PGN

Standard: Portable Game Notation Specification and Implementation Guide
Revised: 1994.03.12
Authors: Interested readers of the Internet newsgroup rec.games.chess
Coordinator: Steven J. Edwards (send comments to sje@world.std.com)
0: Preface
From the Tower of Babel story:
"If now, while they are one people, all speaking the same language, they have
started to do this, nothing will later stop them from doing whatever they
propose to do."
Genesis XI, v.6, New American Bible
1: Introduction
PGN is "Portable Game Notation", a standard designed for the representation of
chess game data using ASCII text files.  PGN is structured for easy reading and
writing by human users and for easy parsing and generation by computer
programs.  The intent of the definition and propagation of PGN is to facilitate
the sharing of public domain chess game data among chessplayers (both organic
and otherwise), publishers, and computer chess researchers throughout the
world.
PGN is not intended to be a general purpose standard that is suitable for every
possible use; no such standard could fill all conceivable requirements.
Instead, PGN is proposed as a universal portable representation for data
interchange.  The idea is to allow the construction of a family of chess
applications that can quickly and easily process chess game data using PGN for
import and export among themselves.
2: Chess data representation
Computer usage among chessplayers has become quite common in recent years and a
variety of different programs, both commercial and public domain, are used to
generate, access, and propagate chess game data.  Some of these programs are
rather impressive; most are now well behaved in that they correctly follow the
Laws of Chess and handle users' data with reasonable care.  Unfortunately, many
programs have had serious problems with several aspects of the external
representation of chess game data.  Sometimes these problems become more
visible when a user attempts to move significant quantities of data from one
program to another; if there has been no real effort to ensure portability of
data, then the chances for a successful transfer are small at best.
2.1: Data interchange incompatibility
The reasons for format incompatibility are easy to understand.  In fact, most
of them are correlated with the same problems that have already been seen with
commercial software offerings for other domains such as word processing,
spreadsheets, fonts, and graphics.  Sometimes a manufacturer deliberately
designs a data format using encryption or some other secret, proprietary
technique to "lock in" a customer.  Sometimes a designer may produce a format
that can be deciphered without too much difficulty, but at the same time
publicly discourage third party software by claiming trade secret protection.
Another software producer may develop a non-proprietary system, but it may work
well only within the scope of a single program or application because it is not
easily expandable.  Finally, some other software may work very well for many
purposes, but it uses symbols and language not easily understood by people or
computers available to those outside the country of its development.
2.2: Specification goals
A specification for a portable game notation must observe the lessons of
history and be able to handle probable needs of the future.  The design
criteria for PGN were selected to meet these needs.  These criteria include:
1) The details of the system must be publicly available and free of unnecessary
complexity.  Ideally, if the documentation is not available for some reason,
typical chess software developers and users should be able to understand most
of the data without the need for third party assistance.
2) The details of the system must be non-proprietary so that users and software
developers are unrestricted by concerns about infringing on intellectual
property rights.  The idea is to let chess programmers compete in a free market
where customers may choose software based on their real needs and not based on
artificial requirements created by a secret data format.
3) The system must work for a variety of programs.  The format should be such
that it can be used by chess database programs, chess publishing programs,
chess server programs, and chessplaying programs without being unnecessarily
specific to any particular application class.
4) The system must be easily expandable and scalable.  The expansion ability
must include handling data items that may not exist currently but could be
expected to emerge in the future.  (Examples: new opening classifications and
new country names.)  The system should be scalable in that it must not have any
arbitrary restrictions concerning the quantity of stored data.  Also, planned
modes of expansion should either preserve earlier databases or at least allow
for their automatic conversion.
5) The system must be international.  Chess software users are found in many
countries and the system should be free of difficulties caused by conventions
local to a given region.
6) Finally, the system should handle the same kinds and amounts of data that
are already handled by existing chess software and by print media.
2.3: A sample PGN game
Although its description may seem rather lengthy, PGN is actually fairly
simple.  A sample PGN game follows; it has most of the important features
described in later sections of this document.
[Event "F/S Return Match"]
[Site "Belgrade, Serbia JUG"]
[Date "1992.11.04"]
[Round "29"]
[White "Fischer, Robert J."]
[Black "Spassky, Boris V."]
[Result "1/2-1/2"]
1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7. Bb3 d6 8. c3
O-O 9. h3 Nb8 10. d4 Nbd7 11. c4 c6 12. cxb5 axb5 13. Nc3 Bb7 14. Bg5 b4 15.
Nb1 h6 16. Bh4 c5 17. dxe5 Nxe4 18. Bxe7 Qxe7 19. exd6 Qf6 20. Nbd2 Nxd6 21.
Nc4 Nxc4 22. Bxc4 Nb6 23. Ne5 Rae8 24. Bxf7+ Rxf7 25. Nxf7 Rxe1+ 26. Qxe1 Kxf7
27. Qe3 Qg5 28. Qxg5 hxg5 29. b3 Ke6 30. a3 Kd6 31. axb4 cxb4 32. Ra5 Nd5 33.
f3 Bc8 34. Kf2 Bf5 35. Ra7 g6 36. Ra6+ Kc5 37. Ke1 Nf4 38. g3 Nxh3 39. Kd2 Kb5
40. Rd6 Kc5 41. Ra6 Nf2 42. g4 Bd3 43. Re6 1/2-1/2
3: Formats: import and export
There are two formats in the PGN specification.  These are the "import" format
and the "export" format.  These are the two different ways of formatting the
same PGN data according to its source.  The details of the two formats are
described throughout the following sections of this document.
Other than formats, there is the additional topic of PGN presentation.  While
both PGN import and export formats are designed to be readable by humans, there
is no recommendation that either of these be an ultimate mode of chess data
presentation.  Rather, software developers are urged to consider all of the
various techniques at their disposal to enhance the display of chess data at
the presentation level (i.e., highest level) of their programs.  This means
that the use of different fonts, character sizes, color, and other tools of
computer aided interaction and publishing should be explored to provide a high
quality presentation appropriate to the function of the particular program.
3.1: Import format allows for manually prepared data
The import format is rather flexible and is used to describe data that may have
been prepared by hand, much like a source file for a high level programming
language.  A program that can read PGN data should be able to handle the
somewhat lax import format.
