![]() |
|
|||||
|
|
||||||
PAIRING RULES601. PURPOSE The purpose of these Pairing Rules is to standardize the conduct of Swiss System and Round-Robin tournaments for CFC rating. Since even the practices of the best tournament directors vary, specific variations are provided in certain cases. Moreover, there must be legitimate flexibility to deal with the particular requirements of individual tournaments and to take advantage of experimentation for the improvement of the pairing rules. Therefore, other variations of the basic system are allowed, but only when announcement is made in advance of the first round. 602. VARIATIONS The director may choose to use any of the variations listed in the following rules or variations other than those listed (if he feels they are in accord with the goals of these Pairing Rules), but only if written and also, whenever possible, oral announcement is made in advance of the first round. 610. RATINGS-CONTROLLED INDIVIDUAL SWISS-SYSTEM TOURNAMENTS Introduction The Swiss System permits a relatively large number of players to take part in a relatively short tournament. The Swiss System is frequently used in large weekend tournaments in which a hundred or more players can participate in one tournament of, say, four or five rounds. It is also used in longer tournaments extending over one or two weeks with several hundred players and, say, ten to thirteen rounds. A higher ratio of rounds to players will bring about more accurate results, and where a particularly large field is anticipated, several sections (such as expert, amateur, and beginner) can be run simultaneously. The purpose of the Swiss System is to produce a clear winner in as few rounds as possible; therefore, in pairing, the system consistently works to reduce the number of players with perfect or high scores. The fundamental laws of the Swiss System are that in each round players with the same score must play each other whenever possible and that no contestant may play the same opponent more than once. In the first round, all the entrants have equal scores of zero and play together in one group. Then, in the second round, the players are divided into three groups: (a) the first-round winners, (b) the players who drew their games, and (c) the first-round losers. The players in each group are paired. The same system of grouping is continued throughout the tournament. Thus, in the fourth round, those who tallied 3-0 in the first three rounds are paired, those who scored 2.5-0.5 are paired, etc., down to the group that scored 0-3 (see Rule 6 on Scoring). The Round-Robin tournament is undoubtedly the best kind of competition when nearly all the contestants have similar ratings. Nothing can match the Round-Robin for an all-master tournament, but a ratings-controlled Swiss System tournament is a more effective and fairer type of competition than any other when there is a wide range of playing strength among the contestants and when there are more players than can be handled in a single Round- Robin of reasonable duration. Thus, although it is only an imperfect approximation of the Round-Robin, the Swiss System has practical advantages for large tournaments which outweigh the variables introduced by the system in the parings. Pairing Cards 611. The director makes out a pairing card for each entrant. On it the director records for each round the colour of the player's pieces, the opponent's (name and) pairing number, the player's score in the game, and the player's cumulative tournament score (see Rule # 616) (see Section 18 for sample forms). Ratings of Players 612. The rating entered on a player's card is his last-published CFC rating (unless use of a given Rating List was specified in the advance publicity). A foreign entrant without a CFC rating may be given his most recent FIDE rating, or, if he has none, his national rating. (United States Chess Federation ratings may be used without change. British Chess Federation ratings can be converted by multiplying by 8, then adding 600. Ingo ratings can be converted by subtracting 8 times the Ingo rating from 2840.) Entrants without any official ratings may be given estimated ratings based on whatever information the director wishes to use. Pairing Numbers 613. After the entry list is closed, all cards are arranged in the order of the players' ratings, the cards of entrants without even estimated ratings being placed at the bottom. VARIATION 613.1: Unrated players, for their actual strength to be reflected more accurately in the pairings, may be arranged - (a) just below the average rating of the tournament or section, or (b) about one-fifth of the way up from the bottom. Players with identical ratings and players without even estimated ratings are arranged by lot. Then the pairing numbers of all players are entered on the pairing cards, starting with the highest-rated player as #1. These pairing numbers generally remain unchanged throughout the tournament. Late Entrants 614. The director may accept and pair entries after the announced closing time, but a later entrant defaults any round he has missed for which it is inconvenient or too late for the director to pair the entrant for play. The director may also assign a pairing score, to be used only for the purpose of pairing the entrant, if the director feels that pairing each defaulted game as a loss would be unfair to the other players. The pairing numbers of late entrants follow in sequence the last number assigned before the entry list was closed, but, in pairing, late entrants are arranged in the order described in Rule #613 regardless of their pairing numbers. Byes 615. If the total number of players in any round of a tournament or section of a tournament is uneven, one player is given a bye. A player is eligible for a bye if he has not been given a previous bye. In each round the bye will be given to the lowest rated eligible player in the lowest score group. If all rated players in the lowest score group are ineligible, then the bye is given by lot to an eligible unrated player in that score group. If there are no eligible players in that score group, then the foregoing procedure is applied to successively higher score groups. 