GTAXL

Welcome To GTAXL!

NEWS

Merry Christmas

Business hours

Monday- Friday:7:00pm- 9:00pm 2nd--8:00pm.- 11:30pm. Saturday-Sunday-6:30am.- 11:30pm. Friday night-8:00pm.-12pm.

SHEDULE

Sunday: Any Game/Pay/Tournament for 21,pool,and air hockey/DS Club XL

 Monday: Any Game/Pay/Tournament for Beat the Deck, nascar hot pass, chess, and checkers/ No DS Club XL

   Tuesday:Limited Gaming,Pool, Air hockey, Chess, and Checkers. Members have Tournaments, all games for tournaments

   Wednesday:Pool, Computer, Air hockey, any card game. No Tournaments.

 Thursday: Any Game and members and guest have to pay No Tournament.

    Friday: Game Table Madness Night/Ticket/Casino/Tournament ALL Games/Pay/Special.

   Saturday: Free Day/Tournament

GAMES

Pool, Ping-Pong, Air Hockey, Chess, Checkers, Bowling, Gameboy, DS, Backgammon, UNO, Tic-Tac Toe, X-card football, Beat the Deck Fire Version, Beat the deck family, Deal or NO Deal, Dice Twice, Jackpot, Spin Wheel, Casino Bash, Casino Bash 2, Let it snow, Token Bash, Jackpot Bash, Dicer Bash, Dice Football, Jackpot 2, Bet Machine, Beat the Players, Dice Machine, 21[blackjack], Darts, Fifty, Beat the dealer,darts  connectors, connet4, beat the deck EXTREME

Ticket INFO

Game Table Madness: $1.00/10 tokens

   GTAXL Holiday Fun:$0.50/1token

  GTAXL Summer Bash $0.50/5 tokens regular price is $25.00 but we are cheap

   Nascar Hotpass:0.50/1token

   

Tournaments rating

    Tournament: 0-1,500 Green

1,501-2,250 Yellow

2,251-3,500 Orange

3,501-5,000 Green two

5,001-7,000 Blue

7,001-9,500 Red

9,501-10,050 Black

10,051-12,050 White

12,051-15,000 Rainbow

15,001-18,000 Silver

18,001-20,000 Gold

20,001-40,000 Ruby

40,001-80,000 Elite

For the rest go to the Control Desk!!!

Rules

Rules

1.     Do not use materials as weapons

2.    Items that go on the table must stay on the table

3.    You have to pay to play games

4.    Put all items back in the right container or where you got it from

5.    Play all games the right way

6.    You may touch the radio on the game table

7.    Do not touch games, info, work, etc. on the control desk

8.    Do not touch anything accept game related things.

9.    Do not cuss

10.                       Do not hit

11.                       Don’t put people’s feelings down

12.                       If you need help or want to play a different game go to the control desk

13.                       Do not damage destruction and property

14.                       No harassment

15.                       No fighting, hitting, or unauthorized touching

16.                       No cheating, plagiarizing, gambling, theft, arson, cursing, improper or suggested dress, murder, rape, gross sexual imposition, felonious sexual penetration, felonious assault, aggregated assault!!!

17.                       Do not carry weapons

 

 

 

 

 

 

 

 

Rules to games

Pool: 4.1  OBJECT OF THE GAME
Eight-Ball is a call shot game played with a cue ball and 15 object balls, numbered 1 through 15. One player must pocket balls of the group numbered 1 through 7 (solid colors), while the other player has 9 through 15 (stripes). The player pocketing either group first, and then legally pocketing the 8-ball wins the game.

4.2  CALL SHOT
In Call Shot, obvious balls and pockets do not have to be indicated. It is the opponent’s right to ask which ball and pocket if he is unsure of the shot. Bank shots and combination shots are not considered obvious, and care should be taken in calling both the object ball and the intended pocket. When calling the shot, it is never necessary to indicate details such as the number of cushions, banks, kisses, caroms, etc. Any balls pocketed on a foul remain pocketed, regardless of whether they belong to the shooter or the opponent. The opening break is not a “called shot.” Any player performing a break shot in 8-Ball may continue to shoot so long as any object ball is legally pocketed on the break.

4.3   RACKING THE BALLS
The balls are racked in a triangle at the foot of the table with the 8-ball in the center of the triangle, the first ball of the rack on the foot spot, a stripe ball in one corner of the rack and a solid ball in the other corner.

Diagram of Table

4.4       ORDER OF BREAK
Winner of the lag has the option to break. The winner of each game breaks in the next. The following are common options that may be designated by tournament officials in advance:

            (a)       Players alternate break.
            (b)       Loser breaks.
            (c)       Player trailing in game count breaks the next game.
 

4.5  LEGAL BREAK SHOT
(Defined) To execute a legal break, the breaker (with the cue ball behind the head string) must either (1) pocket a ball, or (2) drive at least four numbered balls to the rail. When the breaker fails to make a legal break, it is a foul, and the incoming player has the option of (1) accepting the table in position and shooting, or (2) having the balls re-racked and having the option of shooting the opening break or allowing the offending player to re-break.

4.6 SCRATCH ON A LEGAL BREAK
If a player scratches on a legal break shot, (1) all balls pocketed remain pocketed (exception, the 8-ball: see rule 4.8), (2) it is a foul, (3) the table is open. Please Note: The incoming player has cue ball in hand behind the head string and may not shoot an object ball that is behind the head string, unless he first shoots the cue ball past the head string and causes the cue ball to come back behind the head string and hit the object ball.

4.7   OBJECT BALLS JUMPED OFF TABLE ON THE BREAK
If a player jumps an object ball off the table on the break shot, it is a foul and the incoming player has the option of (1) accepting the table in position and shooting, or (2) taking cue ball in hand behind the head string and shooting.

4.8   8-BALL POCKETED ON THE BREAK
If the 8-ball is pocketed on the break, breaker may ask for a re-rack or have the 8-ball spotted and continue shooting. If the breaker scratches while pocketing the 8-ball on the break, the incoming player has the option of a re-rack or having the 8-ball spotted and begin shooting with ball in hand behind the head string.

4.9   OPEN TABLE
(Defined) The table is "open" when the choice of groups (stripes or solids) has not yet been determined.  When the table is open, it is legal to hit a solid first to make a stripe or vice-versa.  Note: The table is always open immediately after the break shot.  When the table is open, it is legal to hit any solid or stripe first in the process of pocketing the called stripe or solid.  However, when the table is open and the 8-ball is the first ball contacted, it is a foul and no stripe or solid may be scored in favor of the shooter.  The shooter loses his turn; the incoming player is awarded cue ball in hand; any balls pocketed remain pocketed; and the incoming player addresses the balls with the table still open.  On an open table, all illegally pocketed balls remain pocketed.

4.10  CHOICE OF GROUP
The choice of stripes or solids is not determined on the break even if balls are made from only one or both groups, because the table is always open immediately after the break shot. The choice of group is determined only when a player legally pockets a called object ball after the break shot.

If the groups have been determined and the player mistakenly shoots at and pockets a ball of the group, the opponent must call a foul on him before he takes his next shot. If he fails to do so, the player automatically takes over the group of balls (solids or stripes) at which he has been shooting during this inning.

4.11  LEGAL SHOT
(Defined) On all shots (except on the break and when the table is open), the shooter must hit one of his group of balls first and (1) pocket a numbered ball, or (2) cause the cue ball or any numbered ball to contact a rail. Please Note: It is permissible for the shooter to bank the cue ball off a rail before contacting the object ball; however, after contact with the object ball, an object ball must be pocketed, or the cue ball or any numbered ball must contact a rail. Failure to meet these requirements is a foul.

4.12  “SAFETY” SHOT
For tactical reasons, a player may choose to pocket an obvious object ball and also discontinue a turn at the table by declaring “safety” in advance. A safety shot is defined as a legal shot. If the shooting player intends to play safe by pocketing an obvious object ball, then prior to the shot, the shooter must declare a “safety” to the opponent. It is the shooter’s responsibility to make the opponent aware of the intended safety shot. If this is not done, and one of the shooter’s object balls is pocketed, the shooter will be required to shoot again. Any ball pocketed on a safety shot remains pocketed.

4.13  SCORING
A player is entitled to continue shooting until failing to legally pocket a ball of his group. After a player has legally pocketed all of his group of balls, he shoots to pocket the 8-ball.

4.14  FOUL PENALTY
Opposing player gets cue ball in hand. This means that the player can place the cue ball anywhere on the table (does not have to be behind the headstring except on opening break). This rule prevents a player from making intentional fouls which would put an opponent at a disadvantage. With “cue ball in hand,” the player may use a hand or any part of a cue (including the tip) to position the cue ball. When placing the cue ball in position, any forward stroke motion contacting the cue ball will be a foul, if not a legal shot. (Also see Rule 3.39.)

