Thursday 23 August 2012

Jeux pour mariage

J'ai trouvé ça sur le net, j'ai pas tout regardé, peut-etre que des chose t'interresseront : Le mot croisé
Faire une grille de mots croisés sur les mariés et les mettre à disposition sur les tables. Chaque table = 1 équipe. Les invités ont ensuite un temps déterminé pour remplir la grille (si vous faites une gazette, vous pouvez y mettre des indices) A la fin du temps imparti (10 minutes), les grilles sont ramassées. L'équipe qui a rempli la grille au maximum et le plus juste, participe à un jeu de danse. Meter une danse sympa et les gens doivent danser. Les invités applaudissent les danseurs et le meilleur gagne la jarretière. (mettez des accessoires pour faire encore plus rigolo. 







Le concours de danse :
Sélectionner 4 couples (si vous avez des rigolos, n'hésitez pas). Sélectionner 4 danse (un rock, disco, slow et Lambada par exemple) Mettez quelques accessoires de déguisement à disposition Le premier couple doit danser sur la 1ère chanson pendant environ 3 minutes (et il a le droit de se déguiser). Et ainsi de suite pour les 3 autres couples. Ensuite les invités doivent applaudir pour la danse qu'ils ont préférée et le couple gagnant reçoit la jarretière. Le but de ce jeu est non seulement d'être acclamé par les autres invités, mais de les faire rire d'où l'idée des accessoires pour se déguiser.

Le Lancé de JarretièreLa mariée lance le bouquet non ? Alors pourquoi ne pas demander au marié de faire le lancé de Jarretière.
Sympa non ?

La Jarretière-Tombola
Les gens achètent des tickets et il y a plusieur lots à gagner rigolos et humoristiques (voir les lots tombolas sur mon site 3w.idees-mariage.com, sous animations avec participation active puis Tombola). Lors du tirage au sort, le premier prix sera la Jarretière et il y a d'autres prix à distribuer.

La Jarretière -poème ou la Jarretière à gags ?
Préparer pleins de petits papier et stylos sur une table. Les invités devront faire un joli poème qui contient le mot jarretière (ou une gag avec ce mot) et mettent le mot dans une boite (ou alors préparer un file avec des pinces à linge et les gens les mettront dessus). A la fin, les mariés lisent les poèmes (ou gags) et le meilleur gagne la jarretière.

Qui devines, la gagne
Les gens doivent trouver le poids total des mariés. Celui qui se rapproche le plus du poids, la gagne. (à noter sur un petit carnet) Lorsque tout le monde aura fait son pronostic, le mari portera la mariée dans ses bras et ils monteront sur la balance.

Gagner la Jarretière grâce aux ballons
Préparer des petits cartons ou feuilles. Sur certains vous écrirez "monter" et sur d'autres "descendre".


Les fausses jarretières
Alors j'avais fabriqué une dizaine de fausses jarretières avec de la dentelle sur élastique et un petit noeud. Il y avait autant de couples qui jouaient que de jarretières. Les filles se sont assises sur des chaises, et ont enfilé une jarretière, sur laquelle on a fixé une punaise pointe vers le haut. On avait gonflé une 50aine de ballons qu'on a posés sur la scène. Au top départ, les garçons devaient aller attraper les ballons avec leur bouche sans l'aide des mains, les poser sur les genous des filles (par couple) et éclater le ballon en s'asseyant dessus. Le premier qui en a éclaté 5 a gagné le droit d'aller retirer la jarretière de la mariée! Les mariés faisaient l'arbitrage, et on a mis la musique de Benny Hill, c'était super !


LES ANIMATIONS SANS PARTICIPATION ACTIVE DES INVITES ET/OU DES MARIES
Voici les animations sans participation. Au fait il s'agit d'occupations pour les invités. Ils ne participent donc pas activement à une animation mais ont des choses à faire quand ils en ont envie. Cela permet aux gens de se lever de table entre chaque assiette.

La BD spéciale mariée
Pour le mariage de l'une de mes amies, j'avais scanner une page de BD sympa et j'avais effacé le contenu des bulles. Il y en avait une par table. Chaque table a ensuite rempli les bulles et la BD la plus drôle était désignée par les mariés et la table gagnait un prix. Et je peux vous dire que certaines BD étaient vraiment à mourir de rire.

