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THE MAKING OF INDIA CONSTITUTION PART 3
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THE MAKING OF INDIA CONSTITUTION PART 2
THE MAKING OF INDEPENDENT INDIA CONSTITUTION
THE MAKING OF INDEPENDENT INDIA'S CONSTITUTION
Democratic Constitution in South Africa Struggle against Apartheid ⢠Apartheid was the name of a system of racial discrimination unique to South Africa. ⢠This system was particularly oppressive for the blacks. â They were forbidden from living in white areas. ⢠Since 1950, the blacks, coloured and Indians fought against the apartheid system. ⢠The African National Congress (ANC) was the umbrella organisation that led the struggle against the policies of segregation. ⢠In 1964, Nelson Mandela and seven other leaders were sentenced to life imprisonment in 1964 for daring to oppose the apartheid regime in his country. Towards a New Constitution ⢠As protests and struggles against apartheid had increased, the white regime changed its policies. ⢠After 28 years of imprisonment, Nelson Mandela released from jail. ⢠At the midnight of 26 April 1994, democracy was adopted as a form of government in South Africa. ⢠After two years, a constitution came out which gave to its citizens the most extensive rights available in any country. Why do we need a Constitution? ⢠A constitution is necessary because: â It generates a degree of trust and coordination that is necessary for different kind of people to live together. â It specifies how the government will be constituted, who will have power to take which decisions. â It lays down limits on the powers of the government and tells us what the rights of the citizens are. â It expresses the aspirations of the people about creating a good society. Making of the Indian Constitution ⢠In 1928, Motilal Nehru and eight other Congress leaders drafted a constitution for India. ⢠In 1931, the resolution at the Karachi session of the Indian National Congress dwelt on how independent Indiaâs constitution should look like. ⢠Factors contributed to the making of our Constitution. â Ideals of French Revolution â The practice of parliamentary democracy in Britain â The Bill of Rights in the US â The socialist revolution in Russia The Constituent Assembly ⢠In July 1946, Elections to the Constituent Assembly were held. â The drafting of the document called the constitution was done Constituent Assembly. â Dr. Rajendra Prasad was the Chairman of the Constituent Assembly. â In December 1946, the first meeting was held. ⢠After the country was divided into India and Pakistan, the Constituent Assembly also got divided. ⢠The Assembly adopted the Constitution on 26 November 1949 but it came into effect on 26 January 1950. ⢠To mark this day we celebrate January 26 as Republic Day every year. ⢠The Constituent Assembly worked in a systematic, open and consensual manner. â First some basic principles were decided and agreed upon. â Then a Drafting Committee chaired by Dr. B.R. Ambedkar prepared a draft constitution for discussion. â More than two thousand amendments were considered. Philosophy of the Constitution ⢠The Constitution begins with a short statement of its basic values which is called the Preamble to the constitution. The preamble focuses on: â Justice, social, economic and political. â Liberty of thoughts, expression, belief, faith and worship. â Equality of status and of opportunity. â Fraternity assuring the dignity of the individual and the unity and integrity of the nation.