3.2: Export format used for program generated output
The export format is rather strict and is used to describe data that is usually
prepared under program control, something like a pretty printed source program
reformatted by a compiler.
3.2.1: Byte equivalence
For a given PGN data file, export format representations generated by different
PGN programs on the same computing system should be exactly equivalent, byte
for byte.
3.2.2: Archival storage and the newline character
Export format should also be used for archival storage.  Here, "archival"
storage is defined as storage that may be accessed by a variety of computing
systems.  The only extra requirement for archival storage is that the newline
character have a specific representation that is independent of its value for a
particular computing system's text file usage.  The archival representation of
a newline is the ASCII control character LF (line feed, decimal value 10,
hexadecimal value 0x0a).
Sadly, there are some accidents of history that survive to this day that have
baroque representations for a newline: multicharacter sequences, end-of-line
record markers, start-of-line byte counts, fixed length records, and so forth.
It is well beyond the scope of the PGN project to reconcile all of these to the
unified world of ANSI C and the those enjoying the bliss of a single '\n'
convention.  Some systems may just not be able to handle an archival PGN text
file with native text editors.  In these cases, an indulgence of sorts is
granted to use the local newline convention in non-archival PGN files for those
text editors.
3.2.3: Speed of processing
Several parts of the export format deal with exact descriptions of line and
field justification that are absent from the import format details.  The main
reason for these restrictions on the export format are to allow the
construction of simple data translation programs that can easily scan PGN data
without having to have a full chess engine or other complex parsing routines.
The idea is to encourage chess software authors to always allow for at least a
limited PGN reading capability.  Even when a full chess engine parsing
capability is available, it is likely to be at least two orders of magnitude
slower than a simple text scanner.
3.2.4: Reduced export format
A PGN game represented using export format is said to be in "reduced export
format" if all of the following hold: 1) it has no commentary, 2) it has only
the standard seven tag roster identification information ("STR", see below), 3)
it has no recursive annotation variations ("RAV", see below), and 4) it has no
numeric annotation glyphs ("NAG", see below).  Reduced export format is used
for bulk storage of unannotated games.  It represents a minimum level of
standard conformance for a PGN exporting application.
4: Lexicographical issues
PGN data is composed of characters; non-overlapping contiguous sequences of
characters form lexical tokens.
4.1: Character codes
PGN data is represented using a subset of the eight bit ISO 8859/1 (Latin 1)
character set.  ("ISO" is an acronym for the International Standards
Organization.)  This set is also known as ECMA-94 and is similar to other ISO
Latin character sets.  ISO 8859/1 includes the standard seven bit ASCII
character set for the 32 control character code values from zero to 31.  The 95
printing character code values from 32 to 126 are also equivalent to seven bit
ASCII usage.  (Code value 127, the ASCII DEL control character, is a graphic
character in ISO 8859/1; it is not used for PGN data representation.)
The 32 ISO 8859/1 code values from 128 to 159 are non-printing control
characters.  They are not used for PGN data representation.  The 32 code values
from 160 to 191 are mostly non-alphabetic printing characters and their use for
PGN data is discouraged as their graphic representation varies considerably
among other ISO Latin sets.  Finally, the 64 code values from 192 to 255 are
mostly alphabetic printing characters with various diacritical marks; their use
is encouraged for those languages that require such characters.  The graphic
representations of this last set of 64 characters is fairly constant for the
ISO Latin family.
Printing character codes outside of the seven bit ASCII range may only appear
in string data and in commentary.  They are not permitted for use in symbol
construction.
Because some PGN users' environments may not support presentation of non-ASCII
characters, PGN game authors should refrain from using such characters in
critical commentary or string values in game data that may be referenced in
such environments.  PGN software authors should have their programs handle such
environments by displaying a question mark ("?") for non-ASCII character codes.
This is an important point because there are many computing systems that can
display eight bit character data, but the display graphics may differ among
machines and operating systems from different manufacturers.
Only four of the ASCII control characters are permitted in PGN import format;
these are the horizontal and vertical tabs along with the linefeed and carriage
return codes.
The external representation of the newline character may differ among
platforms; this is an acceptable variation as long as the details of the
implementation are hidden from software implementors and users.  When a choice
is practical, the Unix "newline is linefeed" convention is preferred.
4.2: Tab characters
Tab characters, both horizontal and vertical, are not permitted in the export
format.  This is because the treatment of tab characters is highly dependent
upon the particular software in use on the host computing system.  Also, tab
characters may not appear inside of string data.
4.3: Line lengths
PGN data are organized as simple text lines without any special bytes or
markers for secondary record structure imposed by specific operating systems.
Import format PGN text lines are limited to having a maximum of 255 characters
per line including the newline character.  Lines with 80 or more printing
characters are strongly discouraged because of the difficulties experienced by
common text editors with long lines.
In some cases, very long tag values will require 80 or more columns, but these
are relatively rare.  An example of this is the "FEN" tag pair; it may have a
long tag value, but this particular tag pair is only used to represent a game
that doesn't start from the usual initial position.
5: Commentary
Comment text may appear in PGN data.  There are two kinds of comments.  The
first kind is the "rest of line" comment; this comment type starts with a
semicolon character and continues to the end of the line.  The second kind
starts with a left brace character and continues to the next right brace
character.  Comments cannot appear inside any token.
Brace comments do not nest; a left brace character appearing in a brace comment
loses its special meaning and is ignored.  A semicolon appearing inside of a
brace comment loses its special meaning and is ignored.  Braces appearing
inside of a semicolon comments lose their special meaning and are ignored.
*** Export format representation of comments needs definition work.
6: Escape mechanism
There is a special escape mechanism for PGN data.  This mechanism is triggered
by a percent sign character ("%") appearing in the first column of a line; the
data on the rest of the line is ignored by publicly available PGN scanning
software.  This escape convention is intended for the private use of software
developers and researchers to embed non-PGN commands and data in PGN streams.
A percent sign appearing in any other place other than the first position in a
line does not trigger the escape mechanism.
7: Tokens
PGN character data is organized as tokens.  A token is a contiguous sequence of
characters that represents a basic semantic unit.  Tokens may be separated from
adjacent tokens by white space characters.  (White space characters include
space, newline, and tab characters.)  Some tokens are self delimiting and do
not require white space characters.
