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An Introduction to
Correspondence Chess
Part
2

By Steve Ryan
 

From Part 1 of this series we learned the basic premise of correspondence chess (CC): “playing a chess game at a distance by the sequential exchange of moves using some particular method of transmitting the moves and employing a chess “language”, “code” or “notation” to describe them.”

Naturally, for the orderly conduct of a game, at least in an organized league, you need rules of play.  If you and Uncle Harry decide to have your own private match then “anything goes” and it usually does.  This disadvantage here concerns the fact that you and Uncle Harry likely do not have any way to settle disputes – no “arbiter” or neutral third party to act in an impartial manner.  So, if you want to stay in Uncle Harry’s will I advise you to accept the loss of a game and keep smiling, or join an organized league like the International E-Mail Chess Club (IECC), where nobody has any money (more on the various chess clubs in part 3).

All CC organizations will, of course, adhere to the fundamental rules of the game.  All the pieces and pawns move the same way under the same conditions.  As alluded to in Part 1 any differences arise solely from playing chess at a distance instead of having your opponent directly across from you and a referee near by.  In CC your opponent and the tournament director / arbiter could live thousands of kilometres apart or, as it sometimes happens, around the corner from your own house (and you may never know it).

Though the different clubs will have variations on these rules they will all concern at least the following subjects:

  1. Time keeping and exceeding the time limits

  2. Vacation leave

  3. OTB equivalent to “touch move”

  4. Illegal/ambiguous/impossible moves

  5. The particular chess notation required by the club

  6. “Conditional”(if-then) moves

  7. Unsportsmanlike conduct

  8. Submission of time complaints and other infractions to the TD/Arbiter

  9. “Take backs”

Interested readers can examine the playing rules of the individual clubs but we can make the following general observations:

For #1 and as in Over the Board (OTB) play, you must complete a certain minimum number of moves in a certain maximum amount of time.  Most clubs select 10 moves as the “minimum number” and the time to finish these 10 moves can range from about 40 to 60 days.  In the IECC’s somewhat unique system you have 30 days to complete the “last 10” moves (1-10, 2-11, 3-12 etc.).  Clubs using the 10 moves in X number of days system may also allow the accumulation of unused time; for example if you complete your first 10 moves in 30 days instead of 40 you will have an extra 10 days “in the bank” for future use.  Do NOT take that “banking privilege” to mean that you can complete the first 10 moves quickly and then not send your opponent any moves for a long time as the rules may also require a certain maximum time in-between moves without giving notice of vacation.   The IECC system does not allow for “banking” or the “carry-forward” of moves.  Besides, you will probably find that most CC games proceed best if they establish a certain “flow” or “rhythm” established by a regular interval between each move.  If you answer in 0 days as a rule then switch to 5, 7, or 10 days you may only encourage your opponent to adopt the same diabolical (but perfectly legal) tactics.  But whatever interval you use between moves you MUST remain within the time limits.

Overstepping the time limit means a time complaint sent to the Tournament Director/Arbiter.  You won’t have a fallen flag on a time clock to point out so you must PROVE your allegation by documentary evidence.  In CC that means keeping a file of your opponent's moves with a record of both the dispatch date and arrival date of each move.  In postal chess the cancellation mark on the stamp (if present and legible) provides the dispatch date of an opponent’s card and your honesty provides its arrival date.  Interesting situations have arisen in postal games where one player “swears” he mailed it on such and such a day but the cancellation mark says something different.  How do you know the Post Office didn’t miss it somehow?  In such cases the TD/Arbiter has to walk a fine line and display the Wisdom of Solomon.

E-mail chess has the advantage of providing a time-date stamp on each message, which simplifies the situation immensely.  As you must keep all your opponent’s cards/letters in a postal game you must keep a separate file for each e-mail game.  Another general e-mail rule used by most clubs indicates that your clock begins to run when an opponent’s move ARRIVES ON YOUR SERVER, regardless of when you look at it.  So check your e-mail as often as you need to.

For #2 the provision of vacation leave acknowledges the fact that players will occasionally need a break from the game for family or health reasons, because they actually plan to go on a real vacation or even, heaven forbid, to participate in an over-the-board tournament.  The amount of time granted by each club varies considerably and many allow you to take it in one day at a time “as required” or in blocks of several days.

OTB rules state that if you touch a piece you must move it if you can legally do so.  CC has the equivalent of the touch-move rule in that “ANY LEGAL MOVE MUST STAND AS SENT”.   So, if instead of sending 22.Nxf3 as you intended, you send instead 22.Qxc6, if you can legally do so your Q must go to c6, regardless of the consequences (usually bad).  This rule has given rise to the dreaded “clerical error”.  Not recording the game properly and having your pieces out of position or sending the move from Game A to your opponent in Game B all cause clerical errors.  You cannot overstate the importance of accurate record keeping in correspondence chess.  [Editor's note: see Part 1 for some examples of move recorders to help address this problem.]  I have made my own share of clerical errors and invariably they have lost the game for me either immediately or down the line a few moves.

