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, the modern
rules first took form in Italy
during the
16th century. 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
Fédération Internationale des Échecs
(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,
correspondence chess,
online chess, and
chess variants.
Chess is a game played by two persons on a
chessboard, with 32
pieces (16 for each player) of six types. 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 control, the
conduct and ethics of players, accommodations for handicapped
players, the recording of moves using
chess notation, as well as procedures for
irregularities that occur during a game.
Initial setup
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) . 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, and a black
one in the near-left. Each player controls sixteen pieces:
At the beginning of the game, the pieces are arranged as shown in
the diagram to the right. 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 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 .
Identifying squares
Each square of the
chessboard is
identified with a unique pair of a letter and a number. The
vertical
files are
labeled
a through
h, from White's
left (i.e. the
queenside) to White's
right. Similarly, the horizontal
ranks are numbered from
1 to
8, starting from the one
nearest White's side of the board. Each square of the board, then,
is uniquely identified by its file letter and rank number. The
white king, for example, starts the game on square
e1. The black knight on
b8 can
move to
a6 or
c6.
Play of the game
Each player has control of one of the two sets of colored pieces
and is typically referred to by the nominal color of the player's
respective pieces,
i.e., White or Black. White moves first
and, as in most board games, the players alternate moves. Making a
move is compulsory; it is not legal to "pass", 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 limit lose 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
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Each chess piece has its own style of moving. Moves are made to
vacant squares except when
capturing an opponent's
piece.
With the exception of the knight, 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 game. The king can be put in
check but cannot be captured (see below).
- The king can move
exactly one square horizontally, vertically, or diagonally. At most
once in every game, each king is 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 like the rook and then one square
perpendicular to that. Its move is not blocked by other pieces,
i.e. it leaps to the new square. The knight moves in an "L" or "7"
shape (or either shape inverted) with two steps one direction, a
90° turn, and one step in the new direction.
- 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, the pawn has the option of
moving two squares forward provided both squares in front of the
pawn are unoccupied. A pawn cannot move backward.
- *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 .
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 .
En passant
If player A's pawn moves forward two squares and player B has a
pawn on the fifth
rank and 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 and move to
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 . Sometimes an extra queen is represented by two
pawns on the same square.
Check
When a player makes a move that threatens the opposing king with
capture (not necessarily by the piece that was moved), the king is
said to be
in check. The definition of check is that one
or more opposing pieces could theoretically capture the king on the
next move (although the king is never actually captured). If a
player's king is in check then the player must make a move that
eliminates the threat(s) of capture; a player may never leave their
king in check at the end of their move. The possible ways to remove
the threat of capture are:
- Move the king to a square where it is not threatened.
- Capture the threatening piece (possibly with the king, if doing
so does not put the king in check).
- Place a piece between the king and the opponent's threatening
piece. This is impossible if the threatening piece is a knight or
pawn, or if a checking queen, rook or bishop is adjacent to the
checked king.
In the case of
double check, when there
are two pieces attacking the king, only a king move will get out of
check; the king may capture an enemy piece.
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 .
A player may not make any move which places or leaves their king in
check, even if the checking piece cannot move due to a
pin, i.e. moving it would expose their own king
to check. This also means that a player cannot place his king on
any square adjacent to the enemy king, because doing so would leave
their king able to be taken by the enemy king and therefore in
check.
End of the game
Checkmate
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 . Unlike other pieces, the king is never actually
captured or removed from the board because checkmate ends the game
.
The diagram to the right 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 . 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
.
Draws
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.
- No possible sequence of legal moves leads to checkmate. Usually this is because there is
insufficient material, for example if one player has a king and a
bishop or knight and the other only a king.
- Both players agree to a 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:
If the claim is proven true, the game is drawn .
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
threefold repetition rule or the
fifty-move rule will eventually be
applicable , .
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.
Competition rules
These rules apply to games played
"over the board".
There are special rules for correspondence chess, blitz chess,
computer chess, and for handicapped players.