John Adams the first Vice President and second President of the United States James Armistead black slave who served in the colonial army as a spy General Edward Braddock commander of all British forces in North America during the French and Indian War Nathan Hale "I only regret that I have but one life to lose for my country." Patrick Henry Virginian who said, "Give me liberty, or give me death!" New York City our nation's first capital Battle of Bunker Hill the first major battle in the War for Independence judicial the branch of government that interprets the law executive the branch of government that enforces the law legislative the branch of government that makes the law Articles of Confederation the first plan of government that the United States had agreed upon Bill of Rights lists the rights or freedoms the Constitution gives to Americans; written in the form of ten amendments Constitution of the U.S. plan of government our country still follows today Declaration of Independence document written by Jefferson declaring the independence of the colonies from England First Amendment gives Americans the following freedoms: religion, speech, press, and assembly Treaty of Paris document signed by England giving up the American colonies and making them officially free and independent Inauguration Day The day the President takes his oath of office Valley Forge Washington's army spent the harsh winter of 1777-1778 Second Continental Congress The decision to organize the Continental Army was made at the ??? in 1775. constitutional republic The form of government in which the people and their elected representatives are limited by a constitution patriots Those who wanted America to be free from Britain's control
1. Settlements Importance of Rivers Fertile Land: The soil near rivers was great for farming, thanks to regular flooding that added nutrients. Trade and Travel: Rivers made moving things and people easy, which helped trade and communication. Protection: Rivers could act as natural barriers, making it harder for enemies to attack. Food: Rivers were full of fish and other food, adding to what people could eat. Energy: People used the river's flow to power machines, for example, grinding grain. Cleanliness: Rivers were used to wash away waste, keeping settlements cleaner. Culture: Rivers often had spiritual importance, and ceremonies and stories revolved around them. Common Geographic Features of Ancient Civilizations Mesopotamia: the Tigris and Euphrates Rivers in central Iraq Indus River Valley: the river runs in the northwestern part of India Nile River Valley: the major river of Egypt Yellow River Valley: a major river flowing through the southern part of China Rivers provided water, food, transportation, and shaped the way of life and development of these ancient civilizations. Impact of Mountains on Settlements Mountains served as barriers to early settlement due to the lack of technology to cross them. The Himalayan Mountains isolated much of India and China during their early development. Impact of Deserts on Migration Deserts posed significant challenges to people who wanted to migrate due to their harsh and unforgiving conditions. Notable deserts include the Empty Quarter in Saudi Arabia and the Sahara Desert in Africa. Changes in Migration and Cultural Blending Advancements in transportation technology post-Industrial Revolution increased cultural blending. Transportation advancements enabled global migration. Before, cultures were isolated, focusing on beliefs and local adaptations. The Industrial Revolution transformed migration and cultural blending. 2. How Humans Modify and Adapt to Their Environment Ways Humans Modify Their Environment Mining: Removing the earth's surface for precious metals. Irrigation: Diverting water for farming. Transportation: Moving goods with trains, cars, airplanes, and boats. Mining Strip mining removes large layers of the earth. Can impact the environment by removing plants and polluting water sources. Irrigation Diverting water for farming and urban development. Transportation Moving goods using trains, cars, airplanes, and boats. Human Adaptation to the Environment Adjusting to environmental conditions by changing behavior. Examples: Wearing specific clothing, using specific building materials. Human Modification of the Environment Changing the earth to meet human needs by physically altering the environment. Examples: Dams, canals, roads, bridges. Impact of Weather and Geological Events on Humans Events like earthquakes, hurricanes, and cold weather affect human settlements. Examples: Building earthquake-resistant buildings, creating levees, using ice for tourism. 3. Understanding Culture Introduction to Culture Culture refers to the way of life of a group of people who live in a particular place. It includes traditions, beliefs, values, and the way they do things. Cultural Characteristics Religious traditions Language Family values Laws Cultural characteristics make each culture unique. Cultural Representations Art Architecture Music Literature Cultural representations express a culture's creativity and show their beliefs and history to the world. Government and Culture Types of government reflect cultural beliefs and traditions. Examples: democratic republic, communist state. The way a country is governed tells a lot about its culture. Economic Systems and Cultures Economic systems reflect cultural values. Examples: bartering, modern economies (e.g., United States, China). How people earn and spend money also reflects their culture. Spread of Cultural Ideas Trade: Spreading ideas through interactions during trade. Travel: Visitors bringing new ideas. War: Conquering armies imposing beliefs. Cultural ideas spread through trade, travel, and war. Multicultural Societies Blending of multiple cultural and ethnic groups. Common in advanced societies with immigration. Multicultural societies create something new by bringing together different cultures. Cultural Adaptation Cultures can change and adapt by taking new ideas and blending them with their own traditions. Example: 'Tex-Mex' food, which blends Mexican and Texan traditions.