Le questionnaire humoristique
J'ai préparé un questionnaire rigolo sur les mariés. Chaque personne devait répondre aux questions et ensuite il y avait un tirage au sort. Le questionnaire était rigolo et j'y avais ajouté des belles photos marrantes sur les mariés. Très joli et les invités gardaient le questionnaire et nous rendaient que la feuille-réponses.

Les sucres souvenirs
Sur chaque table, poser un morceau de papier blanc, un sucre, un petit papier d'emballage et un ruban. Pendant la soirée, les invités écrivent un petit mot sympa sur le papier, le plie et le mette sur le sucre et emballe le tout avec le papier d'emballage et l'attache avec le ruban. Ensuite les mariés en ouvre un chaque jour avec leur café. Je l'ai fait pour mon mariage et j'ai adoré. Les messages de mes parents m'ont beaucoup touché et certains petits mots étaient extraordinaires.

Le Puzzle à reconstituer
Pour mon mariage, j'ai fait un montage photo très original. J'ai mis une jolie photo de nous deux au centre et sur chaque côté des photos de nous de petits à plus grand et j'ai posé 3 pièces à chaque place et, pendant le souper, les invités se levaient et aller reconstituer le puzzle.

Le poème des mariés
Transformez un joli poème connu (le corbeau et le renard par exemple) avec une petite histoire des mariés. C'est sympa et ça décore joliment la table. Par exemple mettez un menu, un poème, un menu, un poème, etc ...

Les appareils photos jetables
Mettez un appareils photos jetable sur chaque table et laissez les invités faire des photos. C'est très sympas car ensuite vous verrez pleins de choses que vous n'aviez pas vu et surtout votre propre mariage vu par d'autres regards. Moi j'ai adoré et j'en ai même fait un album.

Le domino géant
Très original mais prend du temps. Prenez des photos de vos invités, l'une quand ils étaient petits et l'autre récente. Constituer des pièces de dominos (par exemple la maman de la mariée + photo du mari enfant = 1 pièce). Chaque invité aura une pièce et devra trouver qui est le bébé afin de reconstituer le domino géant. Ca peut être rigolo et cela oblige les gens à se parler,donc à faire connaissance.

L'arbre des voeux
Prenez des branches sèches (par exemple décorations de Pâques) et mettez-les dans un grand pot. A côté sur une table, mettez des petits morceaux de papiers et des jolis rubans colorés. Pendant la soirée, les invités peuvent écrire un petit mot à l'attention des mariés, l'enroule et l'attache, à l'aide du ruban, sur l'arbre. Cela fera une jolie décoration et les mariés pourront ouvrir un petit mot de temps en temps.

La chanson personalisée
Transformez les paroles d'une jolie chanson connue en racontant l'histoire des mariés. Par exemple "Aux Champs Elysées" de Joe Dassin (chanson très connue) revue et corrigée en racontant la rencontre des mariés. Entre deux plats, faire lever les gens et chanter tous ensemble la chanson. Ca mettra une super ambiance et la deuxième fois que vous la chanterez elle sera encore plus réussie.

L'album des invités ou Livre d'Or
Mettez un album dans un coin et demandez à l'un de vos invités (un témoin par exemple) de faire des photos des invités. Ils la colleront ensuite dans le livre et y mettrons un texte. Au début les photos seront sérieuses et plus la soirée avancera plus elles seront marrantes. Ou alors faire le Livre d'Or de la meilleure grimace et chaque invité devra faire un grimace. Cela pourrait donner un album plein d'humour.

L'ancien grand amour de la mariée
Certainement que la mariée avait une poupée ou une peluche fétiche lorsqu'elle était petite. Alors préparez une lettre que vous lirez pendant la soirée. Il faut simplement dire que les invités ont reçus un télégramme de quelqu'un d'important et qu'il a été demandé de le lire à haute voix. Commencer à lire le texte voir le texte

Le Tableau Photo
Prévoyez une grande pancarte blanche dans un coin de la salle et mettez des stylos, colle (ou étiquettes autocollantes pour photo) sur une table. Une personne sera alors chargée de faire des photos des convives et ces derniers prennent la photo, la colle sur la pancarte et y mettent un petit mot.
L'idéal serait de mettre la pancarte de telle sorte que les mariés de la voient pas et ils pourront ainsi la découvrir à la fin.

