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	 Page published 8 June 2011. Click here for a pdf version  for printing. 
    
	Proposed Guidelines for Team Captains
    
    Notes in italics added for information from the Counties  Controller 
       
      It has been noted that there is an absence of a document to  advise captains on what to do should a dispute arise. Ideally, disputes would  be resolved on the day, and not end up being brought to a Committee.  Specifically, there was an absence of the responsibilities of the captain in an  arbiterless situation. The following guidelines are therefore proposed for  acceptance to be distributed to captains: 
      
    This is not wholly true, there is no formal document, but  as part of the information issued to captains at the start of each seasons  event,  captains are advised to refer  queries/disputes to the controller where they are unable to settle the matter  between themselves & are provided with a list of phone numbers of qualified  arbiters who can be contacted if the controller is not available during a  match. This facility has occasionally been used, but for the most part captains  are able to agree how to proceed. 
     
      * 
      Any reference to Articles or Appendices mean those in the FIDE Laws of Chess. 
      
      Preface to the FIDE Laws of Chess
     The Laws of Chess cannot cover all possible situations that may arise during a  game, nor can they regulate all administrative questions. Where cases are not  precisely regulated by an Article of the Laws, it should be possible to reach a  correct decision by studying analogous situations which are discussed in the  Laws. The Laws assume that arbiters have the necessary competence, sound  judgement and absolute objectivity. Too detailed a rule might deprive the  arbiter of his freedom of judgement and thus prevent him from finding the  solution to a problem dictated by fairness, logic and special factors. 
        1. Powers of the Captain
         The captain of each team, whose identity will be made clear to the teams  beforehand, shall have the power to act as de facto arbiters, except for the  following cases: 
           
          (a) The captains shall not be empowered to point out any infractions  with regard to Article 4 (The Act of Moving the Pieces). That is to say, the  captain shall not point out any violations of touch move, or of the making or  completion of a move. 
           
          (b) The captains shall not be empowered to point out the flag fall  either at the end of the first time period, or the end of the quickplay finish.  The player must claim a win on time himself, free from outside interference.  
           
          (c) Should a situation arise where the time control has been reached, but the  number of moves completed it disputed, the captains may assist with the  reconstruction of the game to determine whether the time control has been made.  If the captain's game is ongoing, he may nominate someone else on his team to  carry out this function. A captain should make no effort to communicate the  number of moves that have been made to either player if both players have  stopped recording. If possible, when both players have stopped recording the  moves, someone may oversee the game, recording the unwritten moves from a  distance where no player can see what has been written down. When the flag has  fallen, the captains may use this in their reconstruction of the game to ensure  that the correct number of moves have been made. 
           
(d) If a claim is made under Article 10.2, it is still considered to be made in  an arbiterless situation, as per Appendix D. Once the claim has been made by a  player, the opposing captain has the right to accept it, and hence note the  result as a draw. Should the claim be contested, the scoresheets and time  remaining on the clocks shall be noted. This information shall be sent to the  Disputes Committee either by post or in electronic form. A claim may not be  made after the game has ended; i.e. after the flag has fallen and a player has  claimed to that effect.       
      
    Please note rule 18 of the MCCU County rules which states  that all queries/disputes should go to the controller, with right of appeal to  a disputes committee. 
     
      (e) A captain may intervene under Article 7 (Irregularities) as he sees fit,  except for Article 7.4, which covers illegal moves. Illegal moves must be  claimed by the players, but are subject to the same two minute penalty.  
       
       
      (f) If a game has begun with the wrong colours, the game  must be restarted if this is noticed within the first hour of the scheduled  start time. Thereafter, the game must continue. The clocks should be adjusted  such that the game is still scheduled to end at the same time. The rate of play  for the first time period must be the same, but the number of moves required to  make the time control may vary. The duration of the quickplay finish must  remain the same.
    Art 7.2 of FIDE Laws. If a  game has begun with colours reversed then it shall continue, unless the arbiter  rules otherwise.  
       
      Example 1: A 5-hour game playing 40 moves in 2 hours plus 30 minutes for  completion is found to have started with the wrong colours after 1 hour of  play. The game would be restarted, and the game would become 30 moves in 1½  hours plus 30 minutes for completion. That is, deduct 1 move from 40 for every  6 minutes after the start of play has elapsed, and deduct 3 minutes from 120  for each clock. 
       
      Example 2: A 4-hour game playing 36 moves in 1½ hours plus 30 minutes for  completion is found to have started with the wrong colours after 1 hour of  play. The game would be restarted, and the game would become 24 moves in 1 hour  plus 30 minutes for completion. That is, deduct 1 move from 36 for every 5  minutes after the start of play has elapsed, and deduct 2½ minutes from each  clock. 
       
      (g) If a claim is made under Article 9.2 (three-fold  repetition) or 9.3 (fifty move rule), the captains may assist with the  reconstruction of the game in order to determine whether the claim is  successful. If the captain's game is ongoing, he may nominate someone else on  his team to carry out this function. 
      
      2. Draw Offers
      
      (a) A player may consult his captain if he has been offered a draw. The captain  may only offer advice on the position of other games and the current match  score. The captain may accept a draw on the player's behalf.  
       