4.15  COMBINATION SHOTS
Combination shots are allowed; however, the 8-ball can’t be used as a first ball in the combination unless it is the shooter’s only remaining legal object ball on the table. Otherwise, should such contact occur on the 8-ball, it is a foul.

4.16  ILLEGALLY POCKETED BALLS
An object ball is considered to be illegally pocketed when (1) that object ball is pocketed on the same shot a foul is committed, or (2) the called ball did not go in the designated pocket, or (3) a safety is called prior to the shot. Illegally pocketed balls remain pocketed and are scored in favor of the shooter controlling that specific group of balls, solids or stripes.

4.17  OBJECT BALLS JUMPED OFF THE TABLE
If any object ball is jumped off the table, it is a foul and loss of turn, unless it is the 8-ball, which is a loss of game. Any jumped object balls are not re-spotted.

4.18  JUMP AND MASSÉ SHOT FOUL
While “cue ball fouls only” is the rule of play when a match is not presided over by a referee, a player should be aware that it will be considered a cue ball foul if during an attempt to jump, curve or massé the cue ball over or around an impeding numbered ball that is not a legal object ball, the impeding ball moves (regardless of whether it was moved by a hand, cue stick follow-through or bridge).

4.19   PLAYING THE 8-BALL
When the 8-ball is the legal object ball, a scratch or foul is not loss of game if the 8-ball is not pocketed or jumped from the table. Incoming player has cue ball in hand. Note: A combination shot can never be used to legally pocket the 8-ball, except when the 8-ball is the first ball contacted in the shot sequence.

4.20   LOSS OF GAME
A player loses the game by committing any of the following infractions:  

1.         Fouls when pocketing the 8-ball (exception: see 8-Ball Pocketed On The
            Break).
2.         Pockets the 8-ball on the same stroke as the last of his group of balls.
3.         Jumps the 8-ball off the table at any time.  
4.         Pockets the 8-ball in a pocket other than the one designated.  
5.         Pockets the 8-ball when it is not the legal object ball.  

Note: All infractions must be called before another shot is   taken, or else it will be deemed that no infraction occurred.  

STALEMATED GAME
If, after 3 consecutive turns at the table by each player (6 turns total), the referee judges that attempting to pocket or move an object ball will result in loss of game, the balls will be re-racked with the original breaker of the stalemated game breaking again. The stalemate rule may be applied regard-less of the number of balls on the table. Please Note: Three consecutive fouls by one player in 8-ball is not a loss of game.

9Ball of Pool: 5.1  OBJECT OF THE GAME
Nine-Ball is played with nine object balls numbered one through nine and a cue ball. On each shot, the first ball the cue ball contacts must be the lowest numbered ball on the table, but the balls need not be pocketed in order. If a player pockets any ball on a legal shot, he remains at the table for another shot, and continues until missing, committing a foul, or winning the game by pocketing the 9-ball. After a miss, the incoming player must shoot from the position left by the previous player, but after any foul the incoming player may start with the cue ball anywhere on the table. Players are not required to call any shot. A match ends when one of the players has won the required number of games.

5.2    RACKING THE BALLS
The object balls are racked in a diamond shape, with the 1-ball at the top of the diamond and on the foot spot, the 9-ball in the center of the diamond, and the other balls in random order, racked as tightly as possible. The game begins with cue ball in hand behind the head string.

5.3    ORDER OF BREAK
Winner of the lag has the option to break. In 9-Ball, the winner of each game breaks in the next, unless otherwise specified by the tournament organizer. The following are common options that may be designated by tournament officials in advance:

(a)        Players alternate break.

(b)        Loser breaks.

(c)        Player trailing in game count breaks the next game.

 

5.4    LEGAL BREAK SHOT
The rules governing the break shot are the same as for other shots except:

 

1.                 The breaker must strike the1-ball first and either pocket a ball or drive at least four numbered balls to the rail.

2.                  If the cue ball is pocketed or driven off the table, or the requirements of the opening break are not met, it is a foul, and the incoming player has cue ball in hand anywhere on the table.

3.                  If on the break shot, the breaker causes an object ball to jump off the table, it is a foul and the incoming player has cue ball in hand anywhere on the table. The object ball is not re-spotted (exception: if the object ball is the 9-ball, it is re-spotted).

Diagram of 9-Ball Rack

5.5   CONTINUING PLAY
On the shot immediately following a legal break, the shooter may play a "push out." (See Rule 5.6). If the breaker pockets one or more balls on a legal break, he continues to shoot until he misses, fouls, or wins the game. If the player misses or fouls, the other player begins an inning and shoots until missing, committing a foul, or winning. The game ends when the 9-ball is pocketed on a legal shot, or the game is forfeited for a serious infraction of the rules.

5.6   PUSH OUT
The player who shoots the shot immediately after a legal break may play a push out in an attempt to move the cue ball into a better position for the option that follows. On a push out, the cue ball is not required to con-tact any object ball nor any rail, but all other foul rules still apply. The player must announce the intention of playing a push out before the shot, or the shot is considered to be a normal shot. Any ball pocketed on a push out does not count and remains pocketed except the 9-ball. Following a legal push out, the incoming player is permitted to shoot from that position or to pass the shot back to the player who pushed out. A push out is not considered to be a foul as long as no rule (except rules 5.8 and 5.9) is violated. An illegal push out is penalized according to the type of foul committed. After a player scratches on the break shot, the incoming player cannot play a push out.

5.7    FOULS
When a player commits a foul, he must relinquish his run at the table and no balls pocketed on the foul shot are re-spotted (exception: if a pocketed ball is the 9-ball, it is re-spotted). The incoming player is awarded ball in hand; prior to his first shot he may place the cue ball anywhere on the table. If a player commits several fouls on one shot, they are counted as only one foul.

5.8    BAD HIT
If the first object ball contacted by the cue ball is not the lowest numbered ball on the table, the shot is foul.

5.9    NO RAIL
If no object ball is pocketed, failure to drive the cue ball or any numbered ball to a rail after the cue ball contacts the object ball on is a foul.

5.10   IN HAND
When the cue ball is in hand, the player may place the cue ball anywhere on the bed of the table, except in contact with an object ball. The player may continue to adjust the position of the cue ball until shooting.

5.11   OBJECT BALLS JUMPED OFF THE TABLE
An un-pocketed ball is considered to be driven off the table if it comes to rest other than on the bed of the table. It is a foul to drive an object ball off the table. The jumped object ball(s) is not re-spotted (exception: if the object ball is the 9-ball, it is re-spotted) and play continues.

5.12   JUMP AND MASSÉ SHOT FOUL
If a match is not refereed, it will be considered a cue ball foul if during an attempt to jump, curve or massé the cue ball over or around an impeding numbered ball, the impeding ball moves (regardless of whether it was moved by a hand, cue stick follow-through or bridge).

5.13   THREE CONSECUTIVE FOULS
If a player fouls three consecutive times on three successive shots without making an intervening legal shot, the game is lost. The three fouls must occur in one game. The warning must be given between the second and third fouls. A player’s inning begins when it is legal to take a shot and ends at the end of a shot on which he misses, fouls or wins, or when he fouls between shots.

5.14   STALEMATE
If the referee decides that neither player is attempting to win from the current position, he will announce his decision, and each player will have three more turns at the table. Then, if the referee still feels that there is no progress towards a conclusion, he will declare the rack a stalemate and the original breaker of the rack will break again.

5.15      END OF GAME
On the opening break, the game is considered to have commenced once the cue ball has been struck by the cue tip. The 1-ball must be legally contacted on the break shot. The game ends at the end of a legal shot which pockets the 9-ball, or when a player forfeits the game as the result of a foul.

 

6. 14.1 Continuous1  OBJECT OF THE GAME
14.1 is a nomination game. The player must nominate a ball and a pocket. The player is awarded one point for every correctly nominated and pocketed ball on a legal stroke, and is allowed to continue a turn until failure to pocket a nominated ball or commits a foul. The player can pocket the first 14 balls, but before continuing a turn by shooting at the 15th (and last remaining) ball on the table, the 14 pocketed balls are racked as before, except with the apex space vacant. The player then attempts to pocket the 15th ball in a manner so that the racked balls are disturbed and he can continue the run. The player who scores the predetermined point total for a game (usually 150 in major tournament play or any agreed upon total in casual play) prior to the opponent, wins the game.

6.2    PLAYERS
2, or 2 teams.

6.3    BALLS USED
Standard set of object balls numbered 1-15, plus the cue ball.

6.4    THE RACK
Standard triangle rack with the apex ball on the foot spot, 1-ball on the racker’s right corner, 5-ball on left corner. Other balls are placed at random and must touch their neighbors.