New Trends in Agriculture Extension approaches Extension has been, and still is, under attack from a wide spectrum of politicians and economists over its cost and financing. As a result, Extension Systems have had to make changes, by restating the systemâs mission, developing a new vision for the future, and formulating plans for the necessary transition to achieve the desired change. 1. Privatization of Agricultural Extension Service Privatization: Process of funding and delivering the extension services by private individual or organization is called Private Extension. Concept: Privatization of extension refers to services rendered in rural area & allied aspects of extension personnel working in private agencies or organization for which farmers are expected to pay a fee & it can be viewed as supplementary or alternative to public extension services (Sarvanan & Shivalinge 1980). Privatization approaches ⢠Share cropping system ⢠Village extension contract system ⢠Public extension through private delivery ⢠Service for vouchers Strengths of Private Extension System ⢠More demand - driven rather than supply â driven ⢠High quality of services in terms of satisfying information needs of clientele, trained manpower, sustained finances and resource allocation ⢠Provides for an information mix and choices available to farmers ⢠Enhanced efficiency of staff ⢠Assure continuous supply and quality agricultural products ⢠More effective because farmer can select an adviser who is the best able to help ⢠Healthy competition among service provider will lead to better quality and lower costs for service Weakness of Private Extension System ⢠Concentrate on area having favorable physical environment ⢠More face-to-face contacts (person oriented) ⢠Increased dependence of farmers and hence exploitation ⢠No education role ⢠Deprivation of small farmers ⢠Hamper the free flow of information 2. Cyber Extension or e-extension Concepts Cyber space: it is the imaginary or virtual space of computers connected with each other on Networks, across the Globe. Cyber extension: it means 'using the power of online networks, computer communications and digital interactive multimedia to facilitate dissemination of agriculture technology. Cyber Extension thus can be defined as the extension over cyber space. Important tools of cyber extension E-Mail, Telnet, File Transfer Protocol (FTP), Gopher, Archie and World Wide Web (WWW) Strengths of Cyber Extension ⢠Access to the astounding information and continuously available ⢠Information rich and instantaneously available of information ⢠Interactive communication ⢠The information is available from any point on the globe ⢠Communication is dynamic ⢠Cut steps from traditional process ⢠Save money, time and effort ⢠Multiplicity of purpose Issues and Concerns of Cyber Extension ⢠Lack of Reliable Telecom Infrastructure in Rural Areas ⢠Erratic or no Power Supply ⢠Lack of ICT Trained manpower (willing to serve) in Rural Areas ⢠Lack of content (locally relevant and in local languages) ⢠Lack of Information Services to Rural Clientele ⢠Low Purchasing power of the Rural communities ⢠Lack of Holistic Approaches ⢠Issues of Sustainability Application of cyber extension ⢠Village information shops Dr. M.S. SwaminathanResearch Foundation, Chennai ⢠Information villagers MANAGE in Ranga Reddy District in Andhra pradesh ⢠Gyandoot net initiative of District Dhar, Madhya Pradesh. ⢠Warna wired village of National Informatics Center (NIC) in Kolhapur- Sangli Districts of Maharashtra 3. Market-Led-Extension (MLE) Concepts Market: A congregation of prospective buyers & sellers with a common motive of trading a particular commodity. Extension: It is the spreading/reaching out to the mass Market-led-extension: Agriculture & economics coupled with extension is the perfect blend for reaching at the door steps of common man with the help of technology. Dimensions of market-led extension ⢠Marketing mix: A planned mix of the controllable elements of a product's marketing plan commonly termed as 4Ps: product, price, place, and promotion. These four elements are adjusted until the right combination is found that serves the needs of the product's customers, while generating optimum income. ⢠Marketing plan: A marketing plan is a comprehensive document that outlines a business and marketing efforts for the coming year. It describes business activities involved in accomplishing specific marketing objectives within a set time frame. A marketing plan also includes a description of the current marketing position of a business, a discussion of the target market and a description of the marketing mix that a business will use to achieve their marketing goals. ⢠Market Intelligence: It is