06 Sep '12 03:32>2 edits
I found information on the current USCF Rules on Tournament Play and I copied and pasted the relevant parts to who wins when the time has expired. I think it is confusing the way it is worded. For it first states that a player wins on time when his or her opponent flag falls, or if using a digital clock, when the clock reads zero or –1.
But then it states requirements and exceptions to the time rule. After carefully reading it, I have to apologize to greenpawn because due to the exceptions, it appears he is right and I am wrong in the case he cited with K + Q vs K, because an exception comes under the heading 3c. Insufficient mating material, in which the person with the K + Q can claim a draw based on insufficient mating material by his opponent before or after he runs out of time. I thought once he had run out of time that was it.
Draws
A game can also end in a draw. Nobody wins or loses, and each player gets ½ a point. There are many paths that end in a draw.
1. Agreement- both players agree that the game is likely to be a draw.
2. Insufficient mating material. (Don't ever use this phrase on a date!)
3. Stalemate
4. Three move repetition
5. Both players run out of time
6. 50 Move rule
Draw #5- Double Time Forfeit
If both players run out of time, it's a draw. If both players have run out of time, but there's checkmate on the board, the checkmater wins the game. Position takes precedence over the clock.
1 . The clock
1c. Winning on time-
A player wins on time when his or her opponent flag falls, or if using a digital clock, when the clock reads zero or –1.
However, the winning player must claim this victory before his own flag falls or he is checkmated. In the first case, the game is determined a draw. In the second case, checkmate overrules the fallen flag and the checkmater wins.
Remember: A spectator or a T.D is not allowed to call the flag. (This confuses many foreign opponents, because in the official rules of FIDE, the international chess federation, a T.D is permitted to call "time." )
3. Claiming draws
3c. Insufficient mating material
Call a tournament director over before or after your flag falls to claim this draw. If a player wins on time, but has insufficient mating material, the game will be recorded as a draw.
3d. Insufficient winning chances
When a player is low on time, but has a completely winning game, he or she can try to claim a draw by asserting that the opponent has insufficient winning chances. Nowadays, most Tournament Directors refrain from making such high stake decisions and instead give the players a digital clock and allow them to decide the result by using an increment or time-delay, usually five seconds. As long as the player completes each move within five seconds, was low on time can win if her opponent refuses the draw and insists on playing it out with the digital clock.
But then it states requirements and exceptions to the time rule. After carefully reading it, I have to apologize to greenpawn because due to the exceptions, it appears he is right and I am wrong in the case he cited with K + Q vs K, because an exception comes under the heading 3c. Insufficient mating material, in which the person with the K + Q can claim a draw based on insufficient mating material by his opponent before or after he runs out of time. I thought once he had run out of time that was it.
Draws
A game can also end in a draw. Nobody wins or loses, and each player gets ½ a point. There are many paths that end in a draw.
1. Agreement- both players agree that the game is likely to be a draw.
2. Insufficient mating material. (Don't ever use this phrase on a date!)
3. Stalemate
4. Three move repetition
5. Both players run out of time
6. 50 Move rule
Draw #5- Double Time Forfeit
If both players run out of time, it's a draw. If both players have run out of time, but there's checkmate on the board, the checkmater wins the game. Position takes precedence over the clock.
1 . The clock
1c. Winning on time-
A player wins on time when his or her opponent flag falls, or if using a digital clock, when the clock reads zero or –1.
However, the winning player must claim this victory before his own flag falls or he is checkmated. In the first case, the game is determined a draw. In the second case, checkmate overrules the fallen flag and the checkmater wins.
Remember: A spectator or a T.D is not allowed to call the flag. (This confuses many foreign opponents, because in the official rules of FIDE, the international chess federation, a T.D is permitted to call "time." )
3. Claiming draws
3c. Insufficient mating material
Call a tournament director over before or after your flag falls to claim this draw. If a player wins on time, but has insufficient mating material, the game will be recorded as a draw.
3d. Insufficient winning chances
When a player is low on time, but has a completely winning game, he or she can try to claim a draw by asserting that the opponent has insufficient winning chances. Nowadays, most Tournament Directors refrain from making such high stake decisions and instead give the players a digital clock and allow them to decide the result by using an increment or time-delay, usually five seconds. As long as the player completes each move within five seconds, was low on time can win if her opponent refuses the draw and insists on playing it out with the digital clock.