6.5    SCORING
Any ball legally pocketed counts one point for the shooter.

6.6    OPENING BREAK
Starting player must either (1) designate a ball and a pocket into which that ball will be pocketed and accomplish the shot, or (2) cause the cue ball to contact a ball and then a cushion, plus cause two object balls to contact a cushion. Failure to meet at least one of the above requirements is a breaking violation. Offender’s score is assessed a 2-point penalty for each breaking violation. In addition, the opponent has the choice of (1) accepting the table in position, or (2) having the balls re-racked and requiring the offending player to repeat the opening break. That choice continues until the opening break is not a breaking violation, or until the opponent accepts the table in position. The three successive fouls rule does not apply to breaking violations. If the starting player scratches on a legal opening break, he is charged with a foul and assessed a one point penalty, which applies toward the “Successive Fouls Penalties.” The incoming player is awarded cue ball in hand behind the head string, with object balls in position.

 6.7    RULES OF PLAY

 

1.         A legally pocketed ball entitles a shooter to continue at the table until he fails to legally pocket a called ball on a shot. A player may shoot any ball, but before the shot, must designate the called ball and called pocket. Details such as kisses, caroms, combinations or cushions (all of which are legal) need not be indicated. Any additionally pocketed ball(s) on a legal stroke is scored as one point for the shooter.

2.         On all shots, a player must cause the cue ball to contact an object ball and then (1) pocket a numbered ball, or (2) cause the cue ball or any numbered ball to contact a cushion. Failure to meet these requirements is a foul.

3.         When the 14th ball of a rack is pocketed, play stops momentarily with the 15th ball remaining in position on the table; the 14 pocketed balls are then racked (with the space at the foot spot vacant in the triangle). Player then continues, normally pocketing the 15th (or “break” ball) in such a manner as to have the cue ball carom    into the rack and spread the balls to facilitate the continuance of his run. However, player is not compelled to shoot the 15th ball; he may shoot any ball he desires. See Diagram 22 if the 15th ball is pocketed on the same stroke as the 14th ball.

  Cue ball lies    
15th ball lies

In the Rack

Not in the Rack and
not on the Head Spot*

On The Head Spot*

In The Rack 15th ball: foot spot
Cue Ball: in kitchen
15th ball: head spot
Cue Ball: in position 
15th ball: center spot
Cue Ball: in position 
Pocketed 15th ball: foot spot
Cue Ball: in kitchen
15th ball: foot spot
Cue Ball: in position 
15th ball: foot spot
Cue Ball: in position 
Behind Head String,
But not on Head Spot
15th ball: in position 
Cue Ball: head spot 
   
Not behind Head String,
and not in the Rack
15th ball: in position
Cue Ball: in kitchen
   
On Head Spot 15th ball: in position
Cue Ball: center spot 
  *on spot means to interfere with
spotting a ball on the head spot 


4.         A player may call a safety rather than an object ball (for defensive purposes). Safety play is legal, but must comply with all applicable rules. The player’s inning ends when a safety is played, and pocketed balls are not scored. Any object ball pocketed on a called safety is spotted.

5.         A player may not catch, touch or in any way interfere with a ball as it travels toward a pocket or the rack area on a shot (to include catching a ball as it enters a pocket by having a hand in the ball as it enters a pocket by having a hand in the pocket). Doing so is a special “deliberate foul” and is penalized one point for the foul and an additional 15 point penalty, for a total of 16 points. The incoming player then has choice of (1) accepting the table in position with the cue ball in hand behind the head string, or (2) having all 15 balls re-racked and requiring the offending player to shoot under the requirements of the opening break.

6.         If the 15th (un-pocketed) ball of a rack and/or the cue ball interferes with the triangle being lowered straight down into position for racking, refer to the diagram, which indicates the proper manner of relocating balls. (The gray boxes are those situations in which there is no interference, both balls remain in position.)

7.         When a player has the cue ball in hand behind the head string (as after a scratch) and all the object balls are behind the head string, the object ball nearest the head string may be spotted upon request. If two or more balls are an equal distance from the head string, the player may designate which of the equidistant balls is to be spotted.

6.8    ILLEGALLY POCKETED BALLS
All spotted. No penalty.

6.9    OBJECT BALLS JUMPED OFF THE TABLE
The stroke is a foul. Any jumped ball(s) is spotted after the balls come to rest.

6.10   CUE BALL AFTER JUMPING OFF TABLE/SCRATCH
Incoming player has cue ball in hand behind the head string, unless the provision of Rule of Play 6.7.2, 6.7.5 or 6.12 (below) apply to the offender’s foul and dictate alternate choices or procedures.

6.11   PENALTIES FOR FOULS
One point deducted for each foul. Note: penalties are more severe for deliberate fouls (Rule of Play 6.7.5) and third “Successive Fouls” (6.12 below). Incoming player accepts cue ball in position unless foul was a jumped cue ball, pocket scratch, deliberate foul (Rule of Play 6.7.5) or third successive foul.

6.12   SUCCESSIVE FOUL PENALTIES
When a player commits a foul, penalization is one point (or more as appropriate) and a notation is made and posted by the scorer that the player is “on a foul.” The player remains “on a foul” until the next shot attempt, at which time the foul may be removed by successfully pocketing a called ball, or completing a legal safety. If failing to meet these requirements on the next turn at the table, the player is penalized one point. The notation is changed to “on two fouls.” If he fails to meet the requirements of successfully pocketing a called ball or completing a legal safety on the third consecutive turn at the table, penalization is one point and an additional penalty of 15 points is assessed (a total of 18 points for three consecutive fouls equals -18 points). The commission of a third successive foul automatically clears the offender’s record of fouls. “The incoming player has the choice of 1). accepting the balls in position, or 2). having all 15 balls re-racked and requiring the offending player to shoot under the requirements of the opening break. Rules for the opening break apply.” It should be emphasized that successive fouls must be committed in successive turns (or playing attempts), not merely in successive innings. For example, if a player ends inning six with a foul, steps to the table for inning seven and fouls (he is “on two fouls”), and then starts inning eight with a legally pocketed ball before scratching on his second shot attempt of the inning, he has not committed three successive fouls, even though there were fouls in three successive innings. As soon as he legally pocketed the ball to start inning eight, he cleared the two fouls. He is, of course, “on one foul” when he plays the first stroke attempt of inning nine.

6.13   SCORING NOTE
The deduction of penalty points can result in negative scores. A running score can read “minus one,” “minus two,” “minus 15,” etc. (A player can win a game with a score of 150 while the opponent has scored but two fouls. The final score would read 150 to -2.) If a player fouls on a shot that has not pocketed a ball, the point penalty is deducted from his score at the end of the previous inning. If a player fouls and pockets a ball on the same shot, that ball is spotted (not scored) and the point penalty is deducted from his score at the end of the previous inning.

6.14   STALEMATE
If the referee decides that neither player is attempting to win from the current position, he will announce his decision, and each player will have three more turns at the table. Then, if the referee still feels that there is no progress towards a conclusion, he will declare a stalemate and the original breaker at the start of the game must execute a new break shot.

 

21(Black Jack): Introduction

Blackjack is a popular American casino game, now found throughout the world. It is a banking game in which the aim of the player is to achieve a hand whose points total nearer to 21 than the banker's hand, but without exceeding 21.

In Nevada casinos the game is generally known 21 rather than Blackjack, and the holding of an ace with a 10-point card is called a "natural".

Confusingly, the name Black Jack is used in Britain for an entirely different card game which is essentially the same as Crazy Eights.

The following outline explains the basic rules of standard blackjack (21), along with the house rules most commonly featured in casinos. Players should bear in mind, though, that blackjack rules vary from casino to casino, and check for local variations before playing.

Equipment

Blackjack is played with an international 52-card deck without jokers. Casinos normally use several decks mixed together (called a shoe), both in order to speed up the game (with more cards in play you don't have to reshuffle after every single hand) and to make card counting more difficult (card counting is a technique used to gain an advantage over the casino by keeping track of the proportions of different value cards remaining in play.)

The number of decks differs from casino to casino, but there can be anything from two to eight decks in the shoe. The re-shuffling frequency also differs from casino to casino, and of course depends on the number of decks used. Frequent re-shuffling is another way to diminish the value of card counting.

In casinos, blackjack is played on a specially designed table. There is a permanent dealer employed by the casino, and room for up to eight simultaneous players, playing against the dealer. Each player has a designated playing area in front of him where cards are placed and bets are made.

The betting limits should be clearly posted on a sign on the blackjack table. Normally, some of the most important rules, such as "Blackjack pays 3 to 2" and "Dealer must draw on 16 and stand on all 17's" are printed on the table.

To play blackjack you need chips to bet with, and you typically buy your chips directly from the dealer. When there is a break in the action, you simply put cash on the table and the dealer will change it for an equal value of playing chips.

The standard denominations for casino chips are:

  • white chips = $1
  • red chips = $5
  • green chips = $25
  • black chips = $100

Home game blackjack

When you play blackjack at home, you should take turns being the dealer, to ensure fairness in the game (unless the player who is hosting the game specifically has stated that he or she wants to act as the house the entire game and the other players agree to this.)