Act of moving the pieces
The movement of pieces is to be done with one hand. Once the hand
is taken off a piece, the move cannot be retracted (if it is a
legal move). When castling (see below), the player should first
move the king with one hand and then move the rook with the same
hand .
In the case of a pawn promotion, if the player releases the pawn on
the eighth rank, the player must promote the pawn. After the pawn
has moved, the player may touch any piece not on the board and the
promotion is not finalized until the new piece is released on the
promotion square .
Touch-move rule
In serious play, if a player having the move touches one of their
pieces as if having the intention of moving it, then the player
must move it if it can be legally moved. So long as the hand has
not left the piece on a new square, the latter can be placed on any
accessible square. If a player touches one of the opponent's pieces
then he or she must
capture that piece if it can be
captured. If none of the touched pieces can be moved or captured
there is no penalty, but the rule still applies to the players own
pieces .
When
castling, the king must be the first
piece touched. If the player touches their rook at the same time as
touching the king, the player must castle with that rook if it is
legal to do so. If the player completes a two-square king move
without touching a rook, the player must move the correct rook
accordingly if castling in that direction is legal. If a player
starts to castle illegally, another legal king move must be made if
possible, including castling with the other rook .
When a pawn is moved to its eighth rank, once the player takes
their hand off the pawn, it can no longer be substituted for a
different move of the pawn. However, the move is not complete until
the
promoted piece is released on
that square.
If a player wishes to touch a piece with the intention of adjusting
its position on a square, the player must first alert their
opponent of their intention by saying "
J'adoube" or "I
adjust". Once the game has started, only the player with the move
may touch the pieces on the board .
Timing
Tournament games are played under time constraints, called
time controls, using a
game clock. Each player must make their moves
within the time control or be subject to forfeiting the game. There
are different types of time controls. In some cases each player
will have a certain amount of time to make a certain number of
moves. In other cases each player will have a limited amount of
time to make all of their moves. In addition to having this time
limit, the player may gain a small amount of additional time for
each move made, either by a small increment added for each move
made or by the clock delaying a small amount of time each time it
is started after the opponent's move .
- If a player delivers a checkmate, the game is over and that
player wins, no matter what is subsequently noticed about the time
on the clock.
- If player A calls attention to the fact that player B is out of
time while player A is not out of time and some sequence of legal
moves leads to B being checkmated then player A wins automatically.
If player A does not have the possibility of checkmating B
then the game is a draw . (See Monika Soćko#Rules appeal
in 2008 and Women's World Chess
Championship 2008 for a famous instance of this rule.)
- If player A calls attention to the fact that player B is out of
time, but it is then noted that player A is also out of time, then:
- If a sudden
death control is not being used, the game continues in the next
time control.
- if the game is played under a sudden death time control (each
player has a fixed amount of time no matter how many moves are
played), then if it can be established which player ran out of time
first, the game is lost by that player; otherwise the game is
drawn.
If a player believes their opponent is attempting to win the game
on time and not by normal means (i.e. checkmate), if it is a sudden
death time control and the player has less than two minutes
remaining, the player may stop the clocks and claim a draw with the
arbiter. The arbiter may declare the game a draw or postpone the
decision and allot the opponent two extra minutes .
Recording moves
A scoresheet from a game by Capablanca, in descriptive
notation
In formal competition, each player is obliged to record each move
as it is played in a
chess notation
in order to settle disputes about illegal positions, overstepping
time control, and making claims of draws by the fifty-move rule or
repetition of position.
Algebraic chess notation is the
accepted standard for recording games today. There are other
systems such as
ICCF numeric
notation for international
correspondence chess and the obsolete
descriptive chess
notation. The current rule is that a move must be made on the
board before it is written on paper or recorded with an electronic
device.
Offers of a draw are indicated by writing "=". Notations about the
time on the clocks can be made. If a player has less than five
minutes left to complete all of their moves, they are not required
to record the moves (unless a delay of at least thirty seconds per
move is being used). The scoresheet must be made available to the
arbiter at all times. A
player may respond to an opponent's move before writing it down
.
