FIDE 2026 Compliant

How Chess Tie breaks Work

A complete guide to understanding tournament rankings when players finish with equal points. 28 tiebreak systems explained with practical examples.

Why Do We Need Tie breaks?

In chess tournaments, it's common for multiple players to finish with the same score. Tie breaks determine the final ranking without needing extra games.

Imagine a tournament where 3 players all finish with 5 points out of 7. Who gets first place? That's where tie breaks come in. They use mathematical criteria based on the games already played to establish a fair ranking.

ChessPairings.org supports 28 tiebreak systems, all calculated according to the official FIDE Handbook C.07 (effective 2026). You can configure them in any order to match your tournament regulations.

28 Tiebreak Systems
FIDE 2026 Compliant
100% Configurable

The 28 Tiebreak Systems

Click on each tiebreak to see examples and technical details. Organized by category as in the software.

Buchholz Family (5 variants)

Based on the sum of your opponents' scores. The most commonly used tie breaks.

How it works

Like standard Buchholz, but excludes the lowest opponent's score from the sum. This compensates for an unfortunate first-round pairing against a weak player who drops out.

Why Cut-1 first? FIDE recommends Buchholz Cut-1 as the primary tiebreak because it's more fair — it removes the impact of your worst opponent.

Example

Player A's opponents scored: 5, 4.5, 4, 3.5, 3, 2, 1 (cut)

Buchholz Cut-1 = 22 (excluding the 1)

FIDE Handbook C.07 Art. 16.5 - VUR Rule

When cutting, Voluntary Unplayed Rounds (half-bye, zero-bye, forfeit loss) are cut first, even if they don't have the lowest score.

How it works

Buchholz adds up the final scores of all your opponents. If you played against strong opponents (who scored many points), your Buchholz will be higher.

The logic: Scoring 5 points against opponents who each scored 4-5 points is harder than scoring 5 points against opponents who only scored 1-2 points.

Example

Player A and Player B both have 5 points after 7 rounds.

  • Player A's opponents scored: 5, 4.5, 4, 4, 3.5, 3, 2 = 26 Buchholz
  • Player B's opponents scored: 4, 4, 3.5, 3.5, 3, 3, 2.5 = 23.5 Buchholz

Result: Player A ranks higher because they faced stronger opposition.

FIDE Handbook C.07 - Special Rules

Article 16.3 - Adjusted Scores: When an opponent has unplayed rounds, their score is adjusted:

  • PAB, Forfeit Win → counts as win (+1.0)
  • Half-bye → counts as draw (+0.5)
  • Forfeit Loss → counts as loss (+0.0)

Article 16.4 - Dummy Opponent: For your own unplayed rounds, a virtual opponent is used with your final score.

How it works

Excludes the two lowest opponent scores. Useful for longer tournaments (9+ rounds) where a player might face two weak opponents.

Example

Player A's opponents scored: 5, 4.5, 4, 3.5, 3, 2, 1 (both cut)

Buchholz Cut-2 = 20

How it works

Excludes both the highest and lowest opponent scores. This removes extreme values from both ends, giving a more "average" strength of opposition.

Example

Player A's opponents scored: 5, 4.5, 4, 3.5, 3, 2, 1

Median Buchholz = 17 (4.5 + 4 + 3.5 + 3 + 2)

How it works

Excludes the two highest and two lowest opponent scores. Even more aggressive trimming for very long tournaments.

Example

9-round tournament. Opponents scored: 6, 5, 4.5, 4, 3.5, 3, 2, 1.5, 1

Median-2 = 17 (4.5 + 4 + 3.5 + 3 + 2)

Sonneborn-Berger Family (3 variants)

Weighs opponent strength by your result against them. Beating strong players matters more.

How it works

Multiplies each opponent's score by the result you achieved against them. Win = full score, Draw = half score, Loss = 0.

The logic: Rewards beating strong opponents more than beating weak ones.