You can switch dealer every hand, every five hands or whatever you decide. If you're playing with a single deck of cards, the best idea is to re-shuffle after every hand. Of course, you don't need a fancy blackjack table to play the game, but you will need at least one pack of cards and something to bet with - cash, chips or maybe matches.

Betting and winning

Each player at the blackjack table has a circle or box to place bets in. There will always be a minimum bet and a maximum bet for the table. The maximum bet is normally ten to twenty times the minimum bet, meaning that a table with a $5 minimum would have a $50 to $100 maximum. Each player decides how much to bet on a hand before the deal.

Each hand will result in one of the following events for the player:

  • Lose - the player's bet is taken by the dealer.
  • Win - the player wins as much as he bet. If you bet $10, you win $10 from the dealer (plus you keep your original bet, of course.)
  • Blackjack (natural) - the player wins 1.5 times the bet. With a bet of $10, you keep your $10 and win a further $15 from the dealer.
  • Push - the hand is a draw. The player keeps his bet, neither winning nor losing money.

Game objective

Although many players may play in a single round of blackjack, it's fundamentally a two-player game. In blackjack, players don't play against each other; and they don't co-operate. The only competition is the dealer.

The aim of the game is to accumulate a higher point total than the dealer, but without going over 21. You compute your score by adding the values of your individual cards.

The cards 2 through 10 have their face value, J, Q, and K are worth 10 points each, and the Ace is worth either 1 or 11 points (player's choice).

The deal and "blackjack"

At the start of a blackjack game, the players and the dealer receive two cards each. The players' cards are normally dealt face up, while the dealer has one face down (called the hole card) and one face up.

The best possible blackjack hand is an opening deal of an ace with any ten-point card. This is called a "blackjack", or a natural 21, and the player holding this automatically wins unless the dealer also has a blackjack. If a player and the dealer each have a blackjack, the result is a push for that player. If the dealer has a blackjack, all players not holding a blackjack lose.

The player's turns

After the cards have been dealt, the game goes on with each player taking action - in clockwise order starting to dealer's left.

First, the player must declare if he wants to take advantage of the side rules (explained below). You can only use the side rules once, when it's your turn to act after the deal.

Then the player can keep his hand as it is (stand) or take more cards from the deck (hit), one at a time, until either the player judges that the hand is strong enough to go up against the dealer's hand and stands, or until it goes over 21, in which case the player immediately loses (busts).

In most places, players can take as many cards as they like, as long as they don't bust, but some casinos have restrictions regarding this.

The dealer's turn

When all players have finished their actions, either decided to stand or busted, the dealer turns over his hidden hole card.

If the dealer has a natural 21 (blackjack) with his two cards, he won't take any more cards. All players lose, except players who also have a blackjack, in which case it is a push - the bet is returned to the player.

If the dealer doesn't have a natural, he hits (takes more cards) or stands depending on the value of the hand. Contrary to the player, though, the dealer's action is completely dictated by the rules. The dealer must hit if the value of the hand is lower than 17, otherwise the dealer will stand.

Whether or not the dealer must hit on a soft 17 (a hand of 17 containing an ace being counted as 11) differs from casino to casino. There might even be blackjack tables with different rules within the same casino.

Showdown

If the dealer goes bust, all players who are left in the game win. Otherwise players with higher point totals than the dealer win, while players with lower totals than the dealer lose.

Players with a blackjack win a bet plus a bonus amount, which is normally equal to half their original wager. A blackjack hand beats any other hand, also those with a total value of 21 but with more cards.

As described above, if the dealer has a blackjack, players with blackjack make a push, while all other players lose.

Blackjack Side Rules

Above, the basic rules of blackjack are described. In addition, numerous side rules allow for more intricate betting strategies. You can use these side rules immediately after the deal, before you take any more cards. You cannot, for example, take a third card and then decide to double down.

The most widely practiced options are explained below:

Insurance

When the dealer's face-up card is an ace, each player gets the chance to bet on whether the dealer has a blackjack or not. This is done before any other player actions.

The insurance wager equals your original bet and is used to cancel out the likely loss of this bet. A winning insurance bet will be paid at odds of 2:1, and since you lose your original bet, you'll break even on the hand. Strategy guides tend to advice against taking insurance.

Surrender

If you have a bad hand compared to the dealer's hand (judging from what you can see of it,) you can give up the hand and reclaim half your bet. The casino keeps the other half uncontested. You need a really bad hand match-up for a surrender to be profitable, such as 16 vs the dealer showing a 10.

At some casinos, surrenders will not be allowed if the dealer has a blackjack (which he then checks for immediately after the deal). If the dealer has a blackjack, no surrenders will be granted and you'll lose the entire bet - unless you also have a blackjack, in which case it's a push. This side rule variation is called late surrender.

Splitting

When you get two starting cards of the same face value, you have the option to split the hand in two. You place another bet of the same size as the original bet and play on with two hands. (Note that it is legal to split 10-point cards even if they do not form a pair - for example you could split a jack and a king.)

When you've decided to split a hand, the dealer immediately deals a second card to each hand. Now, if you're dealt yet another pair, some casinos allow you to split the hand again, while others don't.

When you're done splitting, each of your hands will be treated separately, meaning that you will take cards to your first hand until you stand or bust, and then carry on with the next hand.

If you split aces, you are dealt a second card to each hand as usual, but you are not allowed to take any further cards (unless you are dealt another ace and split again). All hands resulting from splitting aces remain as two-card hands.

If the second card dealt to a split ace is a 10-point card you do not receive the blackjack bonus for this hand. It does however win against an ordinary 21 made of more than two cards. If the dealer also has a blackjack the result for this hand is a push as usual. In many places the same rule (no blackjack bonus) is played if an ace is dealt as the second card to a 10-point card after splitting.

Doubling Down

If you're fairly sure that your hand will beat the dealer's, you can double your original bet. You're sometimes allowed to double down for any amount up to the original bet amount. In most casinos you may double down on any hand, but some casinos require an opening hand worth 11, 10 or 9.

When you've chosen to double down, you'll only get one more card from the dealer.

Air Hockey: SECTION I. Basic Rules of Play

1. The first player to accumulate seven (7) points wins the game.

2. When the puck enters and drops inside a player's goal, the player's opponent receives one point (unless play had been suspended by the referee or the offensive player had committed a foul during or prior to the shot.)

3. After each game, players will alternate tablesides.

4. The player scored upon receives possession of the puck for the next serve.

5. A player may hand serve the puck only after it has entered his goal.

6. A player may play with only one mallet on the playing surface at one time. Violation results in a foul.

7. The puck may be struck with any part of the mallet.

8. The puck cannot be "topped" by lifting the mallet and placing it on the top of the puck. This cannot be done at any time whether before a serve or after a serve during play. Violation constitutes a foul. Using the mallet to bring an airborne puck to the table or opponent's goal is not a topping violation no matter which side or edge of the puck is contacted.

9. Only one puck may be in play at a given moment.

10. A player has seven (7) seconds to execute a shot, which crosses the centerline. The seven (7) seconds begins as soon as the puck enters and remains on that player's side of the centerline. Violation of this rule is a foul.

11. When the puck is in contact with any part of the centerline, either player may strike the puck.

12. A player may stand anywhere around the table on his/her side of the centerline. He/she may not stand past that line.

13. If any part of a player's hand, arm, body, or clothes touches the puck, "palming" will be called by the referee, which constitutes a foul.

14. Each player may take one time-out per game. The time-out may be no longer than 10 seconds.

15. A player may exercise his/her time-out only when the puck is in his/her possession or not in play.

16. A player must make a clear indication of time-out so that the referee understands the player's intention.

17. When a player is scored upon, the player will have ten seconds to remove the puck from the goal and place it in play. In the event that the puck has scored and it is stuck in the goal, the referee will call an official time out and the ten-second rule will be suspended until the situation is resolved.

 

SECTION II. Legal Objects

A. Sanctioned Tables

1. All sanctioned tables must meet USAA standards.

a. List of Approved Tables (full-size models)

  • Dynamo Brown Top
  • Dynamo Blue Top
  • Dynamo Purple Top
  • Dynamo Photon (Ice Blue Top) w/ thin centerline
  • Brunswick Blue Top

b. Tables must be broken-in.

2. "Conditional Approval" may be granted on a situational basis by the USAA Board of Directors. This means that both players must agree to play on the table.

3.  Tables with a long overhead light are not sanctioned for tournament use.

B. Mallets

1. Mallets (strikers) must be approved by game referees as meeting the requirements of the USAA. USAA requirements are as follows:

  • Weight must be 6 oz. or less.
  • Diameter must be less than 4-1/16".
  • Color may be any except that the outside rim must be of a different color than game surface of table.
  • The mallet must consist of the same material and be uniform and symmetrical throughout its circumference.

