Traditional Culture Encyclopedia - Traditional stories - How to play Go and Chess?
How to play Go and Chess?
Reviewed by the Sports Commission of the People's Republic of China
Chapter I. General Provisions
Article 1: The Game of Go
I. The Board The board has nineteen vertical and horizontal parallel lines at equal distances from each other and cross vertically,*** constituting 361 intersections (hereinafter referred to as the "points"). "points"). There are several small garden points labeled on the disk. Known as the star position, the center of the star position is also known as "Tianyuan".
The pieces are black and white. They are all flat and garden-shaped. The number of discs is 180 for each black and white disc.
Article 2: How to play the game of Go
One: Each side of the game holds a piece of one color, black first and white second, playing alternately, and can only play one piece at a time.
2. The pieces are played on the points of the board.
Three: Once a piece is placed, it may not be moved to another point.
IV. It is the right of both players to take turns in playing, but it is permissible for either player to waive the right to play.
Article 3: Ki of a piece The empty points immediately adjacent to a straight line of a piece on the board are the "ki" of that piece. If there are discs of the same color in the immediate vicinity of a disc, they are connected to each other to form an indivisible whole. Their chi should be counted together. If there is a disc of a different color present at a point immediately adjacent to a chess piece in a straight line, the chi shall cease to exist. If all the chi is occupied by the opponent, it is in a state of no chi. A piece in a state of no breath cannot exist on the board.
Article 4 "Raising" The means of raising a kiless disc off the board is called "raising".
There are two types of lifting: First, when the opponent's disc has no qi after playing, it should be lifted immediately.
The second is that when both players' discs are empty after a move, the opponent's empty discs should be extracted immediately.
Article 5: Forbidden Points Any point on the board where a player's discs are in an airless state immediately after playing a move, and at the same time the player cannot extract the opponent's discs, this point is called a "forbidden point" and play is forbidden.
Article 6: Prohibition of homomorphic reproduction of the whole game
Article 7: Endgame
1. A game is finished when both players have unanimously confirmed that they have completed their moves.
2. A game is completed when one of the players concedes defeat in the middle of the game.
Article 8: Live and dead moves At the endgame, any move that cannot be avoided to be extracted, as confirmed by both players, is a dead move. In the endgame, the discs that cannot be extracted, as confirmed by both players, are live.
Article 9 Calculation of winners and losers In a game where both players have completed their moves, the method of counting is used to calculate the winners and losers. First, all dead discs of both sides are cleared from the board, and then the live discs of one side (including the points surrounded by live discs) are counted in units of discs. Each side gets half of the empty points between the live pieces, and a point is a piece. Half of the total number of points in the game, 1801/2 points, is used as the basis for victory or defeat. If the sum of the live pieces and the empty points of one side is greater than this number, it is a win, if it is less than this number, it is a loss, and if it is equal to this number, it is a draw. In the case of a game played by posting, the criteria for victory and defeat shall be stipulated separately
Chapter II: Competition Regulations
Article 10: Determination of Precedence The precedence of a game shall be determined by the General Assembly through the drawing of lots or by guessing the precedence of a game before the game is played.
Article XI Posting In order to offset the efficiency of Black's first move, Black is required to post two and three-quarter discs when calculating the winner in the final game of the current official national tournaments.
Article 12 Timing Timing is one of the most important means of ensuring the smooth running of a game. Timekeeping is one of the most important means of ensuring the smooth running of a game.
I. Time limit Depending on the nature of the game, a time limit for each side of a game shall be specified in advance. A player may not use more than the specified time limit. The time limit for a game of chess may be longer or shorter, 1-2 hours for grass-roots tournaments, and within one day for national tournaments.
Article 13: Endgame
1. In addition to the provisions of Article 7 of the General Regulations, a game in which one of the players has forfeited or in which the referee has ruled a loss or a draw for various reasons is considered to be a endgame.
2. The order of confirmation of the endgame by both sides shall be as follows: first the player whose turn it is to move, and then the other player who has placed a disc of a different color in the lower right corner of the board beyond the line.