#4 - Illegal, ambiguous and impossible moves occur with some regularity in correspondence chess but only in CC can I see an “ambiguous” move, the only possible place where such a thing could occur.  If you know how to make an ambiguous move in an OTB game, please let me in on the secret.  In a CC game you must refer the move back to the sender for clarification.  The implication here – that you must do so in a timely manner though to the best of my recollection I have never actually seen this rule written down anywhere (I invite readers to send me examples).  In CC, your clock STOPS only when you send your opponent a LEGAL move.  Since ambiguous and impossible moves do not comprise “legal” ones, if you receive one from an opponent near his time limit you could, in theory, run him out of time by not reporting the move right away.  I don’t know how arbiters would respond to such tactics though (and a most underhanded one I believe).

#5 – By and large CC clubs use the English algebraic notation in PGN (Portable Game Notation) format.  The ICCF also uses the “Numeric Notation”.  You can find abundant references to both types of notation on the web sites of the various clubs.  PGN simply involves a standardized way to organize or “format” a game score recorded in algebraic notation.  A “header” section provides information on the players involved, date, “site” (in which club the game took place), tournament number, ratings, game result and any other information you care to include.  The “body” records the actual moves played in the game.  See a typical PGN game score below from an IECC “class” event:

[Event "CL5-2003.23.08"]   
[Site "IECC"]   
[Date "2003.10.28"]   
[White "Klawitter, Bernd"]   
[Black "Crandall, David"]   
[Result "0-1"]   
[WhiteElo "1493"]   
[WhiteCountry "GER"]   
[BlackElo "1452"]   
[BlackCountry "USA"]   
   
1.d4 d6 2.e4 Nf6 3.f3 Nbd7 4.Be3 c6 5.Bd3 e5 6.c3 Qc7 7.Ne2 Be7 8.O-O h6
9.Nd2 Nf8 10.Kh1 g5 11.Ng3 Ng6 12.Nf5 Bxf5 13.exf5 Nf4 14.Bxf4 exf4 15.Re1 d5 16.Qb3 h5 17.Qa3 Kf8 18.Qb3 Ng4 19.fxg4 hxg4 20.Nf3 gxf3 21.Qc2 fxg2+ 22.Qxg2 f3 23.Qf2 g4 24.Re5 Bh4 25.Qe3 Bg3 0-1

#6 – Conditional moves:  I don’t know any club that does not allow “conditional” moves (also called “if-then” moves or “hypothetical” moves).  Conditionals get used most often in the “opening” (Defined as “that part of the game in which intelligence plays no part”) or in the event of “obvious” captures and re-captures.  Postal players use them a lot to save on postage expense.  You can regard conditionals as an “offer” or “suggestion” to play certain moves in a certain order such as 1.e4 if 1…e5 2.Nf3.  White has indicated he will play 1.e4 as his first move.  IF Black plays 1…e5 in return, then White has already sent his second move 2.Nf3.  Black, of course, has no obligation to play 1…e5 and may substitute any other legal move.  You can send a series of conditional moves of any length but if accepting only a part of the series you must do so in numerical order, no “cherry picking” to get what you want.  Acceptance of a conditional move obligates you to play the move(s) agreed upon.  You should, therefore, accept a conditional move strictly on its own merits as your opponent may have proposed something to THEIR advantage, not yours.

Unsportsmanlike Conduct (#7) can occur in a variety of ways.  You can define it as regular violation of the standard rules (always behind the time limit, constantly sending illegal moves etc.).  It can also occur by sending rude messages in a regular game (your last move totally destroyed your position, you may as well resign).  Jokes, cartoons and other material not connected to the game may distract your opponent even if you consider them the height of humour and send them with no malicious intent.   If asked to not include such material you should do so at once.  Not doing so crosses the line.  Your opponent has the right to send a complaint to the arbiter about such behaviour even if you have not violated any of the “technical” rules.

Most clubs will clearly indicate under which conditions and how to send a complaint to the arbiter or Tournament Director  (#8).  The most frequent complaint sent to arbiters concerns time violations or opponents that have stopped answering.  The clubs will also clearly spell out the penalties involved with the most severe consisting of outright forfeiture of the game and loss of rating or expulsion from the club.

Take backs (#9) means allowing an opponent to substitute a move for one sent in error.  Since the “any legal move must stand as sent rule” always applies your opponent has no obligation to grant a “take back”.  So “officially” the rules do not allow them.  But what goes on in a correspondence chess game, especially if you and your opponent MUTUALLY agree and make no mention of it will remain between you and your opponent.

Part 3

 

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