Example

Player A has 4 points from 5 games:

  • Beat opponent with 4 pts → 4 × 1 = 4
  • Beat opponent with 3 pts → 3 × 1 = 3
  • Drew opponent with 3.5 pts → 3.5 × 0.5 = 1.75
  • Drew opponent with 2.5 pts → 2.5 × 0.5 = 1.25
  • Lost to opponent with 4.5 pts → 4.5 × 0 = 0

Total SB = 10

FIDE Handbook C.07 Art. 9.1

Formula: SB = Σ (Opponent's Adjusted Score × Result)

Uses adjusted scores (Art. 16.3) for played rounds and dummy opponent (Art. 16.4) for unplayed rounds.

How it works

Like standard SB, but excludes the lowest contribution. The VUR rule applies: voluntary unplayed rounds are cut first.

Example

From the SB example above (contributions: 4, 3, 1.75, 1.25, 0):

Cut the 0 → SB Cut-1 = 10

But if the 0 was from a played loss and player had a half-bye contributing 0.5, the half-bye would be cut instead (VUR rule).

How it works

Like standard Sonneborn-Berger, but excludes the two lowest contributions. In longer tournaments (7+ rounds), multiple "unlucky" results can occur — for example, two losses against weak opponents. Cut-2 removes both anomalies, giving a more accurate picture of the quality of your wins.

Example

Your SB contributions across 7 rounds: 4, 3.5, 3, 1.5, 1, 0.5, 0

SB Cut-2 excludes the two lowest (0.5 and 0):

SB Cut-2 = 13 (4 + 3.5 + 3 + 1.5 + 1)

Victories (5 variants)

Based on wins and direct results. Rewards decisive play.

How it works

The simplest tiebreak: if two tied players played each other, whoever won that game ranks higher.

For more than 2 players: A mini-tournament is calculated among all tied players, using only their games against each other.

Example

Players A, B, and C all have 5 points. Their games against each other:

  • A beat B (1-0)
  • B beat C (1-0)
  • C drew A (0.5-0.5)

Mini-standings: A=1.5, B=1, C=0.5

Final ranking: A, B, C

How it works

Works like the standard direct encounter, but forfeit wins and losses count as regular games. In the classic version, forfeits may be treated differently; with this variant, a forfeit win counts exactly like an over-the-board win.

Example

Player A and Player B both have 5 points. Player A beat Player B by forfeit in round 3 (Player B didn't show up).

With standard direct encounter, the forfeit might not count.

With this variant, Player A ranks higher.

How it works

Counts all rounds where the player scored a full point, including forfeit wins, PAB, and byes.

The logic: A player with 4 wins and 2 losses played more decisively than one with 2 wins and 4 draws, even if both have 4 points.

Example

Both players have 4 points after 6 rounds:

  • Player A: 4 wins, 0 draws, 2 losses → WIN = 4
  • Player B: 2 wins, 4 draws, 0 losses → WIN = 2

Result: Player A ranks higher.

FIDE Handbook C.07 Art. 7.1

"The number of rounds where a participant obtains, with or without playing, as many points as awarded for a win."

Includes: played wins, forfeit wins, PAB, full-point byes.

How it works

Counts only games actually played and won at the board. Excludes forfeit wins, byes, and PAB.

Example
  • Player A: 3 OTB wins + 1 forfeit win → WIN=4, WON=3
  • Player B: 4 OTB wins → WIN=4, WON=4

Same WIN, but Player B ranks higher on WON.

FIDE Handbook C.07 Art. 7.2

"The number of games won over the board."

How it works

Counts games won while playing with the Black pieces (OTB only).

The logic: Winning with Black is statistically harder since White moves first.

Example

Both players have 4 wins:

  • Player A: 3 with White, 1 with Black → BWG = 1
  • Player B: 2 with White, 2 with Black → BWG = 2

Player B ranks higher.

FIDE Handbook C.07 Art. 7.4

"The number of games won over the board with the black pieces."

Progressive Score (5 variants)

Based on cumulative round-by-round scores. Rewards early wins.

How it works

Adds up the cumulative score after each round. Early wins count more because they contribute to every subsequent total.

Example

Two players with 3.5 points after 5 rounds:

RoundACum.BCum.
11100
2120.50.5
30.52.511.5
402.512.5
513.513.5

A: 1+2+2.5+2.5+3.5 = 11.5

B: 0+0.5+1.5+2.5+3.5 = 8

Player A ranks higher despite same final score.