2. No mallet may be altered by sloping the playing surface in order to create an angled striking or defending surface.

C. Pucks

1. Three pucks are approved by the USAA for sanctioned events: The "lexan-yellow", the "lexan-red" and the "Dynamo green".  The "lexan-yellow" will be used unless both players agree to use another puck.

2. Pucks may not be changed during a game unless both players agree or unless the referee insists due to clear non-playability of the puck. Such a change in pucks must, if possible, be to the same kind of puck.

3.  Pucks must have at least one layer of white plastic tape on the top side.  Pucks with more then one layer of tape may be used only if both players agree.

D. Other Objects

1. Shields are approved for play if they are at a right angle to the top of the table and both players agree to play with them.

2. Devices for attaching mallet to hand (i.e. bands, straps, strings, handles, and/or gloves) are legal as long as they do not affect the puck during play.

 

SECTION III. Beginning the Game

1. Every official match begins with a face-off. A coin toss is first used to determine starting sides. The player winning the coin toss chooses which side to begin on. The winner of the face-off will begin games 3, 5 and 7 with the puck. His opponent will begin the games 2, 4 and 6 with the puck.

2. A face-off is when the puck is placed flat on the center of the table by the referee with the players allowed to advance to within one inch of the puck. A player's mallet may not touch the centerline until the referee releases the puck, at which time normal centerline rules will be in effect.

Once both players are positioned, the referee will call "players ready" then wait 1, 2, 3, or 4 seconds before releasing the puck. When the referee releases the puck, the players may go for it.

The referee should make a determined effort to release the puck without causing any motion to it. If the puck attains excessive motion, the referee may declare the face-off null and redo it. If the puck goes off the table, the face-off is repeated.

If either player contacts the puck before the referee releases it then a false start has been committed. Each player is allowed one false start with no penalty. If a second false start is committed then the innocent player receives possession.

3. The following constitute winning a face-off: A score on the opponent or gaining the first clear possession without fouling. A puck that has not yet left the centerline cannot constitute possession for either player.

4. During any face-off at center of the table, the centerline rules are still in effect.

5. Every game after the first begins when the referee calls "in play" after ascertaining that both players are ready. In case of any excessive delay by either player to give an affirmative indication of their readiness, the referee will proceed to call "in play".

 

SECTION IV. In Play vs. Out of Play

1. The legal bounds of play are the table's playing surface, the walls of the rails, the front faces of the goals, the interiors of the goals, and the player's mallets. If the puck touches any other object(s) while it is in play, whether by interference or by foul (unless the foul is nullified) it is considered out of bounds and therefore instantly out of play.

2. A puck, which grazes the top of the rail, is out of play even if it returns to the table surface. If the puck bounces off a shield and returns to the table, the puck is out of play.

3. When the puck is in play, the referee should only grant a time-out if the player calling time-out demonstrates control of the puck. A puck breaking the vertical plane of the goal face can never be considered controlled. A player must never assume that the referee has granted a time-out and should therefore stay at the ready until the referee officially calls time-out.

4. A player calling an additional time-out after his first receives an automatic conduct warning from the referee. The referee should announce " time-out," issue the warning by announcing, "conduct warning - extra time-out," and immediately call " time-in." If the non-offending player was not in possession of the puck, the referee should ask that player if he/she is ready before announcing "time-in." A referee may suspend this penalty if the offending player attempts to call an extra time-out because of injury.

5. If interference occurs during a shot which scores and interference is called by referee, the point does not count. Interference is defined as foreign objects on the table or playing surface, obvious unnecessary noise or distractions or actions by spectators that cause distractions to any or all players, and/or any other incident so deemed by referee. The puck returns to the player who possessed it prior to the interference.

6. When the puck leaves the playing surface and contacts anything except a player's mallet, play is suspended until the puck is put back into play by the referee. True, even if it touches top of flat rail surface.

 

SECTION V. Scoring

1. If the puck stops in the goal yet has tilted and broken the horizontal plane of the goal then a score has occurred. If a puck stops in the goal and does not tilt, thereby not breaking the horizontal plane, then the player may either hand the puck to the other player or try to work the puck out of the goal using legal play methods.

2. If the puck rebounds out of the goal mouth, the point does not count. A puck which rebounds out of the goal mouth and strikes the defending player's hand, and rebounds back into the goal does count.

3. If a puck hits a player's hand on its way into the goal, the point counts as long as the puck would have scored without the contact.

4. If a score occurs after the table loses power, the point will count only if the puck was struck prior to the table losing power.

5. If a player takes a shot and drops his mallet and the puck enters his/her own goal for a score without it being deflected by the defensive player, the point counts. The player is permitted to stop the puck with hands or body. No point would be scored if the puck enters the opponent's goal due to the distraction. If a player shoots and the defense loses the mallet, the defense may not use hands or body to stop the shot if the shot occurred prior to or simultaneously with the losing of the mallet. The point counts if it scores.

6. If a player commits a foul and is scored upon in the course of the same play the goal counts and the penalty is nullified.

 

SECTION VI. Penalties & Fouls

1. Foul: The penalty for a foul is forfeiture of the puck.

2. Technical Foul: The penalty for a technical foul is a free shot taken by the innocent player at the unprotected goal of the guilty player. After a free shot, play immediately begins when the puck either scores, rebounds from the goal, touches the opponent's end of the table (not sides), or comes to a rest on the playing surface. All free shots must be legal.

3. Unnecessary or excessive delay of game is considered a foul and loss of puck results. Stalling is included in this ruling of delay (referee decision).

4. If the puck rises from the table and touches the defensive player's hand(s) or arm(s), no foul need be called.

5. If an offensive player hits a puck and the puck wobbles, hitting the hand of the defensive player, but not changing the perceived speed and direction of the puck, then no foul occurs.

6. "Goal-Tending": If "palming" occurs while the puck is moving in a direct path towards the goal for a score, "goal-tending" must be called against the player doing the "palming." "Goal-tending" incurs a technical foul.

7. When a player loses total control of his own mallet while the puck is in play the player commits a foul.

8. When the puck is struck in an offensive manner, leaves the playing surface, and remains off the table, the player causing such action commits a foul.

9. Any player violating a centerline rule commits a foul.

10. Distractive Noise: Talking to an opponent, a spectator, a referee, or oneself during play may be penalized by a foul. Loud noises and excessive screaming can also be considered distracting. A referee may warn a player before calling a foul at his/her discretion. Intentional or excessive, distractive talking may be penalized by a "conduct warning" in addition to a foul. Possible distraction violations, which directly lead to a score or a change of possession, should be scrutinized more seriously by a referee when determining whether to ignore, warn or penalize the potential violation.

11. If the puck and mallet of the offensive player are both completely on the offensive player's side, the defensive player may not strike either the puck or mallet. Also, the offensive player may not strike the defensive player's mallet in this situation when the defensive player's mallet is completely on his own side. Violation of this rule constitutes a foul.

12. If in the course of hitting the puck legally, a player's mallet extends partially (but not completely) over the centerline, no foul shall be called if his mallet contacts the opposing player's mallet.

13. Although a mallet is allowed to overreach the centerline, the mallet may never completely extend over the centerline -- even when following through on a shot. The mallet may never extend further than its diameter across the centerline. Violation of this rule constitutes a foul.

14. Any player who, on his hand serve, makes a score in his opponent's goal without there having been an offensive shot made on the puck, since the time that the puck was in play, commits the foul of tossed score. In other words, a player cannot just toss the puck into the opponent's goal. The illegal score shall not create a point, and the player who was illegally scored upon shall have the right to hand serve as the penalty imposed upon the fouling player.

15. If the defensive player strikes the puck in an offensive manner (with forward momentum) and causes the puck to leave the playing surface, this constitutes "charging the puck". The offensive player retains possession of the puck. Conversely, a defensive player who "blocks" by holding steady or by striking the puck sideways or backwards, causing the puck to leave the table, should not be charged with "charging."

16. If the referee decides that excessive force was used by the defensive player in knocking the puck off the table, the player commits a foul.

 

SECTION VII. Player Conduct

1. UNSPORTSMANLIKE CONDUCT WARNING: A foul is incurred upon the second conduct warning received in a match. A technical foul is incurred upon the third conduct warning received in a match. A fourth conduct warning results in forfeiture of the current game. A fifth conduct warning results in forfeiture of the match. A referee issues the conduct warnings immediately but must wait until after the game to record the details on the back of the match card. Actions that should receive "conduct warnings" include, but are not limited to:

a. Excessive or abusive arguing with the referee

b. Cursing directed towards the referee

c. Speaking loud and vulgar obscenities

d. Verbal or physical assault of another player, spectator, or referee

e. Actions that endanger spectators

f. Destruction of property

g. Actions that discredit the sport, as decided on by the USAA Board

h. Taunting of another player (includes but not limited to: cursing your opponent, verbally defaming them, or making obscene gestures)

i. Intentional or excessive distracting noise

2. If a referee feels a player has committed extreme unsportsmanlike conduct, the referee may issue multiple "conduct warnings" for one single action. A referee may issue enough "conduct warnings" to cause a forfeiture of a game or match immediately if he/she feels the penalty is warranted.