A string token is a sequence of zero or more printing characters delimited by a
pair of quote characters (ASCII decimal value 34, hexadecimal value 0x22).  An
empty string is represented by two adjacent quotes.  (Note: an apostrophe is
not a quote.)  A quote inside a string is represented by the backslash
immediately followed by a quote.  A backslash inside a string is represented by
two adjacent backslashes.  Strings are commonly used as tag pair values (see
below).  Non-printing characters like newline and tab are not permitted inside
of strings.  A string token is terminated by its closing quote.  Currently, a
string is limited to a maximum of 255 characters of data.
An integer token is a sequence of one or more decimal digit characters.  It is
a special case of the more general "symbol" token class described below.
Integer tokens are used to help represent move number indications (see below).
An integer token is terminated just prior to the first non-symbol character
following the integer digit sequence.
A period character (".") is a token by itself.  It is used for move number
indications (see below).  It is self terminating.
An asterisk character ("*") is a token by itself.  It is used as one of the
possible game termination markers (see below); it indicates an incomplete game
or a game with an unknown or otherwise unavailable result.  It is self
terminating.
The left and right bracket characters ("[" and "]") are tokens.  They are used
to delimit tag pairs (see below).  Both are self terminating.
The left and right parenthesis characters ("(" and ")") are tokens.  They are
used to delimit Recursive Annotation Variations (see below).  Both are self
terminating.
The left and right angle bracket characters ("<" and ">") are tokens.  They are
reserved for future expansion.  Both are self terminating.
A Numeric Annotation Glyph ("NAG", see below) is a token; it is composed of a
dollar sign character ("$") immediately followed by one or more digit
characters.  It is terminated just prior to the first non-digit character
following the digit sequence.
A symbol token starts with a letter or digit character and is immediately
followed by a sequence of zero or more symbol continuation characters.  These
continuation characters are letter characters ("A-Za-z"), digit characters
("0-9"), the underscore ("_"), the plus sign ("+"), the octothorpe sign ("#"),
the equal sign ("="), the colon (":"),  and the hyphen ("-").  Symbols are used
for a variety of purposes.  All characters in a symbol are significant.  A
symbol token is terminated just prior to the first non-symbol character
following the symbol character sequence.  Currently, a symbol is limited to a
maximum of 255 characters in length.
8: Parsing games
A PGN database file is a sequential collection of zero or more PGN games.  An
empty file is a valid, although somewhat uninformative, PGN database.
A PGN game is composed of two sections.  The first is the tag pair section and
the second is the movetext section.  The tag pair section provides information
that identifies the game by defining the values associated with a set of
standard parameters.  The movetext section gives the usually enumerated and
possibly annotated moves of the game along with the concluding game termination
marker.  The chess moves themselves are represented using SAN (Standard
Algebraic Notation), also described later in this document.
8.1: Tag pair section
The tag pair section is composed of a series of zero or more tag pairs.
A tag pair is composed of four consecutive tokens: a left bracket token, a
symbol token, a string token, and a right bracket token.  The symbol token is
the tag name and the string token is the tag value associated with the tag
name.  (There is a standard set of tag names and semantics described below.)
The same tag name should not appear more than once in a tag pair section.
A further restriction on tag names is that they are composed exclusively of
letters, digits, and the underscore character.  This is done to facilitate
mapping of tag names into key and attribute names for use with general purpose
database programs.
For PGN import format, there may be zero or more white space characters between
any adjacent pair of tokens in a tag pair.
For PGN export format, there are no white space characters between the left
bracket and the tag name, there are no white space characters between the tag
value and the right bracket, and there is a single space character between the
tag name and the tag value.
Tag names, like all symbols, are case sensitive.  All tag names used for
archival storage begin with an upper case letter.
PGN import format may have multiple tag pairs on the same line and may even
have a tag pair spanning more than a single line.  Export format requires each
tag pair to appear left justified on a line by itself; a single empty line
follows the last tag pair.
Some tag values may be composed of a sequence of items.  For example, a
consultation game may have more than one player for a given side.  When this
occurs, the single character ":" (colon) appears between adjacent items.
Because of this use as an internal separator in strings, the colon should not
otherwise appear in a string.
The tag pair format is designed for expansion; initially only strings are
allowed as tag pair values.  Tag value formats associated with the STR (Seven
Tag Roster, see below) will not change; they will always be string values.
However, there are long term plans to allow general list structures as tag
values for non-STR tag pairs.  Use of these expanded tag values will likely be
restricted to special research programs.  In all events, the top level
structure of a tag pair remains the same: left bracket, tag name, tag value,
and right bracket.
8.1.1: Seven Tag Roster
There is a set of tags defined for mandatory use for archival storage of PGN
data.  This is the STR (Seven Tag Roster).  The interpretation of these tags is
fixed as is the order in which they appear.  Although the definition and use of
additional tag names and semantics is permitted and encouraged when needed, the
STR is the common ground that all programs should follow for public data
interchange.
For import format, the order of tag pairs is not important.  For export format,
the STR tag pairs appear before any other tag pairs.  (The STR tag pairs must
also appear in order; this order is described below).  Also for export format,
any additional tag pairs appear in ASCII order by tag name.
The seven tag names of the STR are (in order):
1) Event (the name of the tournament or match event)
2) Site (the location of the event)
3) Date (the starting date of the game)
4) Round (the playing round ordinal of the game)
5) White (the player of the white pieces)
6) Black (the player of the black pieces)
7) Result (the result of the game)
A set of supplemental tag names is given later in this document.
For PGN export format, a single blank line appears after the last of the tag
pairs to conclude the tag pair section.  This helps simple scanning programs to
quickly determine the end of the tag pair section and the beginning of the
movetext section.
8.1.1.1: The Event tag
The Event tag value should be reasonably descriptive.  Abbreviations are to be
avoided unless absolutely necessary.  A consistent event naming should be used
to help facilitate database scanning.  If the name of the event is unknown, a
single question mark should appear as the tag value.
Examples:
[Event "FIDE World Championship"]
[Event "Moscow City Championship"]
[Event "ACM North American Computer Championship"]
[Event "Casual Game"]
8.1.1.2: The Site tag
The Site tag value should include city and region names along with a standard
name for the country.  The use of the IOC (International Olympic Committee)
three letter names is suggested for those countries where such codes are
available.  If the site of the event is unknown, a single question mark should
appear as the tag value.  A comma may be used to separate a city from a region.