Irregularities
Illegal move
A player who makes an illegal move must retract that move and make
a legal move. That move must be made with the same piece if
possible, because the touch-move rule applies. If the illegal move
was an attempt to castle, the touch-move rule applies to the king
but not to the rook. The arbiter should adjust the time on the
clock according to the best evidence. If the mistake is only
noticed later on, the game should be restarted from the position in
which the error occurred .
If
blitz chess is being played (in which
both players have a small, limited time, e.g. five minutes) the
rule varies. A player may correct an illegal move if the player has
not pressed their clock. If a player has pressed their clock, the
opponent may claim a win if he or she hasn't moved. If the opponent
moves, the illegal move is accepted and without penalty .
Illegal position
If it is discovered during the game that the starting position was
incorrect, the game is restarted. If it is discovered during the
game that the board is oriented incorrectly, the game is continued
with the pieces transferred to a correctly-oriented board. If the
game starts with the colors of the pieces reversed, the game
continues (unless the arbiter rules otherwise). If a player knocks
over pieces, it is their responsibility to restore them to their
correct position on their time. If it is discovered that an illegal
move has been made, or that pieces have been displaced, the game is
restored to the position before the irregularity. If that position
cannot be determined, the game is restored to the last known
correct position .
Conduct
Players may not use any notes, outside sources of information
(including computers), or advice from other people. Analysis on
another board is not permitted. Scoresheets are to record objective
facts about the game only, such as time on the clock or draw offers
(indicated by "="). Players may not leave the competition area
without permission of the arbiter .
High standards of etiquette and ethics are expected. Players should
shake hands before and after the game. Generally a player should
not speak during the game, except to offer a draw, resign, or to
call attention to an irregularity. An announcement of "check" is
made in amateur games but should not be used in officially
sanctioned games. A player may not distract or annoy another player
by any means, including repeatedly offering a draw .
Equipment
The size of the squares of the
chessboard
should be approximately 1.25–1.3 times the diameter of the base of
the king, or 50–65 mm. Squares of approximately 57 mm (
inches) normally are well-suited for pieces with the kings in
the preferred size range. The darker squares are usually brown or
green and the lighter squares are off-white or
buff.
Pieces of the
Staunton chess set
design are the standard and are usually made of wood or plastic.
They are often black and white; other colors may be used (like a
dark wood or even red for the dark pieces) but they would still be
called the "white" and "black" pieces (see
White and Black in chess). The
height of the king should be 85–105 millimetres
(3.35–4.13 inches). A height of approximately 95–102 mm (
–4 inches) is preferred by most players. The diameter of the
king should be 40–50% of its height. The size of the other pieces
should be in proportion to the king. The pieces should be well
balanced .
In games subject to
time control, a
game clock is used, consisting of two
adjacent clocks and buttons to stop one clock while starting the
other, such that the two component clocks never run simultaneously.
The clock can be
analog or
digital.
History
The rules of chess have evolved quite a bit over the centuries.
The modern
rules first took form in Italy
during the
16th century . The basic moves of the king, rook, and knight
are unchanged. Pawns originally did not have the option of moving
two squares on their first move and did not promote to another
piece if they reached their eighth rank. The queen was originally
the
fers or
farzin, which could move one square
diagonally in any direction or leap two squares diagonally,
forwards, or to the left or right on its first move. In the Persian
game the bishop was a
fil or
alfil, which could
move one or two squares diagonally. In the Arab version, the bishop
could leap two squares along any diagonal . In the Middle Ages the
pawn acquired the right to be
promoted to a queen (which at that time
was the weakest piece) if it reached its eighth rank . During the
twelfth century the squares on the board sometimes alternated
colors and this became the standard in the thirteenth century
.
Between 1200 and 1600 several laws emerged that drastically altered
the game. Checkmate became a requirement to win; a player could not
win by capturing all of the opponent's pieces.