 

SECTION VIII. Player Rights

1. Players of a Challenge Match may play without a referee at their own risk of irreconcilable controversies.

2. Before competition begins, a player has the right to play under the stipulation that no special time-outs for the purpose of clearing sweat from the table be called. Unless a player requests this stipulation from the referee either player may request the referee to clean the table during a game.

3. If a referee coaches a player or engages in any questionable behavior, the opposing player may protest to a Head Referee or ultimately to the Tournament Committee for a decision.

4. An appeal may be made from either player not in agreement with the referee's decision. However, the appeals from an Official Air-Hockey Competition and a Challenge Match go to different bodies.

a. The appeal goes to the Head Referees in an Official Air-Hockey Competition. The Head Referees may overturn the original referee's decision only if the matter is an incorrect understanding of the rules. After the correct rule is understood, the original referee's interpretation of the evidence according to the rules is final. The appeal in this situation must be made immediately after the occurrence or after the end of the game in which the disagreement took place. When the next game is begun, no appeal may be made.

b. The appeal goes to the USAA Board of Directors after a challenge match. These directors decide whether the appeal is valid and, if so, have the right to make any decisions they deem necessary.

5. If a player desires spectators or players to be quieter while he/she is playing, he/she should ask the referee to request quiet from the crowd. If the referee does not believe the noise to be unusual, then the referee does not have to request the quiet. The player desiring quiet must not abuse the crowd.

6. During a challenge match players have a maximum of one minute in between games, however either player may choose to take one 2 minute break in between games each set. This may be extended in emergencies.

7. A player is allowed to change mallets at any time during play.

8. If a puck is flipping around on its edge on one player's side of the table, then the player may wait for it to stop.

 

SECTION IX. Referee Authority & Responsibilities

1. Each game in a USAA Sanctioned Air Hockey Tournament shall be refereed. The referee will act as an unbiased observer insuring that the game is played in a correct, fair, and sportsmanlike manner.

2. The referee has the authority to declare "in play", "time-in", or "time-out". He/she also has the power to impose penalties and enforce all the rules of the sport.

3. The referee must never coach a player whom he/she is refereeing.

4. The referee will signal with his arm in the direction of the player who won the face-off.

5. When the game is out of play as a result of a foul the referee will ask the player not in possession of the puck if that player is ready before the referee announces "in play" (or "time-in"). In case of any excessive delay by the player not in possession of the puck to give an affirmative indication to the referee that he/she is ready, the referee may proceed to put puck in play. The referee must place a puck that is off the table back into play by either physically releasing it or by acknowledging the release of the player.

6. The referee has the final word on any decision during the game that is in adherence to the rules. He/she may consult others if he/she wishes to do so.

7. Referee may call an official time-out of a reasonable duration if he agrees that the situation warrants it (i.e. sanding the puck, interference, emergencies).

8. Referees should caution players to desist from striking pucks that are obviously spinning top-like on the table. A foul may be called. Such pucks may be kept on the table by use of the mallet.

9. If a referee doesn't suspend play immediately after a foul, but his/her voice or gesture interferes with continued play to the point of distraction, the puck should be returned to the player not committing the foul. A player must never assume that a foul will be called and stop his/her play. The puck remains in play until the referee suspends play and then decides the nature of the foul and the moment of play in which it occurred.

10. If a puck is flipping around on its edge on one player's side of the table, then the referee will suspend the seven-second rule until the puck rests flat.

11. Lifting the mallet from the table and striking the puck is legal. However, if the referee can show clear damage to the table, the player causing such damage to the table must cease use of whatever method of play causes it. The referee may also at any time disallow a technique that he/she deems destructive to property or dangerous to players and/or spectators.

12. The referee shall verbally state the score of the game after each point is scored. He/she shall also verbally declare the game count of the set after each game is completed, and set count after each set, if applicable.

13. If a foul occurs and the innocent player plays the puck before the referee has time to suspend play and grant him possession of the puck, the referee may choose not to call the foul.

14. The referee should caution players not to tilt their mallets so as to descend past a 40-degree angle when touching the puck with the mallet. Otherwise, their action can be considered "topping" the puck, which incurs the penalty of a foul.

15. In the case of a centerline or topping violation, the referee shall not stop play if the innocent player gains immediate possession of the puck.

 

SECTION X. Tournament Procedures

1. Players have a maximum of two minutes in between games during a tournament match. This may be extended in emergencies.

2. Players may take a maximum 15-minute break between sets during a tournament or challenge match. This may be extended due to emergencies.

3. When a match is called, both players have 15 minutes to report to the referee or the tournament director. The clock begins when the match is called and does not stopped ticking until both players report. If there is not a response within 10 minutes, then the next match is called. For a player who has not reported by 15 minutes, one point is lost, and then one additional point for each minute afterwards. This will continue until the player finally reports to the referee or the tournament director. Any penalties assessed by this rule are mandatory and are NOT up to the discretion of the offending player's opponent.

4. If a player has been informed personally that his match is up for play, the player has five minutes to report to the table for competition. If the player does not comply by the end of five minutes, he loses one point per game and then one point per game per minute thereafter.

5. Players who do not referee a match that they are responsible to referee, or who do not provide a referee acceptable to the players when the players are ready, face the possible penalty of conduct warnings and/or more severe penalties at the discretion of the tournament committee. The referee does have a maximum 5-minute break if he/she has just finished competing.

6. During later matches on the last day of a tournament, players are granted permission to watch three games of an ongoing match, even if the time for their match has come.

7. Players must inform either of the two Head Referees if the players are leaving the tournament premises. Players should provide specific information as to their whereabouts and length of absence. If Head Referees are unavailable, chart personnel must be consulted.

8. Players who voluntarily forfeit out of a tournament are not entitled to their prize money or prizes. The USAA may make exceptions to this rule in extreme cases. The unclaimed prizes return to the tournament sponsors.

9. The USAA reserves the right to photograph or videotape any tournament play desired by the camera crew and to use it as players request. Players may refuse to permit flashbulbs or extreme lighting to be used during their match by camera people.

10. The USAA and tournament sponsors are not responsible in any way for loss resulting from injury during or traveling to and from any of its sanctioned events. Each participant and spectator assumes full and total responsibility for health and safety and agrees that the USAA and its sponsors are held harmless.

11.  During a USAA Swiss event, once a match is officially called and time is written on the match card by the current chart keeper in charge, players have five (5) minutes to get to their match table.  After five (5) minutes, they lose a game.  Thereafter, they lose a game for each five (5) minutes.  Example: if a player shows up nine (9) minutes late they have lost one game and may begin play.

12. Once the seeds are determined for a national level or higher double-elimination event, the randomization of each group will occur publicly by hat draw by the tournament committee. Randomization is as follows: 1 & 2 are not randomized. 3 & 4 are randomized together. 5 & 6 are randomized together. 7 & 8 are randomized together. 9 through 12 are randomized together. 13 through 16 are randomized together. 17 through 20 are randomized together. 21 through 24 are randomized together. 25 through 28 are randomized together. 29 through 32 are randomized together. 33 & above are not randomized.

 

 

 

A Beginner's Guide to Chess Rules

from Lasker's Manual of Chess
2nd World Chess Champion E. Lasker

ChessCentral is where you can learn the rules of chess. The rules for chess are not hard. You will find all the chess rules here so that you can begin to play the game!

The game of Chess has a history that at all times has awakened interest but of which very little is known. We know some fables treating of the origin of the game, fables that are true to history only in so far as they lay the place of origin in Asia and the time of origin in a very distant past. Games similar to Chess have been discovered on Egyptian sculptures. Written documents, a thousand years old, referring to Chess, have been found. The game of Chess of those days was not, however, the game that we now know. No doubt, Chess has undergone many changes and who knows whether Draughts, or, more precisely, a game related to Draughts, was not a forefather of our Chess.

The European career of Chess began a thousand years ago. At that time it was an admired favorite in Spain, the game of the noble and the learned. In feudal castles and at the courts of princes it was cultivated; it was praised in artistic poems. For centuries it remained the aristocratic, noble, royal game, accessible only to a refined taste. Later, it penetrated through Italy and France, and at last it found a home wherever the foot of the white man trod.

Chess, as pointed out, has changed, but in its attire, in its forms only, by no means in its essence, its idea. That has remained unchanged all through the many centuries of its life. To discover this idea is therefore not difficult: at all times Chess has had the will, the intent, the meaning of picturing a war between two parties: a war of extinction, conducted according to rules, laws, in a cultured manner, yet without clemency. This becomes evident from the rules of the game almost at first sight.

