Rule 1.
Competitive Spirits Engaged.
The entire mission of a good Chess and Whiskey tournament is to bring culture, camaraderie, and community to a cheerful , competitive environment. Therefore all participants must show a sense of sportsmanship, effort, generosity, and style, remaining actively engaged in the tournament. Dress code includes a sports coat.
Rule 2.
A Taste for every Match.
To win in simply a chess tournament, one simply wins the most chess matches. However, To win a Chess&Whiskey, one must compete at chess under the influence of distilled alcohol. At the start of each game, both players pour themselves at least 1 fingers of whiskey. Players names are recorded next to their choices. At the conclusion of each match, the results are recorded, the players shake hands and finish their glasses together. No player may advance to the next round without finishing their taste from previous. Any foul play in this matter must be brought to the host attention and the Tournament Master. Admission does include a bottle of high end whiskey
Rule 3.
Know how to play before playing begins
We will follow all rules of chess. The obvious ones to know are En Passasnt and castling. Make sure your board is setup correctly. Bottom left corner should be a black square. Queen sits on her own color.
Rule 4.
The Clock is ticking.
All official games are to be timed. The length of each round is to be decided by the host. The general recommendation is 15 min games. If a timer is not played during the game, both players receive a loss. This includes friendlies. All tournament matches must take precedence, and enough boards must be available to continue the schedule of play. While friendlies remain encouraged and are integral part of the event, they are not to interfere, delay or usurp boards and time from the competition. It is very important to strictly follow this rule as it is the only way to assure progress and fair competition in the tournament.
Rule 5.
Blunder or no, You touch you go.
Especially as the event plays out, intoxication and challenge increases. Inevitably there will be blunders and mistakes made during play. These are to be accepted and seen through. The piece you touch during your turn is the piece you must move. Maintaining this order will increase the efficiency of the tournament and decrease the opportunity for disagreement and confusion to arise.
Rule 6.
Win, Loose, but no Draw.
A draw may not be offered nor received. A Stale Mate is the only way to end in a tie and is worth .5 points on the scoreboard.
NOT A RULE BUT JUST GOOD PRACTICE: After the result of the Game is Recorded it is common courtesy to reset the board for the next game.