the information relevant to a companyâs markets, gathered and analyzed specifically for the purpose of accurate and confident decision making. Market intelligence includes the process of gathering data from the companyâs external environment, whereas the business intelligence process is primarily based on internal recorded events â such as sales, shipments and purchases. ⢠Market oriented production ⢠Use of Technology Strengths of market-led extension ⢠SWOT analysis of the market ⢠Organization of Farmersâ Interest Groups (FIGs) ⢠Enhancing the interactive and communication skills of the farmers ⢠Establishing marketing and agro-processing linkages ⢠Advice on product planning ⢠Educating the farming community ⢠Direct marketing ⢠Acquiring complete market intelligence ⢠Publication of agricultural market information Production of video films of success stories ⢠Challenges to market-led extension ⢠Gigantic size of extension system ⢠Information technology Diverse conditions ⢠Market intelligence ⢠Reforms in agricultural extension system Government Initiatives ⢠Central warehousing Corporation-1965 ⢠MSP by Commission for Agricultural Cost and Price (CACP) ⢠Food Corporation of India ⢠Then some others as: Cotton Corporation of India (CCI), Jute Corporation of India (JCI), National Dairy Development Board (NDDB), Agriculture and Processed food Export Development Authority (APEDA) etc. 4. Farmer--Led-Extension (FLE) Farmer--led-extension is defined as 'the provision of training by farmers to farmers, often through the creation of a structure of farmer promoters and farmer trainers' (Scarborough et al., 1997). Philosophy and principles ⢠Farmers and local institutions (e.g. producer organizations or village leaders) should play a key role in selecting farmer-trainers and monitoring and evaluating them. This helps make the programmes more accountable to the community or groups that they serve. ⢠Farmer-trainers are âof the communityâ; they communicate in local languages and are more sensitive to local cultures, mannerisms, farming practices, and farmersâ needs. ⢠Farmer-trainers should be selected on the basis of their skills and interest in sharing information, not just on their farming expertise. ⢠Farmer-trainers need strong linkages with and support from development agents (whether government, non-government organization (NGO), or private), the people who train and backstop them. Farmer-trainers generally serve as a complement to existing extension systems, rather than being a substitute for them. ⢠Facilitating organizations and local institutions need to be proactive in ensuring that women as well as men become farmer-trainers. ⢠Simple and appropriate reference materials should be made available to the farmer trainers. Essential Elements of Farmer--led-extension ⢠The group ⢠The Field ⢠The Facilitator ⢠The curriculum ⢠Programme leader ⢠Financing Special features of Farmer--led-extension ⢠All learning is field based & it is primary venue for learning ⢠FLE group learning constantly over the experimentation period ⢠FLE promotes healthy decisions & quality decisions ⢠Farmers conduct their own field studies with comparisons or treatments ⢠Facilitates Farmer-to-Farmer communication ⢠Field staff serve as facilitators ⢠FLE is a unique way to educate farmers ⢠It is an effective platform for sharing of experiences and collectively solving agriculture related problems. 5. Expert system Expert system is an intelligent computer program that uses knowledge and inferences procedures to solve problems (Daniel Hunt, 1986). Objectives of developing expert system ⢠To enhance the performance of agricultural extension personnel and farmer ⢠To make farming more efficient and profitable ⢠To reduce the time required in solving the problems ⢠To maintain the expert system by continuously upgrading the database Advantages of expert system ⢠Solves critical problems by making logical deductions without taking much time ⢠It combines experimental and conventional knowledge with the reasoning skills of specialists ⢠To enhance the performance of average worker to the level of an expert Limitations of expert system ⢠Expensive computer program ⢠Mostly developed not in regional languages ⢠Requires AC power and internet connection all the time ⢠Complex software requires computer skilled personnel Modules of expert system in agriculture ⢠COMAX: Integrated crop management in cotton ⢠SOYEX: Soybean oil extraction expert system ⢠PLANT/ds: Diagnosis of soybean diseases ⢠MAIZE: Maize expert system for field crop management ⢠SEMAGI: Weed control decision making in sunflowers ⢠Rice Crop Doctor: Developed by National Institute of Agricultural Extension Management (MANAGE) Difference between conventional and expert system of extension Conventional Extension ⢠Universal approachability of same information is a problem ⢠Information is given whatever is available without considering needs and resources ⢠No Cost benefit analysis ⢠Information flow depends on availability of agent ⢠Require users to draw their own conclusion from facts Expert System of Extension ⢠Universal approachability of same information is possible ⢠Information is chosen based on their needs and resources ⢠Cost benefit analysis ⢠Information through Cyber Cafe at any place at any time ⢠Conclusion is drawn based on the decision given by the expert