Article 14 Suspension and Closure of Games In games where suspension is provided for (e.g., one-day games, suspension at noon, etc.), the duration of the suspension shall not be counted as part of the time limit for the game. In major tournaments, a blocking system may be used, whereby when the game has reached the required blocking time and the game has not yet been completed, the player who has played a game shall play immediately. The player who has already played should retire immediately. The player whose turn it is to play should think about it, write down the points he/she intends to play on a piece of record paper, and hand it over to the referee in a sealed form. When the game is resumed, the referee opens the seal on the spot, plays the point as marked, and the game continues.
Article 15: Discipline in the field of play
I. Players may not forfeit or withdraw from the game without reason.
II. During the game, the players shall not do anything to hinder the thinking of the opponent.
3. During the match, players may not discuss the game with others or consult relevant information.
4. During a match, a player may not walk back and forth across the court to watch another player's game.
V. Players should be civilized in their speech and behavior, and keep their clothes neat and tidy.
Article 16: Rights and obligations of players
I. When the seconds are being read, players have the right to ask their side how many minutes are left.
2. If there is anything that prevents a player from playing normally or if a problem is detected, the player has the right to make representations to the referee. However, except in the case of more urgent matters, the player should do so within the time limit for his move.
3. When calculating the winner in the final game, the opponent has the right to ask for corrections in the counting of discs and in the calculation of the winner.
4. The referee's decision must be obeyed by the opponent, who must immediately appeal to the General Assembly through the organizational procedures in case of doubt.
V. The opponent has the obligation to observe the discipline of the match.
VI. A player who makes a move while his opponent is away from the table has the obligation to tell the other player where the move was made.
VII. After the end of the game, the opponent has the obligation to organize his chess set and to leave the room immediately.
Chapter III: Referee Law
Article 17: Playing Chess
One: If a player does not abstain from playing and the other player makes two moves in a row, the player who makes two moves in a row shall be awarded a loss. If a piece is taken from the board after it has been played and played elsewhere, the player is penalized for putting the piece back where it came from. The player is penalized by having the piece returned to its original position and is warned once. If a piece does fall off the board, the player is allowed to pick it up and choose a point of attack.
3. If, in the middle of a game, it is discovered that a disc played earlier has been moved, the player may, after obtaining the unanimous opinion of the players, rule that the disc moved should be moved back to its original position, or rule that the move is valid. In the event of disagreement between the players, the matter shall be reported immediately to the referee. The referee may, according to the degree of influence of the moved disc on the progress of the game, rule that: 1. the disc is moved back to its original position; 2. the disc is valid; 3. a draw; and 4. a replay. In the case of intentional removal of a disc, the player who has removed the disc shall be awarded a loss.
During a game, if the game is disorganized due to external force majeure, the game shall be resumed after both players have reviewed the game and confirmed the disorganization. If both players do not have the ability to review the game, a draw will be awarded or the game will be replayed. If a player has really disorganized the game unintentionally, the game may be resumed. If it is not possible to resume the game, the player who has disrupted the game is awarded a loss. If a player intentionally disrupts the game, the game is lost.
Article 18 Raising
After playing a game, if a player mistakenly extracts the opponent's disc with gas, the player who mistakenly extracted the disc shall be warned once and the disc with gas shall be put back to its original place.
Article 19 Forbidden Positions If a player plays on a forbidden position, the player's move is invalidated and the player forfeits the game once.
Article 20: Global homomorphism
1. If a player returns to a move immediately after a hijacking, the player who returns to the move is invalidated and forfeits once.
2. In the endgame, in accordance with the principle of prohibiting the reproduction of global identities, the "false birth" shown in Diagram 3 is not allowed as a live move.
Three: In the rare cases of a three- or four-rock cycle in which both players are at loggerheads, or of a long life, or of a double move with two discs, a draw or a replay may be awarded.
Fourth: In accordance with the principle of prohibiting homomorphisms in the whole game, a player may not use a situation such as diagram 8 or a similar one as a reason for not being able to end the game.