615a. Notwithstanding 615, where a player is unable to play a round or rounds, the player may, at the discretion of the chief director, be awarded a 0.5 point bye or byes. Scoring 616. The scoring is one point for a win, one-half point for each player for a draw, zero for a loss. A bye is scored as one point for the byed player. Any game defaulted because of a player's failure to appear within one hour after the starting time (FIDE Article 17.2) is scored as one point for the winner and zero for the loser, and the defaulting player is not paired for the succeeding rounds without an excuse acceptable to the director. Defaulted games (as those of a late entrant or of a player who is excused from being paired in a round after the director has been notified in advance that the player will be unable to play) are scored as zero. The remaining games of a player who is excused, withdrawn because of a default without notice, or expelled from the tournament are scored as zero. The scores of unplayed games are circled on the pairing cards and wallchart (or marked F or D: if the game is to be rated, it should also be marked R - see sections 718 and 733). Each player's final position is determined by the total of his score. VARIATION 616.1: A bye may be scored as one-half point for the byed player. Unfinished Games 617. A game that is not finished before it is time to pair the next round is temporarily scored as a draw for pairing purposes unless, clearly, one player is a winner. When an unfinished game is completed, the correct results and cumulative scores are entered on the players' cards. VARIATION 617.1: A game that is not finished before it is time to pair the next round may be temporarily adjudicated for pairing purposes. Written and also, whenever possible, oral announcement must be made in advance of the first round of the exact procedures to be used. In making an adjudication, the director should seek out the best advice that is available and should give proper weight to the degree of objectivity of that advice. The objective of the adjudication is to predict the probable result of the unfinished game. Therefore, the adjudication should give primary consideration to the position existing on the board, though such additional factors as the respective strengths of the players and the times remaining on their clocks may be considered as well, according to the adjudication procedures announced for the tournament. The players themselves may not be required to declare their evaluation of or objectives in the game or be penalized for refusing to do so. Basic Swiss System Laws 618. All Pairing Rules are subject to the following Swiss System laws: (a) a player must not be paired with any other player more than once; (b) players with equal scores must be paired if it is possible to do so; (c) if it is impossible to pair all players with equal scores, every player who is not paired with an opponent whose score is the same as his own must be paired with an opponent whose score is as close to his own as possible. Pairing the First Round (see also Rule #633) 619. After the bye, if any, is given, the pairing cards are arranged in the order described in Rule #613 and are divided into two equal groups. The players in the top half are paired in consecutive order with those in the bottom half. For example, if there are forty players, #1 is paired with #21, #2 with #22, etc. VARIATION 619.1: If specifically requested by the players involved, minor transpositions may be made in the first two rounds of a tournament at the director's discretion in order to avoid pairing players from the same region, city, team, family, etc. but only to the extent that the results of the tournament as a whole are not substantially affected by this procedure. Pairing Subsequent Rounds (See also Rule #633) Score Groups and Rank 620. In these rules the expression score group or simply group, is used in reference to a group of players having the same score. Sometimes a group may consist of only one player whose score is unequalled by any other player. Individual rank is determined first by score, then by rating, in the order described in Rule #613. Order of Pairing Groups 621. In general, the order of pairing is from the group with the highest score down to the group with the lowest score. Occasionally, in the late rounds, the pairing of the lower score groups may have to be adjusted to conform to the basic Swiss System laws (Rule #618), if many of the players in those groups have met before. Method of Pairing Each Score Group 622. In the second and as many of the subsequent rounds as possible, the players are paired as follows: (a) any odd men removed from the next higher score group are paired first as described in Rules #623 -625. (b) within each score group, after the odd man, if any, has been removed, the cards of the remaining players are arranged in the order described in Rule #613 and divided into two equal sections. The players in the top half (with the higher ratings) are paired with those in the bottom half (with the lower ratings) in as close to consecutive order as