No comma is needed to separate a city or region from the IOC country code.  A
later section of this document gives a list of three letter nation codes along
with a few additions for "locations" not covered by the IOC.
Examples:
[Site "New York City, NY USA"]
[Site "St. Petersburg RUS"]
[Site "Riga LAT"]
8.1.1.3: The Date tag
The Date tag value gives the starting date for the game.  (Note: this is not
necessarily the same as the starting date for the event.)  The date is given
with respect to the local time of the site given in the Event tag.  The Date
tag value field always uses a standard ten character format: "YYYY.MM.DD".  The
first four characters are digits that give the year, the next character is a
period, the next two characters are digits that give the month, the next
character is a period, and the final two characters are digits that give the
day of the month.  If the any of the digit fields are not known, then question
marks are used in place of the digits.
Examples:
[Date "1992.08.31"]
[Date "1993.??.??"]
[Date "2001.01.01"]
8.1.1.4: The Round tag
The Round tag value gives the playing round for the game.  In a match
competition, this value is the number of the game played.  If the use of a
round number is inappropriate, then the field should be a single hyphen
character.  If the round is unknown, a single question mark should appear as
the tag value.
Some organizers employ unusual round designations and have multipart playing
rounds and sometimes even have conditional rounds.  In these cases, a multipart
round identifier can be made from a sequence of integer round numbers separated
by periods.  The leftmost integer represents the most significant round and
succeeding integers represent round numbers in descending hierarchical order.
Examples:
[Round "1"]
[Round "3.1"]
[Round "4.1.2"]
8.1.1.5: The White tag
The White tag value is the name of the player or players of the white pieces.
The names are given as they would appear in a telephone directory.  The family
or last name appears first.  If a first name or first initial is available, it
is separated from the family name by a comma and a space.  Finally, one or more
middle initials may appear.  (Wherever a comma appears, the very next character
should be a space.  Wherever an initial appears, the very next character should
be a period.)  If the name is unknown, a single question mark should appear as
the tag value.
The intent is to allow meaningful ASCII sorting of the tag value that is
independent of regional name formation customs.  If more than one person is
playing the white pieces, the names are listed in alphabetical order and are
separated by the colon character between adjacent entries.  A player who is
also a computer program should have appropriate version information listed
after the name of the program.
The format used in the FIDE Rating Lists is appropriate for use for player name
tags.
Examples:
[White "Tal, Mikhail N."]
[White "van der Wiel, Johan"]
[White "Acme Pawngrabber v.3.2"]
[White "Fine, R."]
8.1.1.6: The Black tag
The Black tag value is the name of the player or players of the black pieces.
The names are given here as they are for the White tag value.
Examples:
[Black "Lasker, Emmanuel"]
[Black "Smyslov, Vasily V."]
[Black "Smith, John Q.:Woodpusher 2000"]
[Black "Morphy"]
8.1.1.7: The Result tag
The Result field value is the result of the game.  It is always exactly the
same as the game termination marker that concludes the associated movetext.  It
is always one of four possible values: "1-0" (White wins), "0-1" (Black wins),
"1/2-1/2" (drawn game), and "*" (game still in progress, game abandoned, or
result otherwise unknown).  Note that the digit zero is used in both of the
first two cases; not the letter "O".
All possible examples:
[Result "0-1"]
[Result "1-0"]
[Result "1/2-1/2"]
[Result "*"]
8.2: Movetext section
The movetext section is composed of chess moves, move number indications,
optional annotations, and a single concluding game termination marker.
Because illegal moves are not real chess moves, they are not permitted in PGN
movetext.  They may appear in commentary, however.  One would hope that illegal
moves are relatively rare in games worthy of recording.
8.2.1: Movetext line justification
In PGN import format, tokens in the movetext do not require any specific line
justification.
In PGN export format, tokens in the movetext are placed left justified on
successive text lines each of which has less than 80 printing characters.  As
many tokens as possible are placed on a line with the remainder appearing on
successive lines.  A single space character appears between any two adjacent
symbol tokens on the same line in the movetext.  As with the tag pair section,
a single empty line follows the last line of data to conclude the movetext
section.
Neither the first or the last character on an export format PGN line is a
space.  (This may change in the case of commentary; this area is currently
under development.)
8.2.2: Movetext move number indications
A move number indication is composed of one or more adjacent digits (an integer
token) followed by zero or more periods.  The integer portion of the indication
gives the move number of the immediately following white move (if present) and
also the immediately following black move (if present).
8.2.2.1: Import format move number indications
PGN import format does not require move number indications.  It does not
prohibit superfluous move number indications anywhere in the movetext as long
as the move numbers are correct.
PGN import format move number indications may have zero or more period
characters following the digit sequence that gives the move number; one or more
white space characters may appear between the digit sequence and the period(s).
8.2.2.2: Export format move number indications
There are two export format move number indication formats, one for use
appearing immediately before a white move element and one for use appearing
immediately before a black move element.  A white move number indication is
formed from the integer giving the fullmove number with a single period
character appended.  A black move number indication is formed from the integer
giving the fullmove number with three period characters appended.
All white move elements have a preceding move number indication.  A black move
element has a preceding move number indication only in two cases: first, if
there is intervening annotation or commentary between the black move and the
previous white move; and second, if there is no previous white move in the
special case where a game starts from a position where Black is the active
player.
There are no other cases where move number indications appear in PGN export
format.
8.2.3: Movetext SAN (Standard Algebraic Notation)
SAN (Standard Algebraic Notation) is a representation standard for chess moves
using the ASCII Latin alphabet.
Examples of SAN recorded games are found throughout most modern chess
publications.  SAN as presented in this document uses English language single
character abbreviations for chess pieces, although this is easily changed in
the source.  English is chosen over other languages because it appears to be
the most widely recognized.
An alternative to SAN is FAN (Figurine Algebraic Notation).  FAN uses miniature
piece icons instead of single letter piece abbreviations.  The two notations
are otherwise identical.
8.2.3.1: Square identification
SAN identifies each of the sixty four squares on the chessboard with a unique
two character name.  The first character of a square identifier is the file of
the square; a file is a column of eight squares designated by a single lower
case letter from "a" (leftmost or queenside) up to and including "h" (rightmost
or kingside).  The second character of a square identifier is the rank of the
square; a rank is a row of eight squares designated by a single digit from "1"
(bottom side [White's first rank]) up to and including "8" (top side [Black's
first rank]).  The initial squares of some pieces are: white queen rook at a1,
white king at e1, black queen knight pawn at b7, and black king rook at h8.