Stalemate was added, although the outcome has
changed several times (see
Stalemate#History of the
stalemate rule). Pawns gained the option of moving two squares
on their first move, and the
en passant
rule was a natural consequence of that new option. The king and
rook acquired the right to
castle (see
Castling#Variations
throughout history for different versions of the rule). By 1600
the bishop also acquired its current move, which made it a much
stronger piece . About 1475 the queen also got its current move,
which transformed it from being the weakest piece to the strongest
one . When all of these changes were accepted the game was in
essentially its modern form .
The rules for pawn promotion have changed several times. As stated
above, originally the pawn could only be promoted to the queen,
which at that time was the weakest other piece. When the queen
acquired its current move and became the most powerful piece, the
pawn could then be promoted to a queen or a rook, bishop, or
knight. In the 18th century rules allowed only the promotion to a
piece already captured, e.g. the rules published in 1749 by
François-André
Danican Philidor. In the 19th century this restriction was
lifted, which allowed for a player to have more than one queen,
e.g. the 1828 rules by
Jacob Sarratt
.
Two new rules concerning draws were introduced, each of which have
changed through the years. The
threefold repetition rule was added,
although at some times up to six repetitions have been required,
and the exact conditions have been specified more clearly (see
Threefold
repetition#History). The
fifty-move
rule was also added. At various times, the number of moves
required was different, such as twenty-four, sixty, seventy, or
seventy-five. For several years in the 20th century, the standard
fifty moves was extended to one hundred moves for a few specific
endgames (see
fifty-move rule#History).
Another group of new laws included (1) the
touch-move rule and the accompanying
"j'adoube/adjust" rule; (2) that White moves first; (3) the
orientation of the board; (4) the procedure if an illegal move was
made; (5) the procedure if the king had been left in check for some
moves; and (6) issues regarding the behavior of players and
spectators. The
Staunton chess
set was introduced in 1849 and it became the standard style of
pieces. The size of pieces and squares of the board was
standardized .
Until the middle of the 19th century, chess games were played
without any time limit. In an 1834 match between
Alexander McDonnell and
Louis-Charles Mahé de
La Bourdonnais, McDonnell took an inordinate amount of time to
move, sometimes up to 1½ hours. In 1836
Pierre Charles Fournier
de Saint-Amant suggested a time limit, but no action was taken.
In the
1851 London
tournament, Staunton resigned a game to
Elijah Williams because Williams was taking
so long to move. The next year a match between
Daniel Harrwitz and
Johann Löwenthal used a limit of 20
minutes per move. The first use of a modern-style time limit was in
a 1861 match between
Adolph
Anderssen and
Ignác Kolisch
.
Codification
Official Chess Rulebook, by Harkness, 1970
The first known publication of chess rules was in a book by
Luis Ramirez de Lucena about
1497, shortly after the movement of the queen, bishop, and pawn
were changed to their modern form . In the 16th and 17th centuries,
there were differences of opinion concerning rules such as
castling, pawn promotion, stalemate, and
en passant. Some
of these differences existed until the 19th century .
As chess clubs arose and tournaments became common, there was a
need to formalize the rules. In 1749
Philidor
(1726–1795) wrote a set of rules that were widely used, as well as
rules by later writers such as the 1828 rules by
Jacob Sarratt (1772–1819) and rules by George
Walker (1803–1879). In the 19th century, many major clubs published
their own rules, including The Hague in 1803, London in 1807, Paris
in 1836, and St. Petersburg in 1854. In 1851
Howard Staunton (1810–1874) called for a
"Constituent Assembly for Remodeling the Laws of Chess" and
proposals by
Tassilo
von Heydebrand und der Lasa (1818–1889) were published in 1854.
Staunton had published rules in
Chess Player's Handbook in
1847, and his new proposals were published in 1860 in
Chess
Praxis; they were generally accepted in English-speaking
countries. German-speaking countries usually used the writings of
chess authority
Johann Berger
(1845–1933) or
Handbuch des
Schachspiels by
Paul Rudolf
von Bilguer (1815–1840), first published in 1843.