possible. Transpositions in the bottom half of a group are made to make the pairings conform to the basic Swiss System laws (Rule #618) and to give as many players as possible their due colours (Rule #629 - 631). If it is impossible to meet the two requirements just mentioned, interchanges between the top half and the bottom half may be made, but not simply to preserve alternation of colours. Every effort must be made, however, to observe the principle of pairing the higher rated against the lower rated players in as close to consecutive order as possible (but see Variation # 631.1). Note: Directors differ somewhat in their exact methods for implementing this procedure, but any reasonable method, followed consistently, is acceptable. Rules on Odd Men 623. If there is an odd number of players in a score group, the lowest ranked player is ordinarily treated as the odd man. However, the pairings in the group must accord with the basic Swiss System laws (Rule # 618). In removing an odd man to the next-lower group, the prime consideration is that the remaining players in the original group can all be paired with each other. If the lowest-ranked player in the odd-numbered group has already played all the players in the next-lower group, the next lowest-rated player is treated as the odd man and paired with the highest-ranked player he has not met in the next-lower group. This procedure is followed until a player in the odd-numbered group is found who has not played all the players in the next-lower group. If all the players in an odd-numbered group have played all the players in the next-lower group, the lowest-ranked player in the odd-numbered group is treated as the odd man and paired with the highest-ranked he has not met in the second-lower group. In all cases, when an odd man is removed from a score group, there must be a possible pairing of all the players remaining in the original group. Sometimes two players who have met in a previous round must be treated as odd men because there is no possible way in which either of them can be paired in their original group. Method of Pairing One Odd Man 624. The odd man is paired with the highest-ranked player he has not met in the next-lower group. VARIATION 624.1: The odd man may be paired with the next highest-ranked player whom he has not met in the next-lower group and who is due the opposite colour. VARIATION 624.2: Except in the last quarter of a tournament, a player should not be treated as an odd man or paired with an odd man more than once unless such a pairing cannot be avoided. To implement this variation, an indication should be made on the card of a player who has been treated as an odd man or paired with an odd man. In the last quarter of a tournament, a player may be treated as an odd man or paired with an odd man as many times as necessary. Method of Pairing More Than One Odd Man 625. If there are two odd men to be paired, the order in which they are paired is determined by their rank according to Rule #620. If both cannot be paired, rank determines which is paired and which is removed to another group. Pairing Players with Unfinished Games 626. Players with unfinished games (Rule # 617) should not usually be treated as odd men if it is possible to avoid doing so. Colour Allocation: General Principles 627. The director assigns colours to all players. His primary objective in a tournament with an even number of rounds is to give white and black the same number of times to as many players as possible, and, in a tournament with an odd number of rounds, to give white and black the same number of times to every player, plus one extra white or black. After the first round the director attempts to give as many players as possible their due colours, round by round (Rules # 629-631). First-Round Colours 628. In the first round, when the top half of the ranked field plays the bottom half, the colour assigned to all the odd-numbered players in the top half is chosen by lot, and the opposite colour is given to all the even-numbered players in the top half. Only the one lot is necessary in a tournament, as Rules # 629-631 preserve equitable colour allocation. Due Colours in Succeeding Rounds 629. As many players as possible are given their due colours as described in Rules # 630-31, so long as the pairings conform to the basic Swiss System laws (Rule # 618). Equalization of colours takes priority over alternation of colours. Equalization of Colours 630. As many players as possible are given the colour that equalises the number of times they have played as White and Black. When it is necessary to pair any two players who are due to be given the same equalizing colour, the higher-ranked player has priority in getting the equalizing colour, whether white or black. Alternation of Colours 631. After colours have been equalized in a round, as many players as possible should be given, in the next round, the colour opposite to that which each received in the preceding round, the purpose being to continue alternation of colours. When it is necessary to pair any two players who are due to be given the same alternating colour, the highest-ranked player has priority in getting the alternating colour, whether white or black. However, a player should not be assigned the same colour three times in a row. Transpositions, but not interchanges (see Rule #622(b)) may be made to preserve alternation of colours. VARIATION 631.1: Neither transpositions nor interchanges should be made simply to preserve alternation of colours. If both players are due for the same colour, the higher-ranked player has priority in getting his due colour. VARIATION 631.2: In the last