Article 21 Endgame
1. When the player who has taken a turn confirms the endgame, the player who has taken the turn passes the game, and if the other player does not agree to the endgame, he may play again. If the other player does not agree to the endgame, he may make another move. At this point, the player who abstained resumes the right to move, and the game continues until both players confirm the endgame.
Second, after both players have confirmed the endgame, if there are still points on the board that can be contested by both players, the game will be dealt with as if it were a double game.
The confirmation of dead and alive moves must be agreed upon by both players. If there is any dispute, it will be resolved by actual combat.
Article 22: Sealing
When a game is continued, the player who seals the game must play according to the point where the game is sealed. If there is already a piece at the point where the game is sealed, the player is awarded a forfeit and the other player takes a turn to play.
Article 23 Timing
In a match with timing system:
1. If a player is late for the game beyond the time limit, he/she is judged to have forfeited the game and lost.
2. If both players are late for the match beyond the time limit, they will be penalized by forfeiting the match.
3. If one or both of the players are not late for the match, the late time will be deducted from the time limit of one or both players.
Fourth, when lifting a piece, the piece must be lifted before the clock is pressed, and violators are advised or warned once. However, when the seconds are being read, the time will not be counted.
V. If a player exceeds the time limit (including the reading of the seconds), he will be awarded a loss.
6. If a player leaves the table during the reading time, the referee shall continue to read the time according to the regulations, and the player shall be penalized for exceeding the time limit. If a player needs to leave his seat urgently, he must do so when his opponent is thinking and obtain the referee's consent, but only once in each game.
Article 24: Discipline on the field of play
I. If a player leaves the field of play without any reason, he/she shall be warned once and reported to the organizing committee of the tournament.
II. If the opponent has any behavior that hinders others' thinking, he/she will be advised or warned once.
Thirdly, if a player consults information or talks with others about the game before the end of the game, he/she shall be warned once or be sentenced to a loss, depending on the circumstances.
Article 25 Others
1. The referee shall make a reasonable judgment in accordance with the spirit of the General Regulations or the Rules of the Competition on any foul not covered by the Laws of Judging, and shall report to the head referee in a timely manner on any case that he/she is unable to confirm.
Secondly, warnings awarded to the opponent shall be recorded, and a player who has been awarded two warnings in a game shall be judged to have lost the game.
Chapter IV: Methods of Competition
Article 26: Types of Competition
I. Individual Competition
II. Team Competition There are two or more teams, each with the same number of players, which will decide the rankings or winners and losers through the pre-determined methods of competition. Team competitions include the following systems: the system of fixed table, the system of changing table, the system of temporary fixed table, the system of whole-team rounds, and the system of total scores of players. The national team competition generally adopts the split-table system. Teams are ranked according to the level of the players or their chess skills, and the rank cannot be changed after it has been set. In team competitions where there are substitutes, the rules for substitutions are determined separately by the tournament organizers.
3. Duan and rank tournaments Duan and rank tournaments are tournaments to assess the level of a player's chess skills. Depending on the number of games played and the winning percentage, the players can be assessed to be in a higher rank or be promoted to a higher rank. There are two types of national and local level tournaments in China. The national level ranges from the first to the ninth rank, with the ninth rank being the highest; the local level ranges from the first to the sixth rank, with the sixth rank being the highest. Below the level, there are grades, from 9 to 1, with 1 being the highest.
Article 27 Methods of Competition
Depending on the number of participants and the length of the tournament. Different methods of competition may be adopted.
I. Elimination system. There are three kinds of elimination: single-elimination, double-elimination and multi-elimination. Anyone who is eliminated will be disqualified for renewal of the competition. Elimination matches are suitable for large numbers of people and short matches.
II. Round-robin system. A player (team) takes turns with other players (teams) participating in the tournament one by one. The round-robin system is used when the number of participants (teams) is small and the schedule permits. The round-robin system is usually a one-game system, or a double round-robin system in which each opponent plays two games.