Le Tableau d'art
Pareil que pour le tableau photo mais faite une grille sur la pancarte (au crayon à papier pour pouvoir l'effacer ensuite) (par exemple 100 petits carrés si 100 invités). Ensuite, mettez des feutres à disposition des invités.
ls pourront ensuite dessiner quelque chose dans un petit carré ou mettre un petit mot et signer.
A la fin, effacer la grille faite au crayon à papier et offrez ce tableau aux mariés (ne les laissez pas voir l'œuvre avant la fin). Vous serez étonné de voir à quel point cela est joli. Une amie à moi en a fait un à son mariage et l'a mis dans son salon, il est d'une grande beauté.



c'est genre la chaise musicale sans la musique ... c'est à dire qu'on prend le point de départ donc les chaises avec une en moins du nombre de candidats au jeu ... et puis après on demande de trouver un objet (une cravatte ... un briquet, un lacet ... ) et le dernier arrivé est eliminé ... ça fait participer tout le monde en fait et je trouve ça marrant ... (en assistant à ce jeu on m'avait sauté sur le pied pour me prendre un lacet et je ne connaissais même pas la personne )
après faut voir si on offre des cadeaux a tous ... ou bien un gage au perdant !!!



jeu du tee-shirt:
Au moment de l'apéritif, une fille et un garçon d'honneurs ont chacun un tee-shirt. La fille doit le faire signer par tous les hommes présents et le garçon par toutes les filles présentes.Le premier qui a terminé a gagné. Les tee-shirts sont offerts en souvenir aux mariés.
Un petit jeu original et très sympa

jeu "lui & elle"

Lui a 2 petits panneaux avec les inscriptions "moi" et "elle". Elle aussi possède les siens avec "lui" et "moi". Il peut n'y avoir qu'un panneau écrit sur chaque façe. Dos à dos et sans tricher, chacun brandit l'une ou l'autre des faces en fonction des questions posées. Vous pouvez compliquer en impliquant la famille et les témoins et en leur donnant des pancartes « c'est lui » ou « c'est elle ».

Quizz

Quelle est cette belle chanteuse americaine blonde née le 2 decembre 1981 à Mc Comd, dans le Mississipi? elle a vendu plus de 200 millions de disques à travers le monde dont deux disques de diamants pour ses opus ...Baby One More Time et Oops!...I Did It Again.

 Quel est le nom de c'est 4 chanteurs americains appartenant au goupe "black eyed peas"??


















 
 de son vrai nom Peter Gene Hernandez, est né le 8 octobre 1985 à Honolulu (Hawai), est un auteur, compositeur, interprete et producteur de musique américain. Il grandit dans une famille de musiciens et fait ses débuts dans la musique en produisant d'autres artistes, au travers de l'équipe de production The smeezingtons avec Philip Lawrence et Ari Levine. Qui est il?








 

né le 21 janvier 1981 à Medianeira, est un Chanteur bresilien. Membre du groupe Grupo Tradição, connu au Brésil avec les tubes Barquinho, O Caldeirão, Pra Sempre Minha Vida, A Brasileira, et Eu Quero Você. Il est également auteur-compositeur, danseur et joue de l'harmonica, de la guitare, de l'accordeon. Sa carrière prend une ampleur internationale grâce au titre Ai se eu te pego. Qui suis je?
 né Nivaldo Batista Lima le  3 septembre 1989 à Presidente Olegário, est un chanteur bresilien. Connu avec les tubes Inventor dos Amores, Cor de Ouro. Lima est devenu mondialement connu grâce à la popularité de la chanson Balada boa.
(née Onika Tanya Maraj) est une chanteuse, rappeuse américano-trinidadienne née le 8 décembre 1984 à Port-d'Espagne à Trinité-et-Tobago.

les jeux video evolution

Voyez a qu'elle point les jeux video on evoluer...

Remontons jusqu'en 1952, ou Mr Douglas a inventer le premier jeux sur EDSAC
(Electronic Delay Storage Automatic Calculator).
Les premier jeux n'avait qu'une simple utilite; les graphics etait, pour l'epoque, incroyable !! Mais comparer au jeux de maitenant il ne vaillent rien....

Diablo III

    Diablo III
  • Realisee en : Mai 15, 2012
  • Gentre: Action, jeu de role
  • Diablo retour pour une troisieme installation de la populaire franchise
 
 
 
 
 
Voila un petit apercu de la chance qu'on a de pas etre nee en 1952 !! ;)

Coal danger for the planet ?!