The Chess Board

Let's start chess rules by looking at the chess board. The most ancient and most enduring feature of Chess is certainly the board, the table upon which it is played on the field of the Chess struggle. It consists of 64 parts everyone a small square, in their totality composing a large square. In eight rows and, perpendicularly thereto, in eight lines the 64 squares are ordered. Consequently one can draw a Chessboard by halving the side of a big square three times in succession.

The technical process of producing a Chessboard is therefore very simple, and the logical conception, neither is apprehension of the board complicated. The perception of the 64 squares by the eye is no so easy, but it has been facilitated by the use of color. The squares are alternately colored black and white, so that from time immemorial the Chessboard looks as follows:

Blank Chess Board for Chess Rules

It is of importance that the student of Chess should know the board very accurately; he should be able to visualize each square in its individual position as well as in its relations to its neighboring squares. For this reason the board has been divided into three regions: the middle and the two wings. The left wing is composed of the first and second line to the left, the right wing in the same way by the two extreme lines on the right hand, and the middle is formed by the four remaining lines, the third, fourth, fifth and sixth. In the center of this middle, four squares are situated, which form the intersection of the fourth and fifth line with the fourth and fifth row. These four squares in the center of the board have, for strategic purposes, the greatest significance.

To describe the events on the Chessboard briefly and exactly, a name has been given to every one of the 64 squares; in olden times a descriptive name, in our time, where the science of Nature and of Mathematics has become so prominent, a mathematical name. This mathematical name reminds us of a system of coordinates in the manner as introduced by Descartes. Accordingly, the eight lines, running upwards, are successively designated by the numbers 1, 2, 3, 4, 5, 6, 7, 8, and the eight rows running from left to right, are successively designated by the letters a, b, c, d, e, f, g, h. The "a" line, "b" line, through the "h" line is therefore a certain line; the first row, second row, through the eighth row is a certain row. Since each square belongs to one line and to one row only, its line and row unambiguously designate it. For instance, "b5" is that one square on the b file that belongs to the fifth row. According to custom the letter precedes the number: one writes b5, never 5b. Thus this notation has the advantage of naming each square without ambiguity.

Of the other notation, the descriptive one, which is in use in many countries and also in the Anglo-Saxon world, we shall speak more fully later on.

In the mathematical notation, the division of the board described above would read as follows: the left wing "a" and "b" files, the right wing "g" and "h" files, the middle c, d, e, f line, the center d4, d5, e4, e5. The boundary of the board is formed by the "a" file, the "h" file, the first rank, the eighth rank. The corners are a1, a8, h1, and h8.

The student should endeavor to acquire the habit of designating the squares and of visualizing their position. There are many Chess players who fail merely from their incapacity to master this geometrical task, not suspecting its value.

Chess Rules for the Chess Pieces

The armies combating each other on the board consist of Black and White pieces. The White pieces form the one side, the Black pieces the antagonistic side. The two sides are briefly called White and Black. The coloring of the piece therefore determines its obedience and fidelity, unconditionally. A piece never deserts to the enemy, nor does it ever rebel; it is faithful unto death. True, if it falls in combat, it wanders from the board merely into a box where the captured pieces are kept until the next game; then it celebrates a merry and hopeful resurrection.

White and Black have equal forces. Each has a King, a Queen, two Rooks (or Castles), two Bishops, two Knights, and eight Pawns. Either party, therefore, counts sixteen pieces. The pieces stand on the board until they are captured, each piece on one square, no two pieces on the game square. At the start of the game the pieces are placed in a determined position shown hereafter, and then they are moved, the players moving alternately. Thus a struggle of the Chess pieces takes place according to determinate rules, until the King of a party is captured by force or the contestants agree upon a drawn issue.

The pieces are usually carved of wood. The King has the appearance of a crowned monarch, the Queen bears a smaller crown, the Rooks or Castles suggest sturdy castles, the Bishops have a characteristic headdress, the Knights show a horse's head, and the Pawn is like a man without distinction, a man of the crowd, a common soldier.

Chess Pieces for Chess Rules

The move consists in transferring a piece from one square to another. White "moves" a white piece, Black a black one. Sometimes two pieces are thus put into motion, namely, when a hostile piece is "captured," i.e., removed from the board, or in "Castling," or in "Queening" a Pawn, terms which will be explained later. All of this is executed according to fixed rules which the player is constrained to obey.


Chess Rules for Moving

The King moves from its square to a neighboring square, the Rook in its line or row, the Bishop diagonally, the Queen may move like a Rook or a Bishop, the Knight jumps in making the shortest move that is not a straight one, and the Pawn moves one square straight ahead. But such moves are permitted only if the square upon which the piece lands is empty or occupied by a hostile piece. Moreover, the Rook, Bishop and Queen are obstructed in their motion as soon as they strike an occupied square. Thus, a Bishop on c1 may go to any square in the diagonal c1, d2, e3, f4, g5, h6 unless one of these squares is occupied; if e3 is occupied, f4, g5, and h6 are obstructed and the Bishop may not be moved there. The Rook, Bishop or Queen, however, can "capture" the obstruction, provided it is a hostile piece, by putting the moving piece on the square occupied by the obstruction and removing the latter into the box. Also, the other pieces, King, Knight and Pawn, may capture hostile men; the King or the Knight, whenever they have the right to move to the square held by the hostile man, the Pawn, however, not thus but with a diagonal move forward to a neighboring square. All pieces are subject to capture except the King. Its life is sacred, the player must defend it, it perishes only when no possible resource can save it from capture. Whenever that occurs the game is at an end; the player who cannot save his King from capture, is ‘Checkmate’, and loses the game.

These rules are not complete, besides they are too brief so that the reader cannot be expected to obtain a clear conception through them, but they serve as an initial step in that they produce a vivid impression of the Chess struggle. We shall now consider them in detail and at length in order to illuminate the various logical consequences that come thereby into play.

The King

The King may move from the square it occupies to any square satisfying the following conditions:

1. A neighbor to the square of occupation.

2. Not occupied by a man of its own party.

3. Not menaced by any hostile piece.

Once during the game the King may violate the first of these rules, namely, in Castling, otherwise never. In Castling, the King is moved TWO squares to the Right or Left, as the case may be, and the Rook towards which the King has moved is then placed upon the square which the King jumped over. But this move is not permitted when

1. The King is in "Check," i.e., menaced with capture.

2. The King or Rook has already made a move.

3. The move of the Rook is obstructed.

4. The King or Rook after Castling would be exposed to capture.

What has been said here in dry words may now be presented pictorially.

Chess Rules the King

The White King placed on c2 has only ONE possible move, to wit, to b2. It may go there, because firstly, that square is neighbor to c2; secondly it is not occupied by a man of its own party but a hostile one; and thirdly, the square b2 is not menaced by any enemy, neither the Black King nor the Black Rook, nor the Black Pawn in their present positions being able to capture a piece on b2. On the other hand, the White King could make no other move; it cannot move to b1 or d1, on account of the Black Rook, nor to b3 or d3, on account of the Black Pawn, nor to d2 because of the White Pawn standing there, still less to c1, where two slayers would await it, nor to c3, which is menaced by Bishop b2 and obstructed by a White Pawn besides. To other squares it cannot move since they are not neighbors to its present residence.

The reader may demonstrate that in the above position also the Black King has only one possible move, namely, to g7.

Chess Rules the King again

Black to move. His King is "Checked" because menaced by the White Queen. The King cannot capture the Queen since g7 is threatened by Pawn f6; the King can go nowhere else for the White Queen threatens its place of refuge; the White Queen can be captured by no Black piece. The King can therefore not be saved, the "Check " is a "Mate," "Checkmate"; Black has lost the game.

Chess Rules - Castling

The two Kings and the four Rooks still stand where they stood at the commencement of the game. Let us suppose that hitherto none of these pieces has moved. White, if he has the move, can Castle with Rook h1 by placing it on fl and simultaneously jumping with King to g1; or he can Castle with Rook a1 by placing it on dl and jumping with King to c1. Black, if it is his turn to move, can Castle with Rook as, whereby King and Rook occupy the squares c8, d8 respectively. But he cannot Castle with Rook h8, because the White Queen would attack the Rook after Castling and therefore Castling is illegal.

In practice the player will be well advised always to move the K first and then his R when making this move.

The Rook or Castle

Chess Rules - the Rook

The Rook at c2 has the following possible moves: to b2, d2, e2, f2 and capture of g2. It cannot go to c1 or c3 because it is under obligation to guard its King against the White Rook g2. The Rook c4 can go to a4 or b4 or d4 or capture e4 but cannot capture f4 because Rook e4 is an obstruction; it may also go to c8, c7, c6, c5 or c3 but not to c2 or c1 owing to the obstruction of Rook c2. The Rook e4 has only two squares open to it, d4 and c4, and the Rook g2 no less than 12 squares, any square of the "g" file and all but two squares of the second row: h2, f2, e2, d2, c2, g1, g3, g4, g5, g6, g7, g8.