Three, the point system. The main principle of the points of the same or similar to the main principle of the organization of the game, for the points of the game. Because of its rounds can be increased or decreased according to the situation, the schedule between the elimination system and the round-robin system.
Four, multi-set tiebreaker system. Applicable to two-player matches, usually two out of three, three out of five, four out of seven, or ten games.
Fifth, the whole team round-robin system. Applicable to the two teams of the rivalry, that is, one side of the players one by one and the other side of all the players take turns against the game.
Sixth, the ring tournament. The way to use the ring for group confrontation. The two sides to participate in the ring game, must be in order. The way to play the ring for only one game each time, the loser eliminated, the winner and the other side of the game, where the last player of the party lost, the ring is over.
Article 28 Calculation of Results
I. Individual Match Scoring Method. The result of each game, on the score sheet, is 2 points for the winner, 0 points for the loser, and 1 point each for the draw.
Determination of rankings: 1. In the round-robin system, the rankings will be determined according to the individual points when calculating the scores, and the one with the highest points will be listed in the first place; if there is a tie in the points, the rankings will be compared according to the following principles and the rankings will be differentiated. A. Accumulate the points of the opponents that the individual has won, plus half of the points of the opponents and the points of the opponents to compare with each other, and the one with the higher points will be ranked first. B. For the whole match, the one with the least number of warnings will be ranked first. C. Ties in rankings. D. If a tie is not allowed, additional matches shall be played or lots shall be drawn to distinguish the places.
2. In point-scheduling competitions, the method of comparing the total score shall be used to distinguish the places, and the one with the highest total score shall be ranked first. The formula for calculating the total score is as follows: Total score = Individual points + (Total number of points of opponents / 1/2 highest number of points - number of rounds) If the total scores are equal, the rankings will be differentiated according to the above items B, C, D.
Second, the team competition Scoring method, the team competition per person in the game and the individual competition of the same method. Each game is based on the number of innings scored between the two teams. The winner is the one who scores more points, and the score is 2 points; the one who scores less points is the one who loses, and the score is 0 points; the one who scores equal points is the one who draws, and the score is 1 point each.
Determination of rankings: 1. In the round-robin system of team games, the team with the highest game score will be ranked first; if the game scores are equal, the player with the highest game score will be ranked first; if the game scores are the same, the game score of the first player will be ranked first; and if all the points are the same, a tie will be allowed.
2. In a team competition organized by points, the team score is based on the total score: Total score = game score + (total opponent's game score / 1/2 highest game score - number of rounds). If the score is the same, the team will be ranked according to the order of round robin.
Three: Extra matches to distinguish the rankings If the match does not allow the rankings to be tied, extra matches can be arranged. The details of the extra game, including the number of games, time limit, number of groups, etc., shall be stipulated by the organizing body of the competition in advance. It is stipulated in advance by the competition organizer.
Article 29 Withdrawal of Players
Withdrawal of players from a match shall be handled in the following ways:
I. A player withdraws from a match before the match has started. Lots shall be redrawn as time permits.
II. In a round-robin tournament, if a player withdraws from the tournament and the number of games played is less than half of the total number of rounds, all of his/her results shall be invalidated. If the number of games played reaches half of the total number of rounds, all the following games forfeited will be considered as the opponent's victory.
Third: If a player withdraws from a round-robin tournament, his/her result will be valid and will not be rearranged for subsequent rounds. The method of calculating the opponent with whom the player has already played: the played part of the points shall be valid. The unplayed portion shall be A (i.e.: points/number of games played)*number of games played. if A is greater than 1, it shall be counted as 1.
Fourth: If a player withdraws from a match in a rivalry match or a team match, the result of the match will be valid, and the unplayed portion of the match will be considered as the opponent's victory.
Chapter V. Organization of the Competition and Others
Article 30 Organization of the Competition
A corresponding organization shall be established in accordance with the needs of various competitions and shall be responsible for the preparation of the competitions, the handling of problems in the competitions and the aftermath of the competitions.