8.2.3.2: Piece identification
SAN identifies each piece by a single upper case letter.  The standard English
values: pawn = "P", knight = "N", bishop = "B", rook = "R", queen = "Q", and
king = "K".
The letter code for a pawn is not used for SAN moves in PGN export format
movetext.  However, some PGN import software disambiguation code may allow for
the appearance of pawn letter codes.  Also, pawn and other piece letter codes
are needed for use in some tag pair and annotation constructs.
It is admittedly a bit chauvinistic to select English piece letters over those
from other languages.  There is a slight justification in that English is a de
facto universal second language among most chessplayers and program users.  It
is probably the best that can be done for now.  A later section of this
document gives alternative piece letters, but these should be used only for
local presentation software and not for archival storage or for dynamic
interchange among programs.
8.2.3.3: Basic SAN move construction
A basic SAN move is given by listing the moving piece letter (omitted for
pawns) followed by the destination square.  Capture moves are denoted by the
lower case letter "x" immediately prior to the destination square; pawn
captures include the file letter of the originating square of the capturing
pawn immediately prior to the "x" character.
SAN kingside castling is indicated by the sequence "O-O"; queenside castling is
indicated by the sequence "O-O-O".  Note that the upper case letter "O" is
used, not the digit zero.  The use of a zero character is not only incompatible
with traditional text practices, but it can also confuse parsing algorithms
which also have to understand about move numbers and game termination markers.
Also note that the use of the letter "O" is consistent with the practice of
having all chess move symbols start with a letter; also, it follows the
convention that all non-pwn move symbols start with an upper case letter.
En passant captures do not have any special notation; they are formed as if the
captured pawn were on the capturing pawn's destination square.  Pawn promotions
are denoted by the equal sign "=" immediately following the destination square
with a promoted piece letter (indicating one of knight, bishop, rook, or queen)
immediately following the equal sign.  As above, the piece letter is in upper
case.
8.2.3.4: Disambiguation
In the case of ambiguities (multiple pieces of the same type moving to the same
square), the first appropriate disambiguating step of the three following steps
is taken:
First, if the moving pieces can be distinguished by their originating files,
the originating file letter of the moving piece is inserted immediately after
the moving piece letter.
Second (when the first step fails), if the moving pieces can be distinguished
by their originating ranks, the originating rank digit of the moving piece is
inserted immediately after the moving piece letter.
Third (when both the first and the second steps fail), the two character square
coordinate of the originating square of the moving piece is inserted
immediately after the moving piece letter.
Note that the above disambiguation is needed only to distinguish among moves of
the same piece type to the same square; it is not used to distinguish among
attacks of the same piece type to the same square.  An example of this would be
a position with two white knights, one on square c3 and one on square g1 and a
vacant square e2 with White to move.  Both knights attack square e2, and if
both could legally move there, then a file disambiguation is needed; the
(nonchecking) knight moves would be "Nce2" and "Nge2".  However, if the white
king were at square e1 and a black bishop were at square b4 with a vacant
square d2 (thus an absolute pin of the white knight at square c3), then only
one white knight (the one at square g1) could move to square e2: "Ne2".
8.2.3.5: Check and checkmate indication characters
If the move is a checking move, the plus sign "+" is appended as a suffix to
the basic SAN move notation; if the move is a checkmating move, the octothorpe
sign "#" is appended instead.
Neither the appearance nor the absence of either a check or checkmating
indicator is used for disambiguation purposes.  This means that if two (or
more) pieces of the same type can move to the same square the differences in
checking status of the moves does not allieviate the need for the standard rank
and file disabiguation described above.  (Note that a difference in checking
status for the above may occur only in the case of a discovered check.)
Neither the checking or checkmating indicators are considered annotation as
they do not communicate subjective information.  Therefore, they are
qualitatively different from move suffix annotations like "!" and "?".
Subjective move annotations are handled using Numeric Annotation Glyphs as
described in a later section of this document.
There are no special markings used for double checks or discovered checks.
There are no special markings used for drawing moves.
8.2.3.6: SAN move length
SAN moves can be as short as two characters (e.g., "d4"), or as long as seven
characters (e.g., "Qa6xb7#", "fxg1=Q+").  The average SAN move length seen in
realistic games is probably just fractionally longer than three characters.  If
the SAN rules seem complicated, be assured that the earlier notation systems of
LEN (Long English Notation) and EDN (English Descriptive Notation) are much
more complex, and that LAN (Long Algebraic Notation, the predecessor of SAN) is
unnecessarily bulky.
8.2.3.7: Import and export SAN
PGN export format always uses the above canonical SAN to represent moves in the
movetext section of a PGN game.  Import format is somewhat more relaxed and it
makes allowances for moves that do not conform exactly to the canonical format.
However, these allowances may differ among different PGN reader programs.  Only
data appearing in export format is in all cases guaranteed to be importable
into all PGN readers.
There are a number of suggested guidelines for use with implementing PGN reader
software for permitting non-canonical SAN move representation.  The idea is to
have a PGN reader apply various transformations to attempt to discover the move
that is represented by non-canonical input.  Some suggested transformations
include: letter case remapping, capture indicator insertion, check indicator
insertion, and checkmate indicator insertion.
8.2.3.8: SAN move suffix annotations
Import format PGN allows for the use of traditional suffix annotations for
moves.  There are exactly six such annotations available: "!", "?", "!!", "!?",
"?!", and "??".  At most one such suffix annotation may appear per move, and if
present, it is always the last part of the move symbol.
When exported, a move suffix annotation is translated into the corresponding
Numeric Annotation Glyph as described in a later section of this document.  For
example, if the single move symbol "Qxa8?" appears in an import format PGN
movetext, it would be replaced with the two adjacent symbols "Qxa8 $2".
8.2.4: Movetext NAG (Numeric Annotation Glyph)
An NAG (Numeric Annotation Glyph) is a movetext element that is used to
indicate a simple annotation in a language independent manner.  An NAG is
formed from a dollar sign ("$") with a non-negative decimal integer suffix.
The non-negative integer must be from zero to 255 in value.