THE FIDE LAWS OF CHESS. Introduction FIDE Laws of Chess cover over-the-board play. The Laws of Chess have two parts: 1. Basic Rules of Play and 2. Competitive Rules of Play. The English text is the authentic version of the Laws of Chess (which were adopted at the 93rd FIDE Congress at Chennai, India) coming into force on 1 January 2023. Preface. 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 regulated 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/her freedom of judgement and thus prevent him/her from finding a solution to a problem dictated by fairness, logic and special factors. FIDE appeals to all chess players and federations to accept this view. A necessary condition for a game to be rated by FIDE is that it shall be played according to the FIDE Laws of Chess. It is recommended that competitive games not rated by FIDE be played according to the FIDE Laws of Chess. Member federations may ask FIDE to give a ruling on matters relating to the Laws of Chess. BASIC RULES OF PLAY. Article 1: The Nature and Objectives of the Game of Chess 1.1 1.2 1.3 1.4 The game of chess is played between two opponents who move their pieces on a square board called a âchessboardâ. The player with the light-coloured pieces (White) makes the first move, then the players move alternately, with the player with the dark-coloured pieces (Black) making the next move. A player is said to âhave the moveâ when his/her opponentâs move has been âmadeâ. The objective of each player is to place the opponentâs king âunder attackâ in such a way that the opponent has no legal move. 1.4.1 The player who achieves this goal is said to have âcheckmatedâ the opponentâs king and to have won the game. Leaving oneâs own king under attack, exposing oneâs own king to attack and also âcapturingâ the opponentâs king is not allowed. 1.4.2 The opponent whose king has been checkmated has lost the game. 1.5 If the position is such that neither player can possibly checkmate the opponentâs king, the game is drawn (see Article 5.2.2). Article 2: The Initial Position of the Pieces on the Chessboard 2.1 2.2 The chessboard is composed of an 8 x 8 grid of 64 equal squares alternately light (the âwhiteâ squares) and dark (the âblackâ squares). The chessboard is placed between the players in such a way that the near corner square to the right of the player is white. At the beginning of the game White has 16 light-coloured pieces (the âwhiteâ pieces); Black has 16 dark-coloured pieces (the âblackâ pieces). These pieces are as follows: A white king usually indicated by the symbol K A white queen Two white rooks Two white bishops Two white knights Eight white pawns A black king A black queen Two black rooks Two black bishops Two black knights Eight black pawns usually indicated by the symbol Q usually indicated by the symbol R usually indicated by the symbol B usually indicated by the symbol N usually indicated by the symbol usually indicated by the symbol K usually indicated by the symbol Q usually indicated by the symbol R usually indicated by the symbol B usually indicated by the symbol N usually indicated by the symbol Staunton Pieces p Q K B N R 9 2.3 The initial position of the pieces on the chessboard is as follows: 2.4 The eight vertical columns of squares are called âfilesâ. The eight horizontal rows of squares are called âranksâ. A straight line of squares of the same colour, running from one edge of the board to an adjacent edge, is called a âdiagonalâ. Article 3: The Moves of the Pieces 3.1 It is not permitted to move a piece to a square occupied by a piece of the same colour. 3.1.1 If a piece moves to a square occupied by an opponentâs piece the latter is captured and removed from the chessboard as part of the same move. 3.1.2 A piece is said to attack an opponentâs piece if the piece could make a capture on that square according to Articles 3.2 to 3.8. 3.1.3 A piece is considered to attack a square even if this piece is constrained from moving to that square because it would then leave or place the king of its own colour under attack. 