round of a tournament with an odd number of rounds, when two players who have had an equal number of whites and blacks are paired, or in the last round of a tournament with an even number of rounds, when it is necessary to pair two players who are due the same equalizing colours, the director may allow such players to choose colours by lot. If one of the players is absent when the round begins, his clock is started, and the lot is taken upon his arrival. Colour for Unplayed Games 632. Unplayed games (including byed games) do not count for colour. Accelerated Methods of Pairing Early Rounds (Variations) 633. In a tournament where the players-to-rounds ratio exceeds the optimum (16:4, 32:5, 64:6, etc.), the chances of producing a clear winner are decreased. Accelerated pairings increase the frequency of meeting of the higher ranked players and are therefore also useful in longer tournaments where the winner is unlikely to have a perfect score. The effect of these variations decreases when the players are of about the same playing strength (as in a tournament divided into sections by playing strength). VARIATION 633.1: The following method produces more drawn games and makes it less likely that two contestants will finish with perfect scores. In the first round, after the bye, if any, is issued and the pairing cards are arranged in the order described in Rule #613, the cards are divided into four sections, and the first quarter of the field is paired against the second quarter, the third quarter against the fourth quarter. In the second and possibly later rounds, if the number of players with perfect scores exceeds the optimum for the number of rounds remaining, the cards of the players with perfect scores are arranged in the order described in Rule #613, and the first quarter is paired against the second quarter, the third quarter against the fourth quarter. The cards of the players in the score group just below are arranged and paired similarly. Players in the other score groups are paired according to the basic system. VARIATION 633.2: The following method results in only about half as many players having a perfect score as under the basic system and increases the opportunity of a single winner. In the first round, after the bye, if any, is issued, the pairing cards are arranged in the order described in Rule # 613. Then the field is divided from top to bottom into four groups (A, B, C, D) as close to the same size as possible and paired as follows: (a) In one section, the players in group A are paired against the players in group B in consecutive order. (b) In a second section, the players in group C are paired against the players in group D in consecutive order, using Rule #628 to assign colours in each section. For the second-round pairings, the players are regrouped as follows: A: winners from section (a); B: remaining players from section (a), adding 100 points to the ratings of the players who drew; C: winners and players who drew from section (b), subtracting 100 points from the ratings of the players who drew; D: remaining players from section (b). All groups are arranged in the order described in Rule #613. Group A is divided in half and paired. Group B is paired with Group C. (If there are more players in Group B than Group C, the extra players are added to the top of Group D. If there are more players in Group C than Group B, the extra players are paired with the top players in Group D.) Group D is divided in half and paired. In each second-round group, odd men are treated, colours are allocated, and players are paired as in the basic system. For the third and all subsequent rounds of the tournament, the rating points added are removed and the pairings made as in the basic system. 640. RATINGS-CONTROLLED TEAM SWISS-SYSTEM TOURNAMENTS Basic Rules 641. Most of the rules for Ratings-Controlled Individual Swiss System Tournaments apply to teams in Swiss System tournaments. Some rules are modified as indicated below. Pairing Cards 642. A card similar to that used for Individual Swiss Tournaments is used, but provision is made for match scores and game points. Order of Boards 643. Team members should be placed in board order according to ratings, and they must play in that order throughout the tournament. The highest-rated player is Board 1, etc. Unrated players may play on any board as long as their position reflects their actual strength in relation to the rated players. The director may authorize in advance of the tournament that players may be placed out of rating order within a specific point limit, such as 25 or 50 points. Alternate team members are used according to whatever system is announced in advance. Team Ratings 644. The rating entered on a team's card is the average of the ratings of the regular team members. In the case of unrated players: (a) If a top or bottom board is unrated, the rating assigned is 50 (or some other announced number) points from that of the player on the next board. (b) If a middle board is unrated, the rating assigned is averaged from the ratings of the next higher - and lower - rated players. Pairing Rules 645. Teams are paired and ranked first by their match scores, then by their ratings. Colour Allocation 646. In each team, the colours given to the individual players alternate from Board 1 down. Rules #627-632 for Individual Swiss System Tournaments are applicable to team tournaments, but in each rule the colours referred to are those of the player at Board 1. Scoring 647. Each member of a team scores game points as described in Rule # 616 for Individual Swiss System Tournaments. A team scores one match point for a win against another