Partner 1680X Chess Computer
(600-2428A)          Basic Chess Instructions         Faxback Doc. # 17068

THE GAME BOARD

Following international chess notation, the game board is made up of 8
vertical rows called files, and 8 horizontal rows called ranks.  Each file
(left to right) is designated by a file board light and a letter of the
alphabet (A through H), and consists of 8 squares alternately colored dark
gray and silver.

Each rank (bottom to top) is designated by a rank board light and a number
(1 through 8), and also consists of 8 squares alternately colored dark gray
and silver.

NOTE:  The silver and dark gray squares on the game board are referred to
       as "white" and "black" respectively.

THE GAME PIECES

There are 16 light gray and 16 brown pieces, 32 in all. Each color has
these pieces:

    1 King
    1 Queen
    2 Bishops
    2 Knights
    2 Rooks
    8 Pawns

SETTING UP

Here's how to set up the game board.

Set the board in front of you so the display and buttons are to the right.
Set up the white pieces in the side of the board closest to you this way:

    Place the rooks on A1 and H1
    Place the knights on B1 and G1
    Place the bishops on C1 and F1
    Place the queen on D1
    Place the king on E1
    place a pawn on each square A2-H2

Set the opposite side of the board this way:

    Place the rooks A8 and H8
    Place the knights on B8 and G8
    Place the bishops on C8 and F8
    Place the queen on D8
    Place the king on E8
    Place a pawn on each square A7-H7

NOTE:  The queen always begins on a square of her own color.

MOVEMENT

Each kind of piece moves in a different way.

The rook can move any number of squares vertically or horizontally, but it
cannot move past a square occupied by another piece.

The knight moves in an L-shaped pattern. It moves 2 squares horizontally
or vertically, the moves 1 additional square at a right angle from its
first move. At the end of its move, the knight must land on a square of a
different color than the one it started from.

The knight can move even if the squares it moves through are occupied.  The
knight is the only piece that can "jump" another piece.

The bishop can move any number of squares diagonally, but it cannot move
past a square occupied by another piece.

The queen can move any number of squares vertically, horizontally, or
diagonally.  (The queen's moves are a combination of the rook's and
bishop's moves.)

The king can move only 1 square vertically, horizontally, or diagonally.

The pawn can move only 1 square directly forward, except when capturing
another piece. It captures a piece by moving diagonally forward one square,
except when capturing en passant (see capturing en passant). When it moves
from its original position, it can move 1 or 2 squares.

A pawn can be promoted to a piece of higher rank. See "Promoting a Pawn."

GAMES RULES

Checkmate - The Object of the Game

The object of the game is to position your pieces so your next move would
capture the opponent's king, and your opponent cannot move, protect the
king, or capture your piece. This is called checkmate.

Check

Check occurs when a player's piece directly threatens to capture the
opponent's king, but the opponent can move the king, or another piece, to
escape capture.

To capture a piece, you move your piece into the square occupied by the
piece you are capturing, except when capturing an opponent's pawn en
passant. Remove the captured piece from the board.

Capturing En Passant

A pawn can capture an opponent's pawn which has just moved two squares
from its original position.

Here's an example of an en passant capture.

1.  The white pawn advances from E4 to E5. The black pawn is still in its
    original position (D7)

2.  The black pawn advances from D7 to D5.

3.  The white pawn advances to D6 (one square behind the black pawn's
    position). The black pawn is captured, even though the exact square its
    on was not occupied by the black pawn

When a pawn crosses the entire board, it may be promoted to a queen or
another piece, even if the queen or other piece is still on the board.

Castling

Castling protects the king from a potential check or checkmate situation by
hiding it behind a fortified position.

You may castle if all of the following conditions exist:

    The king has not moved from his original position.

    The rook which you want to move by castling has not moved from its
    original position

    The king is not placed in check on its current square, the square to
    which it is going, or the square it passes over

    The squares between the king and the rook are not occupied.

In castling, the king moves 2 squares in the direction of either rook. The
rook which is closest to the king after the king has moved now moves to the
square right next to and on the other side of the king. Castling counts as
one move.

Draw Games

In a draw, neither opponent can win or lose without making an illegal move.
There are 3 different types of draws.

    Stalemate
    50-move rule
    3-time repetition

Draw by Stalemate: If the king cannot move anywhere without being placed
in check, the king is not in check, and no other piece on the board can
move, a draw by stalemate must be claimed.

Draw by the 50- Move Rule: If 50 consecutive moves are played in a game
where neither side moves a pawn or captures a piece, a draw by the 50-
move rule must be claimed.

Draw by 3-Time Repetition: If a piece returns to the same location on the
board three times, a draw by 3-time repetition must be claimed.

NOTE:  The computer recognizes an immediate 3-time repetition.

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