The name "Castle" is rarely if ever used in modern chess literature for this piece.

The Bishop

Chess Rules - The Bishop

In this position three Bishops are on the board, c3, c4, f6; also three Rooks, c1, d2, f7, and of course the two Kings - the Kings never being captured - on a1 and g8. Since the Bishops move diagonally, Bishop c3 can capture f6, and vice versa. But the Bishop c3 cannot capture Rook d2 because the Bishop is forced to protect its King against Bishop f6 by obstruction. The Bishop c4 can capture Rook f7; this piece is immobile since it is pinned by the Bishop c4. The number of squares to which in the above position the Bishops might move, is therefore found to be for c4 = 10 (a2, b3, d5, e6, f7, b5, a6 d3, e2, f1); for f6 = 9 (h8, g7, e5, d4, c3, e7, d8, g5, h4); for c3 = 4 (b2, d4, e5, f6).

 


Chess Rules

The Queen

Chess Rules - the Queen

In this position two Queens, a Rook, a Bishop and the two Kings are on the board. The Black Queen a4 which can move like a Rook or like a Bishop has the following moves at its disposal: to b4, c4, d4, capture on e4, a1, a2, a3, a5, a6, a7, a5, b5. c6, d7, b3, capture of c2. The White Queen, however, has a very limited range, because it is "pinned" by the Rook e8. If the pin would be released it could go to h7 and there, supported by the Bishop c2, Checkmate the King; as it is, the Queen must either capture the Rook e5 or suffer capture by that piece.

The Knight

Chess Rules - the Knight

Here are four Knights on the board, and a Rook and a Bishop and the two Kings. Two of the Knights are immobile, Knight e2 on account of the Bishop h5 and the Knight g7 because of the Rook g3: they must protect their Kings. The Knight f5 can move to one of the following squares : e7, d6, d4, e3, g3 (whereby it captures the Rook) h4, h6. The shortest jump on the Chessboard is, namely, to take two squares (in the air) in a line or row and one square perpendicularly thereto. That movement allows to Knight f5 eight possibilities, but in the above position one of these, on the square g7, is taken away by the obstruction of a Knight partisan to Knight f5. The Knight f6 has eight possible moves: it threatens the hostile King, "gives Check," or "Checks," and the King will have to fly, for instance, to f7, in order to save himself.

The Pawn

Chess Rules - the Pawn

Here you see 16 Pawns, therefore all that were in the box, and two Rooks, one Bishop, one Knight, the two Kings besides. At the beginning of the game the White Pawns are placed on the second row and the Black Pawns on the seventh row; thence they move or capture ahead towards the enemy, the White Pawns from below upwards, the Black Pawns in the opposite direction. For instance, Pawn d4 may capture e5 and conversely, because the Pawns, though moving ahead in their file, capture obliquely, always advancing towards the enemy.

The above position shows three immobile Pawns, "blocked" Pawns: g3, g4, and f7. Pawn g3 is blocked by g4, because the Pawn does not capture straight ahead but obliquely. The position shows nine Pawns standing on the squares where they stood at the start of the game: a2, b2 e2, f2, h2, a7, b7, c7, f7; they have not moved yet; the other seven Pawns have advanced during the progress of the game. The Pawn d4 has two possible moves: to advance to d5 or to capture e5. The Pawn c3 has only one possible move: to advance to c4.

Now the rule was introduced about four centuries ago that Pawns in their initial position and which are not blocked may advance one or two steps according to the plan of the player. This rule made the game more lively, and therefore the Chess world accepted it in time. For instance, Pawn a2 may advance to a3 or to a4 in one move.

With this rule a difficulty arose. Its object was to accelerate the pace of the Chess events and to add to their variety, but it betrayed sometimes the obvious rights of the opponent. To illustrate this point, observe the two Pawns f2 and g4. The Pawn g4 stands on guard over f3. If f2 advances to f3, g4 can capture it; thus it had been for many centuries; after the introduction of the new rule Pawn f2 could evade Pawn g4 by advancing at once to f4 and could then molest Black unpunished. Naturally, the Pawn g4 on guard felt itself deceived, when the hostile Pawn crept through the advance posts. There were scenes of hot dispute. It could not be the meaning of the innovation to make the advancing Pawn immune. And finally justice was victorious: the Pawn standing on guard was acceded the right of capture, just as if the Pawn trying to slip through had advanced one step only; but the Pawn on guard cannot defer this movement but must execute it without loss of time as an immediate reply to the attempted advance. If, for instance, in the above position White moves f2-f4 Black may answer g4 captures f3, thus executing his original intention of capturing the Pawn on f3. This species of capture is named "capture in passing" or, with the French expression capture "en passant". If the Pawn, after f2-f4, is not immediately captured by g4 "in passing," it stays unmolested on f4 and has thereafter to contend only with the hostile Pawns of the f and e files.

The Pawns only advancing ahead arrive, in advancing row by row finally to the eighth row where according to the rule they would come to a barrier and would be immobile. Should this signify their death? Should they now become useless after having done their duty and fought their way through the ranks of the enemy? That would not be in keeping with justice. Since in a struggle it is honorable to draw upon oneself the fire of the enemy and to do him harm, the Pawn advancing to the last row is rewarded by becoming an "officer" in its army; it is changed for a Queen, Rook, Bishop or Knight, according to the will of the player; it is promoted to a higher rank since officers have much more mobility and value than Pawns.

Chess Rules - Pawn again

If it is White's turn to move here, he may advance Pawn e7 to e8, change it for a Queen and call Mate. If it is Black's turn to move, he can advance f2 to f1, demand a Knight and Checkmate White.

The Initial Position

Chess Rules - Initial Position

From time immemorial the men are placed at the beginning of the game in the order shown above, and White makes the first move. In the corners stand the Rooks, on the first row the White officers in the order R, N, B, Q, K, B, N, R; the corner to the right of White is white; in the second row stand the White Pawns, in the seventh row the Black Pawns and in the eighth row the Black officers, everyone opposite to a White officer of its own kind, the Queen opposite the Queen, the King opposite the King, and so forth. The White Queen is placed on a white square, the Black Queen on a black square, the Queen therefore on a square of its own color - a remnant of feudal gallantry.

The End of the Game; Checkmate (Mate), Stalemate, Draw

With a Checkmate the game is decided, but not every game ends with a Mate.

If he whose turn it is to move can make no legal move and yet his King is not checked he is not checkmated though the game necessarily is at an end. Such a conclusion of the game is called a Stalemate, a useless, a false, an unproductive Mate, briefly "Stalemate." He who is Stalemated does not lose the game nor win it either, because loss of the game is suffered only by him who is, "Checkmated" and an essential condition therefore is that the King should be in Check, whereas in a Stalemating position the King is not in Check.

Again when neither of the opponents believes he has the power to end the game by administering Checkmate, the game is undecided, "drawn", by mutual agreement. This agreement may be voluntary or compulsory. Compulsory when the two opponents repeat their moves, going backwards and forwards without changing their position, compulsory also when for fifty moves in succession no essential changes, no advance towards the final goal can be demonstrated, by either player. This demonstration, such is the accepted law, is achieved when during these fifty moves no capture nor the advance of a Pawn has been performed, for these are, by common consent, the outward, the visible signs of an essential change.

Chess Rules - Initial Position 2

Here White is to move, Black menaces Checkmate in two ways, either by Qh3 captures h2 or plays to g2. White cannot defend the threat, he therefore tries to attack the opponent by giving Check with Qb6 to a6. Black is forced to reply Ka8 to b8. Now Qa6 to b6 again checking. The pinned Pawn cannot capture, hence Kb8, -c8 or -a8. Again Qb6-a6, Ka8 (c8)-b8. And the Checks have no end, the game is drawn by Perpetual Check.

The Function of Strategy

Herewith the rules and laws of the game are laid down; according to the very same rules play the beginner and the veteran, the duffer and the master. Whoever does not follow these rules does not play Chess; whoever follows them belongs to the community of Chess players that counts many millions.

What distinguishes the Chess players, all of whom follow the same rules, is called strategy: the plan, meaning, intent, force, briefly the reason of their moves.

This reason is no different from all reason, but a part of it, grown on its body, possessed of its force and conditioned by its pains. On the same tree where a little branch hangs, called the logic of Aristotle, there hangs another branch named Strategy in Chess.

We have now covered the chess rules. The next step is chess strategy.

It is tough to know what chess books, software and e-books to study when you just start out. There is a big gap between knowing how to move the pieces and studying strategy and tactics. These chess e-books and chess software are presented here to help bridge that gap and get you quickly on the road to chess success!