3.2 The bishop may move to any square along a diagonal on which it stands. 3.3 The rook may move to any square along the file or the rank on which it stands. 3.4 The queen may move to any square along the file, the rank or a diagonal on which it stands. 3.5 3.6 3.7 When making these moves, the bishop, rook or queen may not move over any intervening pieces. The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. 3.7 When making these moves, the bishop, rook or queen may not move over any intervening pieces. The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. The pawn: 3.7.1 The pawn may move forward to the square immediately in front of it on the same file, provided that this square is unoccupied, or 3.7.2 on its first move the pawn may move as in 3.7.1 or alternatively it may advance two squares along the same file, provided that both squares are unoccupied, or 3.7.3 the pawn may move to a square occupied by an opponentâs piece diagonally in front of it on an adjacent file, capturing that piece. 3.7.3.1 A pawn occupying a square on the same rank as and on an adjacent file to an opponentâs pawn which has just advanced two squares in one move from its original square may capture this opponentâs pawn as though the latter had been moved only one square. 3.7.3.2 This capture is only legal on the move following this advance and is called an âen passantâ capture. 3.7.3.3 When a player, having the move, plays a pawn to the rank furthest from its starting position, he/she must exchange that pawn as part of the same move for a new queen, rook, bishop or knight of the same colour on the intended square of arrival. This is called the square of âpromotionâ. 3.7.3.4 The player's choice is not restricted to pieces that have been captured previously. 3.7.3.5 This exchange of a pawn for another piece is called promotion, and the effect of the new piece is immediate. 3.8 There are two different ways of moving the king: 3.8.1 by moving to an adjoining square. 3.8.2 by âcastlingâ. This is a move of the king and either rook of the same colour along the playerâs first rank, counting as a single move of the king and executed as follows: the king is transferred from its original square two squares towards the rook on its original square, then that rook is transferred to the square the king has just crossed. 3.8.2.1 The right to castle has been lost: 3.8.2.1.1 If the king has already moved, or 3.8.2.1.2 With a rook that has already moved. 3.8.2.2 Castling is prevented temporarily: 3.8.2.2.1 if the square on which the king stands, or the square which it must cross, or the square which it is to occupy, is attacked by one or more of the opponent's pieces, or 3.8.2.2.2 if there is any piece between the king and the rook with which castling is to be effected. 3.9 The king in check: 3.9.1 The king is said to be 'in check' if it is attacked by one or more of the opponent's pieces, even if such pieces are constrained from moving to the square occupied by the king because they would then leave or place their own king in check. 3.9.2 No piece can be moved that will either expose the king of the same colour to check or leave that king in check. 3.10 Legal and illegal moves; illegal positions: 3.10.1 A move is legal when all the relevant requirements of Articles 3.1 â 3.9 have been fulfilled. 3.10.2 A move is illegal when it fails to meet the relevant requirements of Articles 3.1 â3.9. 3.10.3 A position is illegal when it cannot have been reached by any series of legal moves. Article 4: The Act of Moving the Pieces 4.1 4.2 Each move must be played with one hand only. Adjusting the pieces or other physical contact with a piece: 4.2.1 Only the player having the move may adjust one or more pieces on their squares, provided that he/she first expresses his/her intention (for example by saying âjâadoubeâ or âI adjustâ). 4.2.2 Any other physical contact with a piece, except for clearly accidental contact, shall be considered to be intent. 4.3 Except as provided in Article 4.2.1, if the player having the move touches on the chessboard, with the intention of moving or capturing: 4.3.1 one or more of his/her own pieces, he/she must move the first piece touched that can be moved. 4.3.2 one or more of his/her opponentâs pieces, he/she must capture the first piece touched that can be captured. 4.3.3 one or more pieces of each colour, he/she must capture the first touched opponentâs piece with his/her first touched piece or, if this is illegal, move or capture the first piece touched that can be moved or captured. If it is unclear whether the playerâs own piece or his/her opponentâs was touched first, the playerâs own piece shall be considered to have been touched before his/her opponentâs. 