Pick up the pawns. Set up the skeleton. Examine the board. Find your opponents weaknesses. Destroy their strategies. And the royal war finishes with just one word...... CHECKMATE!
Rules
1. Each institution can send 1 player each.
2. A player loses the game when:
- he/she is checkmated.
- he/she makes an illegal move.
- he/she has his/her King captured after not noticing being checked.
3. When a player checks his opponent's King, he is not obligated to warn his opponent (e.g., by saying "check"). It is a player's responsibility to maintain the safety of his own King, and if he fails to parry a check to his King, his opponent may win the game by capturing the King.
4. A player may claim a draw on the 3-move-repetition rule.
5. Input from bystanders concerning the board position shall not be tolerated.
6. When a player moves one of his Pawns to the eighth rank, he shall declare its promotion by stating "Queen", "Rook", "Bishop", or "Knight" in such a manner that his opponent is clearly aware of the nature of the promotion. When a Pawn is promoted to Queen, Rook, Bishop, or Knight, the player making the promotion should exchange the Pawn for the appropriate piece immediately.
7. When a Pawn is promoted to Queen, Rook, Bishop, or Knight, and explicitly and clearly declared as such, the player making the promotion is not obligated to exchange the Pawn for the appropriate piece until such time as the promoted Pawn leaves the eighth rank.
8. When a Pawn is promoted to Queen, and there is no second Queen available to make the exchange, the player making the promotion shall substitute the Pawn with an inverted Rook.
9. When a player promotes a Pawn, it is his own responsibility to make the piece exchange on the board at the appropriate time. His opponent is not obligated to make the piece exchange for him.
10. Captured pieces must be kept within an opponent's reach and sight in the event of a Pawn promotion.