How it works

Like Progressive, but excludes the lowest cumulative value. This compensates for an unlucky first-round loss.

Example

From previous example:

A: 2+2.5+2.5+3.5 = 10.5 (cut the 1)

B: 0.5+1.5+2.5+3.5 = 8 (cut the 0)

How it works

Like standard Progressive, but excludes the two lowest cumulative values. Useful in tournaments with many rounds where early rounds can create anomalous situations.

Example

After 6 rounds your cumulative scores are: 0, 1, 2, 3, 4, 5

Progressive Cut-2 = 14 (2 + 3 + 4 + 5)

How it works

Excludes both the highest and lowest cumulative values, keeping only the middle values. Removes anomalies in both directions: neither a disastrous start nor a brilliant finish excessively influences the result.

Example

After 5 rounds your cumulative scores are: 0, 1, 2, 3, 4

Progressive Median = 6 (1 + 2 + 3)

How it works

More extreme version of Progressive Median: excludes the 2 highest and 2 lowest cumulative values. Recommended only for very long tournaments (9+ rounds) where very "clean" data is needed to discriminate between tied players.

Example

9-round tournament. Cumulative scores: 0, 1, 1.5, 2.5, 3, 4, 4.5, 5.5, 6.5

Progressive Median-2 = 15.5 (1.5 + 2.5 + 3 + 4 + 4.5)

Rating (7 variants)

Based on opponent ratings and tournament performance.

How it works

Calculates the average Elo rating of all opponents faced (excluding byes).

Example

Both players have 5 points after 6 games:

  • A's opponents: 2100, 1950, 2050, 1900, 2000, 1850 → ARO = 1975
  • B's opponents: 1800, 1850, 1900, 1750, 1800, 1900 → ARO = 1833

Player A ranks higher.

How it works

Like ARO, but excludes the lowest-rated opponent from the average. Recommended by FIDE for tournaments with consistent ratings.

Example

A's opponents: 2100, 1950, 2050, 1900, 2000, 1850

AROC = 2000 (average of remaining 5)

How it works

Like standard ARO, but excludes the two lowest-rated opponents. If you faced two players with very low ratings (beginners, unrated players), these won't drag down your average. Useful in open tournaments with wide rating disparities.

Example

Opponents' ratings: 2100, 1950, 1800, 1400, 1200

Standard ARO = (2100+1950+1800+1400+1200)/5 = 1690

ARO Cut-2 = (2100+1950+1800)/3 = 1950

How it works

Excludes both the highest-rated and lowest-rated opponent, calculating the average from the middle values only. Removes both the "I played a Grandmaster" and the "I played a beginner" effects.

Example

Opponents' ratings: 2300, 1900, 1800, 1750, 1200

ARO Median = 1817 ((1900+1800+1750)/3)

How it works

More extreme version of ARO Median: excludes the 2 highest-rated and 2 lowest-rated opponents. Recommended for very long open tournaments with wide rating variability.

Example

9-round tournament. Opponents' ratings: 2350, 2200, 2000, 1950, 1900, 1850, 1800, 1500, 1300

ARO Median-2 = 1900 ((2000+1950+1900+1850+1800)/5)

How it works

TPR indicates at what Elo level you played in the tournament. It's calculated from the average Elo of your opponents plus a bonus from the FIDE lookup table based on your scoring percentage. The more points you score against strong opponents, the higher your performance. This is the same method used by FIDE for title norm calculations (IM, GM).

Formula: TPR = Average Opponent Elo + FIDE Table Bonus

Example

You played opponents with average Elo 1800 and scored 4/5 (80%).

The FIDE table gives a bonus of +240 for 80%.

TPR = 1800 + 240 = 2040 — you played like a 2040-rated player!

How it works

A more precise version of TPR. Instead of using the FIDE lookup table with rounded values, it finds the exact rating at which your expected score equals your actual score, using a binary search algorithm with decimal precision. The differences from standard TPR are small but can be decisive in tournaments with many tied players.

Other Criteria (3 variants)

Additional tie breaks based on color balance and participation.