The classification of coal is generally based on the content of volatiles. However, the exact classification varies between countries. According to the German classification, coal is classified as follows:
German Classification English Designation Volatiles % C Carbon % H Hydrogen % O Oxygen % S Sulfur % Heat content kJ/kg
Braunkohle Lignite 45-65 60-75 6.0-5.8 34-17 0.5-3 <28,470
Flammkohle Flame coal 40-45 75-82 6.0-5.8 >9.8 ~1 <32,870
Gasflammkohle Gas flame coal 35-40 82-85 5.8-5.6 9.8-7.3 ~1 <33,910
Gaskohle Gas coal 28-35 85-87.5 5.6-5.0 7.3-4.5 ~1 <34,960
Fettkohle Fat coal 19-28 87.5-89.5 5.0-4.5 4.5-3.2 ~1 <35,380
Esskohle Forge coal 14-19 89.5-90.5 4.5-4.0 3.2-2.8 ~1 <35,380
Magerkohle Non baking coal 10-14 90.5-91.5 4.0-3.75 2.8-3.5 ~1 35,380
Anthrazit Anthracite 7-12 >91.5 <3.75 <2.5 ~1 <35,300
Percent by weight
http://www.jeux.fr/jeu/Bubble-Hit.html

thats one more game : bubble hit

First video game

There are numerous debates over who created the first video game, with the answer depending largely on how video games are defined. The evolution of video games represents a tangled web of several different industries, including scientific, computer, arcade, and consumes electronics.
The "video" in ''video games" traditionally refers to a raster display device.However, with the popular catch phrase use of the term "video game", the term now implies all display types, formats, and platforms.
Historians have also sought to bypass the issue by instead using the more inclusive "digital games" descriptive. However, this term still leaves out the earlier analog-based computer games.


History

The history of video games is filled with events and earlier technology that paved the way for the advent of video games. It also includes games that represent direct steps in the evolution of computerized gaming, and lastly the development and release of video games themselves.


1947: Cathode Ray Tube Amusement Device

The earliest known interactive electronic game was by Thomas T. goldsmith Jr. and Estle Ray man on a cathode ray tube The patent was filed on January 25, 1947 and issued on December 14, 1948. The game was a missile simulator inspired by radar displays from World War II. It used analog circuitry, not digital, to control the CRT beam and position a dot on the screen. Screen overlays were used for targets since graphics could not be drawn at the time.

1947–1958: Chess, a British mathematician, developed a theoretical computer chess program as an example of machine intelligence. In 1947, Turing wrote the theory for a program to play chess. His colleague Dietrich Prinz wrote it as the first limited program of chess for Manchester university's Ferranti Mark. The program, however, was only capable of computing "mate-in-two" problems and was not powerful enough to play a full game.

1951: Nim

A drawing of the computer.
On May 5, 1951, the NIMROD computer, created by Ferranti, was presented at the Festival of Britain. Using a panel of lights for its display, it was designed exclusively to play the game of Nim; this was the first instance of a digital computer designed specifically to play a game. This machine was based on an original design built by E.U. condon in 1941, after having acquired a patent in 1940. The machine weighed over a ton, and a duplicate was displayed at the New York World's Fair. NIMROD could play either the traditional or "reverse" form of the game.

1952: OXO / Noughts and Crosses (Tic-Tac-Toe)

In 1952, Alexander S. Douglas made the first computer game to use a digital graphical display. OXO, also known as Noughts and Crosses, is a version of tic-tac-toe for the EDSAC computer at the University of Cambridge. It was designed for the world's first stored-program computer, and used a rotary telephone controller for game control[10]. There is a description of another "fun" program for EDSAC[11].

1958: Tennis for Two

Tennis for Two recreation
In 1958, William Higinbotham made an interactive computer game named Tennis for Two for the Brookhaven National Laboratory's annual visitor's day. This display, funded by the U.S. Department of Energy, was meant to promote atomic power, and used an analog computer and the vector display system of an oscilloscope.[12][13]

1959: Mouse in the Maze, Tic-Tac-Toe

In 1959–1961, a collection of interactive graphical programs were created on the TX-0 experimental computer at MIT. These included Mouse in the Maze[14] and Tic-Tac-Toe.[15] Mouse in the Maze allowed users to use a light pen to place maze walls, dots that represented bits of cheese, and (in some versions) glasses of martini. A virtual mouse represented by a dot was then released and would traverse the maze to find the objects. Tic-Tac-Toe used the light pen as well to play a simple game of naughts and crosses against the computer.[15]

1961: Spacewar!