The preparatory work of the competition is mainly:
I. According to the scale and conditions of the competition, the appropriate number of referees shall be hired and the head referee shall be appointed. If the number of referees is large, additional deputy referees may also be appointed.
II. According to the number of applicants, determine the method and schedule of the competition.
Third, prepare the field and equipment for the competition.
Article 31 Duties of the head referee
I. Draft the supplementary regulations of this competition and provide the organizing committee to discuss and pass the implementation.
II. Organize the referees to study the rules and regulations.
Three, a clear division of labor for the referees, the referees have the right to withdraw the referee qualification of the serious vectorial referees.
Four, preside over the first round of the tournament draw, supervise the game scheduling and results announcement.
V. Inspecting the playing field, equipment and utensils.
VI. Handle various problems reported by referees in a timely manner and deal with special cases of competition work.
Seven, after the end of the competition, to the General Assembly to announce the competition winners.
VIII. Do a good job of summarizing the post-game, write comments on the referee.
IX. Maintaining discipline on the field of play, advocating good match style, and being a leader of spiritual civilization.
Article 32 Duties of Referees
I. Referees should be familiar with the rules, serious, fair and accurate execution of the task.
II. Execute the competition regulations, the rules of Go and the discipline of the field. The referee shall make a timely and fair judgment on the players who have violated the rules or discipline.
Three, responsible for the game supervision, record, timing and calculation of winners and losers of the game.
Fourth: To announce the results of the tournament in time, and to do a proper job of organizing the tournament.
V. Reporting major problems that are difficult to handle to the head referee in a timely manner.
Sixth: Do not make any moves that will hinder the players from playing the game, and do not discuss or explore unfinished games. The referee has the obligation to check the accuracy of the match clock in a timely manner.
Article 33: Equipment
A. Board The standard Go board is slightly rectangular. The horizontal lines are 2.25-2.35 centimeters apart, the vertical lines are 2.4-2.5 centimeters apart, and 2 centimeters are left on the outside of the board.
Two, Go pieces The diameter of a standard Go piece is 2.2--2.3 centimeters, and its thickness does not exceed 1 centimeter.
Three, the clock The Go game clock consists of two clock faces and two buttons, and is capable of stopping the clock at one time or at the same time.
4. Stopwatch A stopwatch is used for reading seconds. A watch can also be used in place of a watch for grass-roots tournaments.
Article 34 The power of interpretation of these rules shall be vested in the State Sports Commission.
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Introduction of Chess:
Chess is an intellectual sport that integrates science, culture, art and competition. It helps to develop intelligence, cultivate logical thinking and imaginative ability, strengthen analytical ability and memory, and improve the agility and rigor of thinking. It can cultivate people's tactical and technical ideology and global perspective, and strengthen people's planning and flexibility in work. It can also enrich people's cultural life, promote friendship, cultivate noble sentiments, cultivate tenacity and courage, perseverance and composure, resourcefulness and flexibility and other excellent will qualities.
Chess has many different ways of playing and is very interesting, and it has a particularly good effect on the development of children's and young people's intelligence. Therefore, many countries in the world have already included chess in their elementary school curriculum.
Chess has not been played in China for a very long time, and it was only in 1956 that chess was included in the national sports program, along with the traditional Chinese chess and Weiqi. Since then, this new sport has been developing very fast, and excellent players keep emerging. Under the incentive, encouragement and attraction of excellent results in many international competitions, especially Xie Jun's two women's world championships, more and more young people and children in China are learning to play chess.
Chess general knowledge
1) Chess board and pieces:
The chess board is a square, consisting of 8 squares each horizontally and vertically, and 64 small squares of staggered dark and light colors. The dark-colored squares are called black squares and the light-colored squares are called white squares, and the pieces are placed in these squares to move. Chess pieces***Thirty-two pieces, divided into black and white groups of sixteen each, are held by each side of the game, and the pawns are the same, divided into six types:
King (1), Queen (1), Rook (2), Bishop (2), Knight (2), Pawns (8)
In an official tournament, three-dimensional pieces are used for chess pieces, while flat-patterned pieces may be used in an unofficial tournament.