In 1924, FIDE was formed, and in 1929 it took up the task of
standardizing the rules. At first FIDE tried to establish a
universal set of rules, but translations to various languages
differed slightly. Although FIDE rules were used for international
competition under their control, some countries continued to use
their own rules internally. FIDE issued new editions of the rules
every few years (1929, 1952, 1955, 1966, 1974, 1992, etc.), with
amendments in some other years. In 1984 FIDE abandoned the idea of
a universal set of laws, although FIDE rules are the standard for
high-level play . The rules of national FIDE affiliates (such as
the
United States Chess
Federation, or USCF) are based on the FIDE rules, with slight
variations .
Kenneth Harkness
published popular rulebooks in the United States starting in 1956,
and the USCF continues to publish rulebooks for use in USCF
tournaments.
Variations
One case
of a minor extra rule being added for a particular match is "no
drawing or resigning during the first 30 moves" in the London Chess
Classic on 8- 15 December 2009 at Olympia, London
.
Articles about rules
See also
Notes
- Following the promotion of a pawn, an actual physical
piece previously removed from the board is often used as the "new"
promoted piece. The new piece is nevertheless regarded as distinct
from the original captured piece; the physical piece is simply used
for convenience. Moreover, the player's choice of promotion is not
restricted to pieces that have been captured previously.
- It is not allowed to move both king and rook in the same time,
because "each move must be made with one hand only"
(article 4.1 of FIDE Laws of chess).
- Without this additional restriction, it would be possible to
promote a pawn on the e
file to a rook and then castle
vertically across the board (as long as the other conditions are
met). This way of castling was "discovered" by Max Pam and used by
Tim Krabbé in
a
chess puzzle before the FIDE rules were amended in 1972 to
disallow it. See Chess Curiosities by Krabbé, see also
:de:Pam-Krabbé-Rochade for the
diagrams online.
- According to International Arbiter Eric Schiller, if the
proper piece is not available, an inverted rook may be used to
represent a queen, or the pawn on its side can be used and the
player should indicate which piece it represents. In a formal chess
match with an arbiter present, the arbiter should replace the pawn
or inverted rook with the proper piece .
- The United States Chess
Federation (USCF) rule is different. If a player
intending to castle touches the rook first, there is no
penalty. However, if the castling is illegal, the touch-move rule
applies to the rook .
- The USCF rule is different. If the player whose time runs out
has "insufficient losing chances" the game is drawn. That is
defined as a position in which a class C (1400-1599 rating) player
would have a less than 10% chance of losing the position to a
master (2200 and up rating), if both have sufficient time .
- In a variation of the rules, a USCF director may allow players
to write their move on a paper scoresheet (but not enter it
electronically) before making the move.
- Before this was the rule, Mikhail Tal and others were in the habit of
writing the move before making it on the board. Unlike other
players, Tal did not hide the move after he had written it – he
liked to watch for the reaction of his opponent before he made the
move. Sometimes he crossed out a move he had written and wrote a
different move instead .
- If the player has pressed their clock, the standard USCF rule
is that two minutes are added to the offender's opponent's clock.
An alternative USCF rule is that the opponent can claim a win by
forfeit if the player has not touched a piece. If the player has
left their king in check, the opponent may touch the piece that is
giving check, remove the opponent's king, and claim a win .
- The 2006 FIDE rules specify 85–105 mm; the 2008 rules
simply say "about 95 mm".
- The US Chess Federation allows the height of the king to be
86–114 mm ( – inches) .
- Schiller states that the United States is the only country that
does not follow the FIDE rules. Some of the differences in the
US Chess Federation rules are
(1) a player must have a reasonably complete scoresheet to claim a time
forfeit and (2) the player can choose whether or not to use a clock
with a delay period for each move . Some other differences are
noted above.
- pages W1 and W2 of "Weekend" supplement of the
Daily
Telegraph newspaper for 21 November 2009
References
- (1985 Batsford reprint, ISBN 1-85958-005-X)
Further reading
External links