4.4 If a player having the move: 4.4.1 touches his/her king and a rook he/she must castle on that side if it is legal to do so 4.4.2 deliberately touches a rook and then his/her king he/she is not allowed to castle on that side on that move and the situation shall be governed by Article 4.3.1. 4.4.3 intending to castle, touches the king and then a rook, but castling with this rook is illegal, the player must make another legal move with his/her king (which may include castling with the other rook). If the king has no legal move, the player is free to make any legal move. 4.4.4 promotes a pawn, the choice of the piece is finalised when the piece has touched the square of promotion. 4.5 4.6 If none of the pieces touched in accordance with Article 4.3 or Article 4.4 can be moved or captured, the player may make any legal move. The act of promotion may be performed in various ways: 4.6.1 the pawn does not have to be placed on the square of arrival. 4.6.2 removing the pawn and putting the new piece on the square of promotion may occur in any order. 4.6.3 If an opponentâs piece stands on the square of promotion, it must be captured. 4.7 When, as a legal move or part of a legal move, a piece has been released on a square, it cannot be moved to another square on this move. The move is considered to have been made in the case of: 4.7.1 A capture, when the captured piece has been removed from the chessboard and the player, having placed his/her own piece on its new square, has released this capturing piece from his/her hand. 4.7.2 Castling, when the player's hand has released the rook on the square previously crossed by the king. When the player has released the king from his/her hand, the move is not yet made, but the player no longer has the right to make any move other than castling on that side, if this is legal. If castling on this side is illegal, the player must make another legal move with his/her king (which may include castling with the other rook). If the king has no legal move, the player is free to make any legal move. 4.7.3 Promotion, when the player's hand has released the new piece on the square of promotion and the pawn has been removed from the board. 4.8 4.9 A player forfeits his/her right to claim against his/her opponentâs violation of Articles 4.1 â 4.7 once the player touches a piece with the intention of moving or capturing it. 4.8. A player forfeits his/her right to claim against his/her opponentâs violation of Articles 4.1 â 4.7 .4.9. If a player is unable to move the pieces, an assistant, who shall be acceptable to the arbiter, may be provided by the player to perform this operation. Article 5: The Completion of the Game 5.1.1 The game is won by the player who has checkmated his/her opponentâs king. This immediately ends the game, provided that the move producing the checkmate position was in accordance with Article 3 and Articles 4.2 â 4.7. 5.1.2 The game is lost by the player who declares he/she resigns (this immediately ends the game), unless the position is such that the opponent cannot checkmate the playerâs king by any possible series of legal moves. In this case the result of the game is a draw. 5.2.1 The game is drawn when the player to move has no legal move and his/her king is not in check. The game is said to end in âstalemateâ. This immediately ends the game, provided that the move producing the stalemate position was in accordance with Article 3 and Articles 4.2 â 4.7. 5.2.2 The game is drawn when a position has arisen in which neither player can checkmate the opponentâs king with any series of legal moves. The game is said to end in a âdead positionâ. This immediately ends the game, provided that the move producing the position was in accordance with Article 3 and Articles 4.2 â 4.7. 5.2.3 The game is drawn upon agreement between the two players during the game, provided both players have made at least one move. This immediately ends the game. COMPETITIVE RULES OF PLAY Article 6: The Chessclock 6.1 âChessclockâ means a clock with two time displays, connected to each other in such a way that only one of them can run at a time. âClockâ in the Laws of Chess means one of the two time displays. Each time display has a âflagâ. âFlag-fallâ means the expiration of the allotted time for a player. 6.2 Handling the chessclock: 6.2.1 During the game each player, having made his/her move on the chessboard, shall pause his/her own clock and start his/her opponentâs clock (that is to say, he/she shall press his/her clock). This âcompletesâ the move. A move is also completed if: 6.2.1.1 6.2.1.2 the move ends the game (see Articles 5.1.1, 5.2.1, 5.2.2, 9.2.1, 9.6.1 and 9.6.2), or the player has made his/her next move, when his/her previous move was not completed. 