8.2.5: Movetext RAV (Recursive Annotation Variation)
An RAV (Recursive Annotation Variation) is a sequence of movetext containing
one or more moves enclosed in parentheses.  An RAV is used to represent an
alternative variation.  The alternate move sequence given by an RAV is one that
may be legally played by first unplaying the move that appears immediately
prior to the RAV.  Because the RAV is a recursive construct, it may be nested.
*** The specification for import/export representation of RAV elements needs
further development.
8.2.6: Game Termination Markers
Each movetext section has exactly one game termination marker; the marker
always occurs as the last element in the movetext.  The game termination marker
is a symbol that is one of the following four values: "1-0" (White wins), "0-1"
(Black wins), "1/2-1/2" (drawn game), and "*" (game in progress, result
unknown, or game abandoned).  Note that the digit zero is used in the above;
not the upper case letter "O".  The game termination marker appearing in the
movetext of a game must match the value of the game's Result tag pair.  (While
the marker appears as a string in the Result tag, it appears as a symbol
without quotes in the movetext.)
9: Supplemental tag names
The following tag names and their associated semantics are recommended for use
for information not contained in the Seven Tag Roster.
9.1: Player related information
Note that if there is more than one player field in an instance of a player
(White or Black) tag, then there will be corresponding multiple fields in any
of the following tags.  For example, if the White tag has the three field value
"Jones:Smith:Zacharias" (a consultation game), then the WhiteTitle tag could
have a value of "IM:-:GM" if Jones was an International Master, Smith was
untitled, and Zacharias was a Grandmaster.
9.1.1: Tags: WhiteTitle, BlackTitle
These use string values such as "FM", "IM", and "GM"; these tags are used only
for the standard abbreviations for FIDE titles.  A value of "-" is used for an
untitled player.
9.1.2: Tags: WhiteElo, BlackElo
These tags use integer values; these are used for FIDE Elo ratings.  A value of
"-" is used for an unrated player.
9.1.3: Tags: WhiteUSCF, BlackUSCF
These tags use integer values; these are used for USCF (United States Chess
Federation) ratings.  Similar tag names can be constructed for other rating
agencies.
9.1.4: Tags: WhiteNA, BlackNA
These tags use string values; these are the e-mail or network addresses of the
players.  A value of "-" is used for a player without an electronic address.
9.1.5: Tags: WhiteType, BlackType
These tags use string values; these describe the player types.  The value
"human" should be used for a person while the value "program" should be used
for algorithmic (computer) players.
9.2: Event related information
The following tags are used for providing additional information about the
event.
9.2.1: Tag: EventDate
This uses a date value, similar to the Date tag field, that gives the starting
date of the Event.
9.2.2: Tag: EventSponsor
This uses a string value giving the name of the sponsor of the event.
9.2.3: Tag: Section
This uses a string; this is used for the playing section of a tournament (e.g.,
"Open" or "Reserve").
9.2.4: Tag: Stage
This uses a string; this is used for the stage of a multistage event (e.g.,
"Preliminary" or "Semifinal").
9.2.5: Tag: Board
This uses an integer; this identifies the board number in a team event and also
in a simultaneous exhibition.
9.3: Opening information (locale specific)
The following tag pairs are used for traditional opening names.  The associated
tag values will vary according to the local language in use.
9.3.1: Tag: Opening
This uses a string; this is used for the traditional opening name.  This will
vary by locale.  This tag pair is associated with the use of the EPD opcode
"v0" described in a later section of this document.
9.3.2: Tag: Variation
This uses a string; this is used to further refine the Opening tag.  This will
vary by locale.  This tag pair is associated with the use of the EPD opcode
"v1" described in a later section of this document.
9.3.3: Tag: SubVariation
This uses a string; this is used to further refine the Variation tag.  This
will vary by locale.  This tag pair is associated with the use of the EPD
opcode "v2" described in a later section of this document.
9.4: Opening information (third party vendors)
The following tag pairs are used for representing opening identification
according to various third party vendors and organizations.  References to
these organizations does not imply any endorsement of them or any endorsement
by them.
9.4.1: Tag: ECO
This uses a string of either the form "XDD" or the form "XDD/DD" where the "X"
is a letter from "A" to "E" and the "D" positions are digits; this is used for
an opening designation from the five volume Encyclopedia of Chess Openings.
This tag pair is associated with the use of the EPD opcode "eco" described in a
later section of this document.
9.4.2: Tag: NIC
This uses a string; this is used for an opening designation from the _New in
Chess_ database.  This tag pair is associated with the use of the EPD opcode
"nic" described in a later section of this document.
9.5: Time and date related information
The following tags assist with further refinement of the time and data
information associated with a game.
9.5.1: Tag: Time
This uses a time-of-day value in the form "HH:MM:SS"; similar to the Date tag
except that it denotes the local clock time (hours, minutes, and seconds) of
the start of the game.  Note that colons, not periods, are used for field
separators for the Time tag value.  The value is taken from the local time
corresponding to the location given in the Site tag pair.
9.5.2: Tag: UTCTime
This tag is similar to the Time tag except that the time is given according to
the Universal Coordinated Time standard.
9.5.3: Tag:; UTCDate
This tag is similar to the Date tag except that the date is given according to
the Universal Coordinated Time standard.
9.6: Time control
The follwing tag is used to help describe the time control used with the game.
9.6.1: Tag: TimeControl
This uses a list of one or more time control fields.  Each field contains a
descriptor for each time control period; if more than one descriptor is present
then they are separated by the colon character (":").  The descriptors appear
in the order in which they are used in the game.  The last field appearing is
considered to be implicitly repeated for further control periods as needed.
There are six kinds of TimeControl fields.
The first kind is a single question mark ("?") which means that the time
control mode is unknown.  When used, it is usually the only descriptor present.
The second kind is a single hyphen ("-") which means that there was no time
control mode in use.  When used, it is usually the only descriptor present.
The third Time control field kind is formed as two positive integers separated
by a solidus ("/") character.  The first integer is the number of moves in the
period and the second is the number of seconds in the period.  Thus, a time
control period of 40 moves in 2 1/2 hours would be represented as "40/9000".
The fourth TimeControl field kind is used for a "sudden death" control period.