2) Rules of Chess:
King: Horizontal, straight and diagonal moves are allowed, but each move is limited to one.
King: Horizontal, straight and diagonal moves are allowed, but the number of moves is not limited, but you can't cross the pieces. It is the most powerful disc in chess.
Rook: Horizontal and vertical moves are possible, but not diagonal moves. It cannot move diagonally. Normally it cannot move beyond the bounds of the rook.
Bishop: can only move diagonally. There is no limit to the number of squares, and it is not possible to cross the tiles. Each side has two bishops, one on the white square and one on the black square.
Knight: each move is a horizontal or straight move, followed by a diagonal move. It is possible to pass over a pawn, and there is no restriction on the "crapping of the horse's leg" as in Chinese Chess.
Pawns: can only move straight forward, one square per move. However, on the first move, it can move up to two squares straight ahead. The pawn's method of capturing discs is different from the direction of travel, it is a straight forward diagonal capture, i.e. if there is an opponent's disc in the square the pawn is diagonally advancing into, it can capture it and occupy that square.
3) Special moves:
In addition to the general moves of all the above pieces, there are the following three special moves in chess:
Eating a passed pawn: If the opponent's pawn moves for the first time and advances two squares straight ahead just so that there is a pawn of his own side side by side with it, his pawn may immediately move diagonally in to take the opponent's pawn. This move must be made immediately and is not valid after a slow move.
Pawn promotion: When any pawn advances straight to the opponent's baseline, it can be promoted to any kind of piece except "king" and "pawn".
King's Rook Transposition: In each game, each player has an opportunity to move the king's rook two squares in the direction of the rook, and then the rook passes over the king and is placed on the square immediately adjacent to the king. King-rook transpositions are categorized as "long transpositions" and "short transpositions" according to left and right. King-rook transpositions are not allowed in the following four situations:
The king or rook has already moved;
The king and rook are separated by other pieces;
The king is being "generalized" by the opponent;
The king passes through, or reaches a square which is under attack by an opponent's piece.
4) Win, Lose, and Draw:
The object of a chess game is to put the opponent's king to death. The rules of the game: when the king of one side is attacked by the other side's pieces, it becomes the king to be photographed, and the attacking side is called the "general", at this time, the attacked side must immediately "respond to the general", and if it can't avoid the general, the king is to be put to death. In addition to "checkmate", there are also "timeout" and "draw". A draw occurs when:
One player takes a turn and proposes a draw, which the opponent agrees to;
A rebel draw occurs when neither player is able to checkmate the opponent's king;
When one player keeps on checkmating and the opponent's king is unable to avoid checkmating, it becomes a "long checkmate";
It's the turn of one player to checkmate, and the king is not checkmated, but there is no checkmate.
When a player's turn comes and his king is not generalized but has no way out, it is a "forced draw";
When the same position occurs three times in a game, and each time it is played by the same player, it is called a draw.
5) Scoring method:
The scoring method of chess is based on levels and points. The levels are unranked and 30-1. Each level needs to accumulate 100 points. The detailed calculation of points after a win or loss is as follows (note: points deducted by the losing side is equal to points scored by the winning side):
Draw: if the difference between the existing points of the two sides is less than 10 points, no points are scored; if the difference is 10-99 points, then the side with the lower points gets (10+difference/10)/2; if the difference is more than 100 points, then the side with the lower points gets the difference/4.
Winning of the side at lower level: if the difference between the existing points of the two sides is more than 100 points, then the side with the difference/2 will get the points. If the difference is more than 100 points, then the difference will be scored/2; if the difference is 10-99 points, then the difference will be scored 10+difference/10; if the difference is less than 10 points, then the difference will be scored 10 points.
Higher side wins: if the difference in existing points between the two sides is more than 200 points, no points; if the difference is 100-199 points, 2 points; if the difference is 10-99 points, 10+difference/12.5; if the difference is less than 10 points, 10 points.
The points scored/missed will stabilize after 50 games.
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