team, one-half match point for a draw, zero for a loss, on the basis of game points greater than, equal to, or less than the opposing team, respectively. A team's match score for a bye is one point. Any round defaulted because of a team's failure to appear within one hour after the starting time is scored as one point for the winning team and zero for the losing team, and the defaulting team is not paired for succeeding rounds without an excuse acceptable to the director. Defaulted rounds (as those of a late-entering team, or of a team which is excused from being paired in a round after the director has been notified in advance that it will be unable to play) are scored as zero. The remaining games of a team which is excused, withdrawn because of a default without notice, or expelled from the tournament are scored as zero. The scores of unplayed games (rounds) are circled on the pairing cards and wallchart. Each team's final position is determined by the total of the match points scored by the team. 650. INDIVIDUAL ROUND-ROBIN TOURNAMENTS Basic Rules 651. Each player plays one game with each of the other players. In a double Round-Robin he plays each of the other players twice, once with white and once with black. Pairing 652. After being divided into sections (e.g. by similar rating), if any, players are assigned numbers by lot within their sections. The pairings, order of rounds, and colour allocation in each game are shown in the International Tables or Rounds (see pages 6-11 and 6-12 at the end of this section). The player with the first number of each pairing has the white pieces. Scoring 653. The scoring is the same as in an Individual Swiss System Tournament (Rule #616) except that byes are not scored. When a player or team withdraws or is expelled from a (round-robin) tournament, the problem of how to score the remaining games of that player or team was covered by FIDE in 1970: "If a player has not completed 50% of his games when he leaves the tournament, his score remains in the tournament table (for rating and historical purposes), but the points scored by him or against him are not counted in the final standings. For the games not played or finished, the player, as well as his opponents, gets a "-" in the tournament table. If a player has completed at least 50% of his games when he leaves the tournament, his score remains in the tournament table and will be counted in the final standings. For the games not played the opponents will get a "+" (which counts as 1) and the player himself will get a "-" (which counts as 0). The same rule applies equally when a team is concerned instead of a player." [FIDE Interpretation to (then) Article 21 (1970)] 660. TEAM ROUND-ROBIN TOURNAMENTS Basic Rules 661. Rule #651 for Individual Round-Robin Tournaments applies to teams. Order of Boards 662. Rule # 643 for Team Swiss System Tournaments applies. Pairing 663. Rule # 652 for Individual Round-Robin Tournaments applies to teams. Scoring 664. Each member of a team scores game points as described in Rule # 653 for Individual Round-Robin Tournaments. Match points for each team are scored as described in rule # 647 for Team Swiss System Tournaments, except that byes are not scored. Each team's final position is determined by the total of the match points scored by the team. See FIDE Interpretations Art. 21 (1970, 1973) for scoring the remaining matches of a team that does not complete the event. 670. TIE-BREAKING Methods to be Used 671. Although tie-breaking should be avoided if possible, in those cases when tie-breaking must be used, such as to award a single trophy, the following methods are to be used unless written, and also, whenever possible, oral announcement is made in advance of the first round. The director is the final authority on breaking ties in cases unresolved by these methods. Swiss System Tournaments 672. Cumulative System. For each player in the tie, the sum of his cumulative tournament scores after each round is found. (For example, if a player scores a win in round one, losses in rounds two through four, and a draw in round five, the sum of his cumulative tournament scores after each round - 1, 1, 1, 1, 1.5 -- is 5.5). One point is subtracted from the sum for each unplayed win or one-point bye. Round-Robin Tournaments 673. Sonnenborn-Berger System. For each player in the tie, the sum of the final scores of all the opponents he has defeated, together with half the final scores of all the opponents which whom he has drawn is found (nothing is added for games he has lost or for unplayed games). If the tie still remains, the results of the games between the players involved in the ties are used. 652. Round-Robin Pairings In a Round-Robin tournament each player plays
every other player one time. The tables Each player is assigned a number (the pairing number) which determines the order in which he plays the others and the colour for each game. In each pairing, the first number receives White. For example, in a five player event, player 2 has White against player 3 in round four. This is indicated at the right by 2 x 3. The pairing numbers should be assigned by chance. A good way is for each player to draw his number from a hat. Or put each number under a potted plant... It is important that the numbers be assigned by chance and not, say, by rating. In a tournament with an even number of players n, each player with a number n/2 or less receives an extra White. In some tournaments it is required that players from the same province (region) may not play against each other in the final three rounds of the tournament. Section 2025 contains a method of doing that.
|
|
|||||