      (b) A player may ask his captain whether or not a draw can be offered. The  captain may only answer this question with “yes”, “no”, or leave it at the  discretion of the player. The captain may not offer a draw on the player's  behalf. 
      
      3. Disputes Committee
     Any violations of the above guidelines should be reported to  the Chief Executive, who will then forward them to the Disputes Committee under  the procedure outlined in the Constitution.  
    Please note rule 18 which specifies that any dispute or  question goes to the Controller with right of appeal a disputes committee? 
       
      Art 13.7 (a) of FIDE laws Spectators and players in other  games are not to speak about or otherwise interfere in a game  
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        Constitutional amendment:
      
      14. Notice of General Meeting shall be posted as least 14 days prior to the  date of the meeting by the Chief Executive. Notice of items, rule amendments,  constitution changes, should reach the Chief Executive at least 28 days prior  to the date of a General Meeting.  
    To become: 
          14. Notice of General Meeting shall be posted as least 14 days prior to the  date of the meeting by the Chief Executive. Notice of items, rule amendments,  team captain guideline amendments, constitution changes, should reach the Chief  Executive at least 28 days prior to the date of a General Meeting. 
      
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      Proposal: From the MCCU Events Director on Captain's Role
     That the appendix at the end of this document be part of the  rules of the Counties Championship Competition  
       
    Preamble:
     The starting point for the proposed text is the role of the  match captain as defined by FIDE 
      
    “15.    Team Captain's Role  in Team Tournaments 
      (a) The role of a team captain is basically an administrative  one during play. Depending on the regulations of the specific competition, the  captain shall be required to deliver, at a specific time, a written list naming  the players in his team who will participate in each round, communicate to his players  their pairing, sign the protocol indicating the results in the match at the end  of the play, etc. 
      (b) A captain is entitled to advise the players of his team to  make or accept an offer of a draw or to resign a game, unless the regulations  of the event stipulate otherwise. He must confine himself to give only brief  information, based solely on the circumstances pertaining to the match. He may  say to a player, “offer a draw, “accept the draw, or “resign the game. For  example, if asked by a player whether he should accept an offer of a draw, the  captain should answer “yes, “no, or delegate the decision to the player  himself.” 
      I would suggest that  the captains role should start from the two paragraphs from the extract from  the FIDE Handbook quoted above. 
  
     I would propose the  following to be the text to be used:     
     Appendix - Team Captain's Role 
    1.(a)  The role of a team captain is basically an administrative one during play.  Depending on the. regulations of the specific competition, the captain shall be  required to deliver, at a specific time, a written list naming the players in  his team who will participate in each round, communicate to his players their  pairing, sign the protocol indicating the results in the match at the end of  the play, etc. 
    (b) A captain is entitled to advise the  players of his team to make or accept an offer of a draw or to resign a game,  unless the regulations of the event stipulate otherwise. He must confine  himself to give only brief information, based solely on the circumstances pertaining  to the match. He may say to a player, “offer a draw, “accept the draw, or  “resign the game. For example, if asked by a player whether he should accept an  offer of a draw, the captain should answer “yes, “no, or delegate the decision  to the player himself.”  
     
          2. If  a qualified arbiter is present, and willing to do so, then both captains can  agree that that person acts as an arbiter for that match. 
       
      3  Only a captain, can draw the attention of a player to the fact that an illegal  move has been made, and should assist in the recovering of the last legal  position. 
       
      4.Only  a captain has the right to draw the attention of a player to the need to adhere  to the requirements of Article 8. 
      
      5.Only  a  captain, can draw the attention of a  player to the fact a flag has fallen. 
       
      6.That  Clocks are placed so that they are visible to the larger number of players. 
       
      7.That  the FIDE Handbook's recommendation is followed that clocks are set so that the  first time control flag fall is at 6.o'clock. 
       
     
     8.If both players on a board are not writing their moves  down because of a time scramble, then someone should be asked to keep score  without informing anyone of the number of moves made and only assisting in the  reconstruction of the game when a flag has fallen. 
      
      9. If there is the possibility of a 10.2 claim, steps should be taken  to ensure that a copy of all the moves is made. Once such a claim is made, if  it is not immediately agreed, then all discussion must stop and the evidence  submitted to the controller who will arrange for a suitably qualified person to  make a decision. 
     
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    Use  of digital clocks with incremental time controls -
       
    Following the 2010 AGM enquiries have been made about this.  
       
     
     The strong recommendation from David Welch ECF Chief Arbiter is that  the time control adopted should be straightforward i.e. x number of moves in y  minutes with z seconds per move added and no additional time control. This is  because it minimises the number of things that could go wrong, especially  bearing in mind that there are only a few people around who are experienced in  both the use and setting of digital clocks. 
      
     The most straightforward combination that comes closest to the existing  5 hour session is 40 moves in 100 minutes with 30 seconds per move added. For  the graded sections with a 4 hour session 36 moves in 75 minutes with 30  seconds added is the nearest logical equivalent. 
      
     We leave the meeting to decide whether to adopt the above or propose  something different. The meeting also needs to address whether where digital  clocks are available the existing time controls should be the default, unless  both captains agree to use the incremental option. 
     
      Cyril & Julie Johnson 
  
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