In 1961, MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen created the game Spacewar! on a DEC PDP-1 mini-computer which also used a vector display system.[1][13] The game, generally considered the first Shooter game,[citation needed] spread to several of the early mini-computer installations, and reportedly was used as a smoke test by DEC technicians on new PDP-1 systems before shipping, since it was the only available program that exercised every aspect of the hardware.[16] Russell has been quoted as saying that the aspect of the game that he was most pleased with was the number of other programmers it inspired to write their own games.[17]
The Magnavox Odyssey released in 1972

1966: Odyssey

In 1966, Ralph Baer resumed work on an initial idea he had in 1951 to make an interactive game on a television set. In May 1967, Baer and an associate created the first game to use a raster-scan video display, or television set, directly displayed via modification of a video signal – i.e. a "video" game.[18] The "Brown Box", the last prototype of seven, was released in May 1972 by Magnavox under the name Odyssey. It was the first home video game console.[1]

1971: Galaxy Game

In 1971, Bill Pitts and Hugh Tuck developed the first coin-operated computer game, Galaxy Game, at Stanford University using a DEC PDP-11/20 computer; only one unit was ever built (although it was later adapted to run up to eight games at once).[19]

1971: Computer Space

Two months after Galaxy Game's installation, Computer Space by Nolan Bushnell and Ted Dabney was released, which was the first coin-operated video game to be commercially sold (and the first widely available video game of any kind). Both games were variations on the vector display 1961 Spacewar!; however, Bushnell and Dabney's used an actual video display by having an actual television set in the cabinet.

1972: Pong

Pong, also by Bushnell and Dabney, used the same television set design as Computer Space, and was not released until 1972 – a year after Computer Space.

Controversy and lawsuits

Baer was involved in court battles over patents that spanned the 1970s and 1980s. These trials defined a video game as an apparatus that displays games by manipulating the video display signal of the raster equipment: a television set, a monitor, etc. The previous computer games did not use a video display, so did not qualify as such in the courts.[1]


Thursday 16 August 2012

The rules of chess (also known as the laws of chess) are rules governing the play of the game of chess. While the exact origins of chess are unclear, modern rules first took form during the Middle Ages. The rules continued to be slightly modified until the early 19th century, when they reached essentially their current form. The rules also varied somewhat from place to place. Today federation internationale des echecs (FIDE), also known as the World Chess Organization, sets the standard rules, with slight modifications made by some national organizations for their own purposes. There are variations of the rules for fast chess, correspondance chess, online chess, and chess variants.
Chess is a game played by two people on a chessboard, with sixteen pieces (of six different types) for each player. Each type of piece moves in a distinct way. The goal of the game is to checkmate, i.e. to threaten the opponent's king with inevitable capture. Games do not necessarily end with checkmate – players often resign if they believe they will lose. In addition, there are several ways that a game can end in a draw.
Besides the basic movement of the pieces, rules also govern the equipment used, the time contral, the conduct and ethics of players, accommodations for physically challenged players, the recording of moves using chess notation, as well as provide procedures for resolving irregularities which can occur during a game.



Initial setup

Solid white.svg a b c d e f g h Solid white.svg
8 a8 black rook b8 black knight c8 black bishop d8 black queen e8 black king f8 black bishop g8 black knight h8 black rook 8
7 a7 black pawn b7 black pawn c7 black pawn d7 black pawn e7 black pawn f7 black pawn g7 black pawn h7 black pawn 7
6 6
5 5
4 4
3 3
2 a2 white pawn b2 white pawn c2 white pawn d2 white pawn e2 white pawn f2 white pawn g2 white pawn h2 white pawn 2
1 a1 white rook b1 white knight c1 white bishop d1 white queen e1 white king f1 white bishop g1 white knight h1 white rook 1
Solid white.svg a b c d e f g h Solid white.svg
Starting position
Chess is played on a chessboard, a square board divided into 64 squares (eight-by-eight) of alternating color, which is similar to that used in draughts (checkers) (FIDE 2008). No matter what the actual colors of the board, the lighter-colored squares are called "light" or "white", and the darker-colored squares are called "dark" or "black". Sixteen "white" and sixteen "black" pieces are placed on the board at the beginning of the game. The board is placed so that a white square is in each player's near-right corner.
Each player controls sixteen pieces:
Piece King Queen Rook Bishop Knight Pawn
Number 1 1 2 2 2 8
Symbols Chess klt45.svg
Chess kdt45.svg
Chess qlt45.svg
Chess qdt45.svg
Chess rlt45.svg
Chess rdt45.svg
Chess blt45.svg
Chess bdt45.svg
Chess nlt45.svg
Chess ndt45.svg
Chess plt45.svg
Chess pdt45.svg







At the beginning of the game, the pieces are arranged as shown in the diagram. The second row from the player contains the eight pawns; the row nearest the player contains the remaining pieces. Popular phrases used to remember the setup, often heard in beginners' clubs, are "queen on her own color" and "white on right". The latter refers to setting up the board so that the square closest to each player's right is white (Schiller 2008:16–17).