It should only be used for the last descriptor in a TimeControl tag value.  It
is sometimes the only descriptor present.  The format consists of a single
integer that gives the number of seconds in the period.  Thus, a blitz game
would be represented with a TimeControl tag value of "300".
The fifth TimeControl field kind is used for an "incremental" control period.
It should only be used for the last descriptor in a TimeControl tag value and
is usually the only descriptor in the value.  The format consists of two
positive integers separated by a plus sign ("+") character.  The first integer
gives the minimum number of seconds allocated for the period and the second
integer gives the number of extra seconds added after each move is made.  So,
an incremental time control of 90 minutes plus one extra minute per move would
be given by "4500+60" in the TimeControl tag value.
The sixth TimeControl field kind is used for a "sandclock" or "hourglass"
control period.  It should only be used for the last descriptor in a
TimeControl tag value and is usually the only descriptor in the value.  The
format consists of an asterisk ("*") immediately followed by a positive
integer.  The integer gives the total number of seconds in the sandclock
period.  The time control is implemented as if a sandclock were set at the
start of the period with an equal amount of sand in each of the two chambers
and the players invert the sandclock after each move with a time forfeit
indicated by an empty upper chamber.  Electronic implementation of a physical
sandclock may be used.  An example sandclock specification for a common three
minute egg timer sandclock would have a tag value of "*180".
Additional TimeControl field kinds will be defined as necessary.
9.7: Alternative starting positions
There are two tags defined for assistance with describing games that did not
start from the usual initial array.
9.7.1: Tag: SetUp
This tag takes an integer that denotes the "set-up" status of the game.  A
value of "0" indicates that the game has started from the usual initial array.
A value of "1" indicates that the game started from a set-up position; this
position is given in the "FEN" tag pair.  This tag must appear for a game
starting with a set-up position.  If it appears with a tag value of "1", a FEN
tag pair must also appear.
9.7.2: Tag: FEN
This tag uses a string that gives the Forsyth-Edwards Notation for the starting
position used in the game.  FEN is described in a later section of this
document.  If a SetUp tag appears with a tag value of "1", the FEN tag pair is
also required.
9.8: Game conclusion
There is a single tag that discusses the conclusion of the game.
9.8.1: Tag: Termination
This takes a string that describes the reason for the conclusion of the game.
While the Result tag gives the result of the game, it does not provide any
extra information and so the Termination tag is defined for this purpose.
Strings that may appear as Termination tag values:
* "abandoned": abandoned game.
* "adjudication": result due to third party adjudication process.
* "death": losing player called to greater things, one hopes.
* "emergency": game concluded due to unforeseen circumstances.
* "normal": game terminated in a normal fashion.
* "rules infraction": administrative forfeit due to losing player's failure to
observe either the Laws of Chess or the event regulations.
* "time forfeit": loss due to losing player's failure to meet time control
requirements.
* "unterminated": game not terminated.
9.9: Miscellaneous
These are tags that can be briefly described and that doon't fit well inother
sections.
9.9.1: Tag: Annotator
This tag uses a name or names in the format of the player name tags; this
identifies the annotator or annotators of the game.
9.9.2: Tag: Mode
This uses a string that gives the playing mode of the game.  Examples: "OTB"
(over the board), "PM" (paper mail), "EM" (electronic mail), "ICS" (Internet
Chess Server), and "TC" (general telecommunication).
9.9.3: Tag: PlyCount
This tag takes a single integer that gives the number of ply (moves) in the
game.
10: Numeric Annotation Glyphs
NAG zero is used for a null annotation; it is provided for the convenience of
software designers as a placeholder value and should probably not be used in
external PGN data.
NAGs with values from 1 to 9 annotate the move just played.
NAGs with values from 10 to 135 modify the current position.
NAGs with values from 136 to 139 describe time pressure.
Other NAG values are reserved for future definition.
Note: the number assignments listed below should be considered preliminary in
nature; they are likely to be changed as a result of reviewer feedback.
NAG    Interpretation
---    --------------
  0    null annotation
  1    good move (traditional "!")
  2    poor move (traditional "?")
  3    very good move (traditional "!!")
  4    very poor move (traditional "??")
  5    speculative move (traditional "!?")
  6    questionable move (traditional "?!")
  7    forced move (all others lose quickly)
  8    singular move (no reasonable alternatives)
  9    worst move
 10    drawish position
 11    equal chances, quiet position
 12    equal chances, active position
 13    unclear position
 14    White has a slight advantage
 15    Black has a slight advantage
 16    White has a moderate advantage
 17    Black has a moderate advantage
 18    White has a decisive advantage
 19    Black has a decisive advantage
 20    White has a crushing advantage (Black should resign)
 21    Black has a crushing advantage (White should resign)
 22    White is in zugzwang
 23    Black is in zugzwang
 24    White has a slight space advantage
 25    Black has a slight space advantage
 26    White has a moderate space advantage
 27    Black has a moderate space advantage
 28    White has a decisive space advantage
 29    Black has a decisive space advantage
 30    White has a slight time (development) advantage
 31    Black has a slight time (development) advantage
 32    White has a moderate time (development) advantage
 33    Black has a moderate time (development) advantage
 34    White has a decisive time (development) advantage
 35    Black has a decisive time (development) advantage
 36    White has the initiative
 37    Black has the initiative
 38    White has a lasting initiative
 39    Black has a lasting initiative
 40    White has the attack
 41    Black has the attack
 42    White has insufficient compensation for material deficit
 43    Black has insufficient compensation for material deficit
 44    White has sufficient compensation for material deficit
 45    Black has sufficient compensation for material deficit
 46    White has more than adequate compensation for material deficit
 47    Black has more than adequate compensation for material deficit
 48    White has a slight center control advantage
 49    Black has a slight center control advantage
 50    White has a moderate center control advantage
 51    Black has a moderate center control advantage
 52    White has a decisive center control advantage
 53    Black has a decisive center control advantage
 54    White has a slight kingside control advantage
 55    Black has a slight kingside control advantage
 56    White has a moderate kingside control advantage
 57    Black has a moderate kingside control advantage
 58    White has a decisive kingside control advantage
 59    Black has a decisive kingside control advantage
 60    White has a slight queenside control advantage
 61    Black has a slight queenside control advantage
 62    White has a moderate queenside control advantage
 63    Black has a moderate queenside control advantage
 64    White has a decisive queenside control advantage
 65    Black has a decisive queenside control advantage