How it works

Counts how many games the player had with the Black pieces.

The logic: Playing more games with Black is a disadvantage, so achieving the same score with more Black games shows stronger performance.

Example

Both players have 4 points after 7 rounds:

  • Player A: 4 games with Black → ranks higher
  • Player B: 3 games with Black

How it works

Counts the number of rounds in which the player chose to play, excluding voluntarily skipped rounds (requested byes, withdrawals). This replaces the old GE (Games Played) system and was introduced in the FIDE 2024 rules. The idea is to reward players who showed up: between two players with the same score, the one who actually played more games ranks higher.

Example

In a 7-round tournament:

  • Player A: played all rounds → REP = 7
  • Player B: requested a bye in round 2, withdrew in round 7 → REP = 5

All else being equal, Player A ranks higher.

FIDE Handbook C.07 (2024 revision)

REP replaces the former "Games Played" (GE) criterion. Only rounds where the player elected to participate count — PAB counts as elected, but requested byes and withdrawal rounds do not.

How it works

Counts only points scored against opponents who achieved at least 50% of the maximum possible score. Common in Round Robin tournaments.

Example

10-player Round Robin (max 9 points), 50% threshold = 4.5 points.

Player A's results against opponents with ≥4.5 points:

  • vs X (5 pts): Won → 1
  • vs Y (4.5 pts): Drew → 0.5
  • vs Z (5.5 pts): Lost → 0

Koya = 1.5

Special Cases: Byes, Forfeits & Withdrawals

How FIDE rules handle unplayed rounds in tiebreak calculations.

PAB

Pairing-Allocated Bye

Odd number of players — one gets a PAB (1 point).

  • Buchholz: Uses dummy opponent with your final score
  • WIN: Counts as win
  • WON: Does NOT count
FF

Forfeit Win/Loss

Opponent no-show or disqualification.

  • Forfeit Win: 1 pt, opponent counts as 0
  • Forfeit Loss: VUR — cut first in Buchholz Cut
BYE

Requested Bye

Player requests time off.

  • Half-bye: 0.5 pts, VUR
  • Zero-bye: 0 pts, VUR
WD

Withdrawal

Player leaves mid-tournament.

  • Remaining rounds: Zero-bye
  • For opponents: Score adjusted per Art. 16.3

What is VUR?

VUR (Voluntary Unplayed Round) = rounds the player chose not to play: half-byes, zero-byes, forfeit losses. In Buchholz Cut variants, VUR contributions are cut first — even if they don't have the lowest value.

Which Tie breaks Should You Use?

FIDE recommends different combinations depending on your tournament.

Swiss with Inconsistent Ratings

Players have unreliable or missing ratings.

  1. Buchholz Cut-1
  2. Buchholz
  3. Sonneborn-Berger
  4. Progressive Score
  5. Direct Encounter
  6. Number of Wins
  7. Wins with Black

Swiss with Consistent Ratings

All players have reliable FIDE/national ratings.

  1. Buchholz Cut-1
  2. Buchholz
  3. Direct Encounter
  4. AROC (ARO Cut-1)
  5. Number of Wins
  6. Wins with Black
  7. Games with Black
  8. Sonneborn-Berger

Round Robin

Every player plays every other player.

  1. Direct Encounter
  2. Sonneborn-Berger
  3. Koya System
  4. Number of Wins

Tiebreak FAQ

Common questions about tie breaks in chess tournaments.

When players have the same score, tie breaks determine ranking. Most commonly Buchholz: the first-place player's opponents scored more total points, meaning tougher opposition. Check your tournament's tiebreak order in the regulations.
  • PAB: 1 point, dummy opponent for Buchholz
  • Half-bye: 0.5 pts, VUR (cut first in Buchholz Cut)
  • Zero-bye: 0 pts, VUR
Playing all games is generally better for tie breaks.
Yes! You can select from all 28 tie breaks and arrange them in any order. The system applies them sequentially until the tie is broken.
WIN = all full-point rounds (including forfeits, PAB, byes)
WON = only actual games played and won at the board

Example: 3 OTB wins + 1 forfeit = WIN=4, WON=3

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