  
Play of the game
The player controlling the white army is named "White"; the player controlling the black pieces is named "Black". White moves first, then players alternate moves. Making a move is required; it is not legal to skip a move, even when having to move is detrimental. Play continues until a king is checkmated, a player resigns, or a draw is declared, as explained below. In addition, if the game is being played under a time control players who exceed their time limitlose the game.
The official chess rules do not include a procedure for determining who plays White. Instead, this decision is left open to tournament-specific rules (e.g. a Swiss system tournament or Round-robin tournament) or, in the case of non-competitive play, mutual agreement, in which case some kind of random choice is often employed.


Movement 

Basic moves







Each chess piece has its own method of movement. Moves are made to vacant squares except when capturing an opponent's piece.
With the exception of any movement of the knight and the occasional castling maneuver, pieces cannot jump over each other. When a piece is captured (or taken), the attacking piece replaces the enemy piece on its square (en passant being the only exception). The captured piece is thus removed from the game and may not be returned to play for the remainder of the gamThe king can be put in check but cannot be captured (see below).
  • The king can move exactly one square horizontally, vertically, or diagonally. Only once per player, per game, is a king allowed to make a special move known as castling (see below).
  • The rook moves any number of vacant squares vertically or horizontally. It also is moved while castling.
  • The bishop moves any number of vacant squares in any diagonal direction.
  • The queen can move any number of vacant squares diagonally, horizontally, or vertically.
  • The knight moves to the nearest square not on the same rank, file, or diagonal. In other words, the knight moves two squares horizontally then one square vertically, or one square horizontally then two squares vertically. Its move is not blocked by other pieces: it jumps to the new location.
  • Pawns have the most complex rules of movement:
  • A pawn can move forward one square, if that square is unoccupied. If it has not yet moved, each pawn has the option of moving two squares forward provided both squares in front of the pawn are unoccupied. A pawn cannot move backwards.
  • Pawns are the only pieces that capture differently from how they move. They can capture an enemy piece on either of the two spaces adjacent to the space in front of them (i.e., the two squares diagonally in front of them) but cannot move to these spaces if they are vacant.
The pawn is also involved in the two special moves en passant and promotion (Schiller 2003:17–19). 

Castling



Castling consists of moving the king two squares towards a rook, then placing the rook on the other side of the king, adjacent to it. Castling is only permissible if all of the following conditions hold:
  • The king and rook involved in castling must not have previously moved;
  • There must be no pieces between the king and the rook;
  • The king may not currently be in check, nor may the king pass through or end up in a square that is under attack by an enemy piece (though the rook is permitted to be under attack and to pass over an attacked square);
  • The king and the rook must be on the same rank (Schiller 2003:19).

En passant

Three images showing en passant. First a white pawn moves from the a2 square to a4; second the black pawn moves from b4 to a3; third the white pan on a4 is removed
If player A's pawn moves forward two squares and player B has a pawn on its fifth rank on an adjacent file, B's pawn can capture A's pawn as if A's pawn had only moved one square. This capture can only be made on the immediately subsequent move. In this example, if the white pawn moves from a2 to a4, the black pawn on b4 can capture it en passant, ending up on a3.

Pawn promotion

If a pawn advances to its eighth rank, it is then promoted (converted) to a queen, rook, bishop, or knight of the same color, the choice being at the discretion of its player (a queen is usually chosen). The choice is not limited to previously captured pieces. Hence it is theoretically possible for a player to have up to nine queens or up to ten rooks, bishops, or knights if all of their pawns are promoted. If the desired piece is not available, the player should call the arbiter to provide the piece (Schiller 2003:17–19).