 66    White has a vulnerable first rank
 67    Black has a vulnerable first rank
 68    White has a well protected first rank
 69    Black has a well protected first rank
 70    White has a poorly protected king
 71    Black has a poorly protected king
 72    White has a well protected king
 73    Black has a well protected king
 74    White has a poorly placed king
 75    Black has a poorly placed king
 76    White has a well placed king
 77    Black has a well placed king
 78    White has a very weak pawn structure
 79    Black has a very weak pawn structure
 80    White has a moderately weak pawn structure
 81    Black has a moderately weak pawn structure
 82    White has a moderately strong pawn structure
 83    Black has a moderately strong pawn structure
 84    White has a very strong pawn structure
 85    Black has a very strong pawn structure
 86    White has poor knight placement
 87    Black has poor knight placement
 88    White has good knight placement
 89    Black has good knight placement
 90    White has poor bishop placement
 91    Black has poor bishop placement
 92    White has good bishop placement
 93    Black has good bishop placement
 84    White has poor rook placement
 85    Black has poor rook placement
 86    White has good rook placement
 87    Black has good rook placement
 98    White has poor queen placement
 99    Black has poor queen placement
100    White has good queen placement
101    Black has good queen placement
102    White has poor piece coordination
103    Black has poor piece coordination
104    White has good piece coordination
105    Black has good piece coordination
106    White has played the opening very poorly
107    Black has played the opening very poorly
108    White has played the opening poorly
109    Black has played the opening poorly
110    White has played the opening well
111    Black has played the opening well
112    White has played the opening very well
113    Black has played the opening very well
114    White has played the middlegame very poorly
115    Black has played the middlegame very poorly
116    White has played the middlegame poorly
117    Black has played the middlegame poorly
118    White has played the middlegame well
119    Black has played the middlegame well
120    White has played the middlegame very well
121    Black has played the middlegame very well
122    White has played the ending very poorly
123    Black has played the ending very poorly
124    White has played the ending poorly
125    Black has played the ending poorly
126    White has played the ending well
127    Black has played the ending well
128    White has played the ending very well
129    Black has played the ending very well
130    White has slight counterplay
131    Black has slight counterplay
132    White has moderate counterplay
133    Black has moderate counterplay
134    White has decisive counterplay
135    Black has decisive counterplay
136    White has moderate time control pressure
137    Black has moderate time control pressure
138    White has severe time control pressure
139    Black has severe time control pressure
11: File names and directories
File names chosen for PGN data should be both informative and portable.  The
directory names and arrangements should also be chosen for the same reasons and
also for ease of navigation.
Some of suggested file and directory names may be difficult or impossible to
represent on certain computing systems.  Use of appropriate conversion customs
is encouraged.
11.1: File name suffix for PGN data
The use of the file suffix ".pgn" is encouraged for ASCII text files containing
PGN data.
11.2: File name formation for PGN data for a specific player
PGN games for a specific player should have a file name consisting of the
player's last name followed by the ".pgn" suffix.
11.3: File name formation for PGN data for a specific event
PGN games for a specific event should have a file name consisting of the
event's name followed by the ".pgn" suffix.
11.4: File name formation for PGN data for chronologically ordered games
PGN data files used for chronologically ordered (oldest first) archives use
date information as file name root strings.  A file containing all the PGN
games for a given year would have an eight character name in the format
"YYYY.pgn".  A file containing PGN data for a given month would have a ten
character name in the format "YYYYMM.pgn".  Finally, a file for PGN games for a
single day would have a twelve character name in the format "YYYYMMDD.pgn".
Large files are split into smaller files as needed.
As game files are commonly arranged by chronological order, games with missing
or incomplete Date tag pair data are to be avoided.  Any question mark
characters in a Date tag value will be treated as zero digits for collation
within a file and also for file naming.
Large quantities of PGN data arranged by chronological order should be
organized into hierarchical directories.  A directory containing all PGN data
for a given year would have a four character name in the format "YYYY";
directories containing PGN files for a given month would have a six character
name in the format "YYYYMM".
11.5: Suggested directory tree organization
A suggested directory arrangement for ftp sites and CD-ROM distributions:
* PGN: master directory of the PGN subtree (pub/chess/Game-Databases/PGN)
* PGN/Events: directory of PGN files, each for a specific event
* PGN/Events/News: news and status of the event collection
* PGN/Events/ReadMe: brief description of the local directory contents
* PGN/MGR: directory of the Master Games Repository subtree
* PGN/MGR/News: news and status of the entire PGN/MGR subtree
* PGN/MGR/ReadMe: brief description of the local directory contents
* PGN/MGR/YYYY: directory of games or subtrees for the year YYYY
* PGN/MGR/YYYY/ReadMe: description of local directory for year YYYY
* PGN/MGR/YYYY/News: news and status for year YYYY data
* PGN/News: news and status of the entire PGN subtree
* PGN/Players: directory of PGN files, each for a specific player
* PGN/Players/News: news and status of the player collection
* PGN/Players/ReadMe: brief description of the local directory contents
* PGN/ReadMe: brief description of the local directory contents
* PGN/Standard: the PGN standard (this document)
* PGN/Tools: software utilities that access PGN data
12: PGN collating sequence
There is a standard sorting order for PGN games within a file.  This collation
is based on eight keys; these are the seven tag values of the STR and also the
movetext itself.
The first (most important, primary key) is the Date tag.  Earlier dated games
appear prior to games played at a later date.  This field is sorted by
ascending numeric value first with the year, then the month, and finally the
day of the month.  Query characters used for unknown date digit values will be
treated as zero digit characters for ordering comparison.
The second key is the Event tag.  This is sorted in ascending ASCII order.
The third key is the Site tag.  This is sorted in ascending ASCII order.
The fourth key is the Round tag.  This is sorted in ascending numeric order
based on the value of the integer used to denote the playing round.  A query or
hyphen used for the round is ordered before any integer value.  A query
character is ordered before a hyphen character.
The fifth key is the White tag.  This is sorted in ascending ASCII order.
The sixth key is the Black tag.  This is sorted in ascending ASCII order.
The seventh key is the Result tag.  This is sorted in ascending ASCII order.
The eighth key is the movetext itself.  This is sorted in ascending ASCII order
with the entire text including spaces and newline characters.
Comments