6.2.2 A player must be allowed to pause his/her clock after making his/her move, even after the opponent has made his/her next move. The time between making the move on the chessboard and pressing the clock is regarded as part of the time allotted to the player. 6.2.3 A player must press his/her clock with the same hand with which he/she made his/her move. It is forbidden for a player to keep his/her finger on the clock or to âhoverâ over it. 6.2.4 The players must handle the chessclock properly. It is forbidden to press it forcibly, to pick it up, to press the clock before moving or to knock it over. Improper clock handling shall be penalised in accordance with Article 12.9. 6.2.5 6.2.6 Only the player whose clock is running is allowed to adjust the pieces. If a player is unable to use the clock, an assistant, who must be acceptable to the arbiter, may be provided by the player to perform this operation. His/Her clock shall be adjusted by the arbiter in an equitable way. This adjustment of the clock shall not apply to the clock of a player with a disability. 6.3 Allotted time: 6.3.1 When using a chessclock, each player must complete a minimum number of moves or all moves in an allotted period of time including any additional amount of time added with each move. All these must be specified in advance. 6.3.2 The time saved by a player during one period is added to his/her time available for the next period, where applicable. In the time-delay mode both players receive an allotted âmain thinking timeâ. Each player also receives a âfixed extra timeâ with every move. The countdown of the main thinking time only commences after the fixed extra time has expired. Provided the player presses his/her clock before the expiration of the fixed extra time, the main thinking time does not change, irrespective of the proportion of the fixed extra time used. 6.4 Immediately after a flag falls, the requirements of Article 6.3.1 must be checked. 6.5 Before the start of the game the arbiter shall decide where the chessclock is placed. 6.6 At the time determined for the start of the game Whiteâs clock is started.6.7. Default time: 6.7.1 The regulations of an event shall specify a default time in advance. If the default time is not specified, then it is zero. Any player who arrives at the chessboard after the default time shall lose the game unless the arbiter decides otherwise. 6.7.2 If the regulations of an event specify that the default time is not zero and if neither player is present initially, White shall lose all the time that elapses until he/she arrives, unless the regulations of an event specify, or the arbiter decides otherwise. 6.8 A flag is considered to have fallen when the arbiter observes the fact or when either player has made a valid claim to that effect. 6.9 Except where one of Articles 5.1.1, 5.1.2, 5.2.1, 5.2.2, 5.2.3 applies, if a player does not complete the prescribed number of moves in the allotted time, the game is lost by that player. However, the game is drawn if the position is such that the opponent cannot checkmate the playerâs king by any possible series of legal moves. 6.10 Chessclock setting: 6.10.1 Every indication given by the chessclock is considered to be conclusive in the absence of any evident defect. A chessclock with an evident defect shall be replaced by the arbiter, who shall use his/her best judgement when determining the times to be shown on the replacement chessclock. 6.10.2 If during a game it is found that the setting of either or both clocks is incorrect, either player or the arbiter shall pause the chessclock immediately. The arbiter shall install the correct setting and adjust the times and move-counter, if necessary he/she shall use his/her best judgement when determining the clock settings. 6.11.1 If the game needs to be interrupted, the arbiter shall pause the chessclock. 6.11.2 A player may pause the chessclock only in order to seek the arbiterâs assistance, for example when promotion has taken place and the piece required is not available. 6.11.3 The arbiter shall decide when the game restarts. 6.11.4 If a player pauses the chessclock in order to seek the arbiterâs assistance, the arbiter shall determine whether the player had any valid reason for doing so. If the player has no valid reason for pausing the chessclock, the player shall be penalised in accordance with Article 12.9. 6.12.1 Screens, monitors, or demonstration boards showing the current position on the chessboard, the moves and the number of moves made/completed, and clocks which also show the number of moves, are allowed in the playing hall. 6.12.2 The player may not make a claim relying only on information shown in this manner.