Check

Solid white.svg a b c d e f g h Solid white.svg
8 8
7 7
6 black king black bishop 6
5 black knight 5
4 4
3 white king white bishop 3
2 2
1 1
Solid white.svg a b c d e f g h Solid white.svg
Black's king is in check. He can get out of check by moving his king to an unattacked square, by moving the bishop to e5 or the knight to f4 to block the check, or by capturing the white bishop with the knight.
(Harkness 1967)
A king is in check when it is under attack by one or more enemy pieces. A piece unable to move because it would place its own king in check (it is  against its own king) may still deliver check to the opposing player.
A player may not make any move which places or leaves his king in check. The possible ways to get out of check are:
  • Move the king to a square where it is not threatened.
  • Capture the threatening piece (possibly with the king).
  • Block the check by placing a piece between the king and the opponent's threatening piece (Just & Burg 2003:27), (Polgar & Truong 2005:32,103), (Burgess 2009:550).
If it is not possible to get out of check, the king is checkmated and the game is over (see the next section).
In informal games, it is customary to announce "check" when making a move that puts the opponent's king in check. However, in formal competitions check is rarely announced (Just & Burg 2003:28).

End of the game

Checkmate

Solid white.svg a b c d e f g h Solid white.svg
8 e8 black king 8
7 7
6 6
5 h5 black rook 5
4 4
3 3
2 f2 white pawn g2 white pawn 2
1 f1 white rook g1 white king h1 black queen 1
Solid white.svg a b c d e f g h Solid white.svg
White is in checkmate; Black wins.
(Harkness 1967)
If a player's king is placed in check and there is no legal move that player can make to escape check, then the king is said to be checkmated, the game ends, and that player loses (Schiller 2003:20–21). Unlike other pieces, the king is never actually captured or removed from the board because checkmate ends the game (Burgess 2009:502).
The diagram shows a typical checkmate position. The white king is threatened by the black queen; every square to which the king could move is also threatened; it cannot capture the queen, because it would then be threatened by the rook.

Resigning

Either player may resign at any time and their opponent wins the game. This normally happens when the player believes he or she is very likely to lose the game. A player may resign by saying it verbally or by indicating it on their scoresheet in any of three ways: (1) by writing "resigns", (2) by circling the result of the game, or (3) by writing "1–0" if Black resigns or "0–1" if White resigns (Schiller 2003:21). Tipping over the king also indicates resignation, but it is not frequently used (and should be distinguished from accidentally knocking the king over). Stopping both clocks is not an indication of resigning, since clocks can be stopped to call the arbiter. An offer of a handshake is not necessarily a resignation either, since one player could think they are agreeing to a draw (Just & Burg 2003:29).

Draws

Solid white.svg a b c d e f g h Solid white.svg
8 black king 8
7 7
6 6
5 white queen white bishop 5
4 4
3 white king 3
2 2
1 1
Solid white.svg a b c d e f g h Solid white.svg
Black to move is in stalemate, since the king has no legal move. The game is drawn.
(Harkness 1967)
The game ends in a draw if any of these conditions occur:
  • The game is automatically a draw if the player to move is not in check but has no legal move. This situation is called a stalemate. An example of such a position is shown in the diagram to the right.
  • The game is immediately drawn when there is no possibility of checkmate for either side with any series of legal moves. This draw is often due to insufficient material, including the endgames
    • king against king;
    • king against king and bishop;
    • king against king and knight;
    • king and bishop against king and bishop, with both bishops on diagonals of the same color.
  • Both players agree to draw after one of the players makes such an offer.
The player having the move may claim a draw by declaring that one of the following conditions exists, or by declaring an intention to make a move which will bring about one of these conditions:
  • Fifty-move rule: There has been no capture or pawn move in the last fifty moves by each player.
  • Threefold repetition: The same board position has occurred three times with the same player to move and all pieces having the same rights to move, including the right to castle or capture en passant.
If the claim is proven true, the game is drawn (Schiller 2003:21,26–28).
At one time, if a player was able to check the opposing king continually (perpetual check) and the player indicated their intention to do so, the game was drawn. This rule is no longer in effect; however, players will usually agree to a draw in such a situation, since either the rule on threefold repetition or the fifty-move rule will eventually be applicable (Staunton 1847:21–22), (Reinfeld 1954:175).

Time control

A game played under time control will end as a loss for a player who uses up all of their allotted time (see the Timing section below). There are different types of time control. Players may have a fixed amount of time for the entire game or they may have to make a certain number of moves within a specified time. Also, a small increment of time may be added for each move made.