the algebraic should warn the player about of this requirement.
Description of the Algebraic System
6.1 In this description, "piece" means a piece other than a pawn.
6.2 Each piece is indicated by the first letter, a capital letter, of its name. Example: K = king, G = general, R = rook, E = elephant, N = knight. (In the case of the knight, for the sake of convenience, N is used.)
6.3 In printed periodicals, the use of figurines for the pieces is recommended.
6.4 Pawns are not indicated by their
first letter, but are recognised by the absence of such a letter. Examples: e5, d4, a5.
6.5. The eight files (from left to right for Red and from right to left for Black) are indicated by the small letters, a, b, c, d, e, f, g and h, respectively.
6.6 The eight ranks (from bottom to top for Red and from top to bottom for Black) are numbered 1, 2, 3, 4, 5, 6, 7 and 8, respectively. Consequently, in the initial position the white pieces and pawns are placed on the first and second ranks; the black pieces and pawns on the eighth and seventh ranks.
6.7 As a consequence of the previous rules, each of the sixty-four squares is invariably indicated by a unique com-
bination of a letter and a number.
6.8 Each move of a piece is indicated by (a) the first letter of the name of the piece in question and (b) the square of arrival. There is no hyphen between (a) and (b). Examples: Ee5, Nf3, Rd1. In the case of pawns, only the square of arrival is indicated. Examples: e5, d4, a5.
6.9 When a piece makes a capture, an x is inserted between (a) the first letter of the name of the piece in question and (b) the square of arrival. Examples: Bxe5,
When a pawn makes a capture, the file of departure must be indicated, then an x, then the square of arrival. Examples: dxe5, gxf3, axb5.
6.10 If two identical pieces can move to the same square, the piece that is moved is indicated as follows:
1. If both pieces are on the same rank: by (a) the first letter of the name of the piece, (b) the file of the square of departure, and (c) the square of arrival.
2. If both pieces are on the same file: by (a) the first letter of the name of the piece, (b) the rank of the square of departure, and (c) the square of arrival.
3. If the pieces are on different ranks and files, method (1) is preferred.
In the case of capture, an x must be inserted between (b) and (c).
There are two knights, on the squares g1 and e1, and one of them moves to the square f3: either Ngf3 or Nef3, as the case may be.
There are two knights, on the squares g5 and g1, and one of them moves to the square f3: either N5f3 or N1f3, as the case may be.
There are two knights, on the squares h2 and d4, and one of them moves to the square f3: either Nhf3 or Ndf3, as the case may be.
If a capture takes place on the square f3, the previous examples are changed by the insertion of an x: (1) either Ngxf3 or Nexf3, (2) either N5xf3 or N1xf3, (3) either Nhxf3 or Ndxf3, as the case may be.
6.11 If two pawns can capture the same piece or pawn of the opponent, the pawn that is moved is indicated by (a) the letter of the file of departure, (b) an x, (c) the square of arrival. Example: If there are white pawns on squares c4 and e4 and a black pawn or piece on the square d5, the notation for White's move is either cxd5 or exd5, as the case may be.
6.12 In the case of the promotion of a pawn, the actual pawn move is indicated, followed immediately by the first letter of the new piece (General). Examples: b7-a8G.
6.13 The offer of a draw shall be marked as (=).
++ or # checkmate