Champion 2250 XL Chess Computer
(600-2215) Operation Faxback Doc. # 37398
Storing/Removing Game Pieces
1. Press and hold down both tabs on the piece storage compartment cover,
then lift and remove the cover.
2. Remove or replace the pieces in the compartment.
3. Replace the cover.
Turning The Game Board ON or OFF
Press GO/STOP to turn on the game board. If you were playing a game before
the computer turned off, the computer automatically returns to the last
game it was playing.
Note: If you replaced batteries or pressed ACL to reset the computer, it
resets itself to level A5. After that, the computer remains on the
last selected level. For more information, see "Play Levels" in
Faxback Doc. # 46723.
Press GO/STOP to save the current game and turn off the computer. The
computer stores all the game positions and any next-move calculations it
was computing.
Note: To save game information, batteries must be installed in the
computer even if you are using an AC adapter.
Starting A New Game
To start a new game and erase any game stored in memory, press CLEAR and
ENTER at the same time. The display shows the game piece positions and
the timers current settings.
Note: The computer always starts a new game with you playing white pieces
and your opponent playing black pieces.
Viewing The Game Timers
The computer displays two game timers - one for the white pieces and one
for the black pieces. Your game timer starts counting up from 0:00:00 when
you press any key or press any board square after you start a new game.
The computer's game timer starts counting up from 0:00:00 when you finish
a move.
The chess clock icon between the game timers changes to show whose move
it is.
Note: If you are playing a tournament or speed game, you can set both game
timers so they count down. See "Tournament Level (C1-C8)" and "Speed
Levels (D1-D8)" in Faxback Doc. # 46723.
Entering Moves
Playing chess against the computer is like playing with a human opponent,
you make your move, and the computer responds with its move. The only
difference is that you must physically move both your pieces and the
computer's.
To make a move, press down gently on the center of the FROM square, then
the TO square. The FROM square is the current location of the piece you
plan to move; the TO square is where you are moving the piece.
As you make a move or make the computer's move, the display shows the
following information:
The place that is being moved.
The location of the TO and FROM squares for the piece that is being
moved.
Notes: See "Piece Display Symbols" below to see the symbols used on the
display.
Rank board light 1 lights to indicate it is white's turn to move.
Rank board light 8 flashes to indicate it is black's turn to move.
If you try to use any key other than GO/STOP or NEW GAME before
you complete a move by pressing the TO square, the computer sounds
an error beep.
Follow these steps to enter moves.
1. When it is your turn to move, press down the piece you want to move
on its FROM square. A rank board light shows the rank the piece is on,
and a file board light shows the file the piece is on. Together, these
lights show the FROM square.
2. Gently press the piece down on the TO square. The piece's symbol on
the display moves to the TO square. Then your game timer stops and the
computer's game timer starts. Rank board light 8 flashes while the
computer plans its move.
Notes: If a move captures an opponent's piece the attacking piece's
symbol replaces the captured piece's symbol on the display.
The computer might respond instantly, so you might not see its
game timer start and rank board light 8 flash.
If you do not want to wait for the computer to calculate its move,
press ENTER to force the computer to make a move.
When the computer is ready to move or if you pressed ENTER to
force a move, the piece symbol for the piece the computer wants
to move alternately flashes on the FROM and TO squares on the
display. PLAY appears instead of the computer's chess clock, and
the rank/file board lights show the FROM square.
4. Press the computer's piece down on the FROM square. The rank/file
board lights show the TO square.
5. Press the computer's piece down on the TO square. The computer's game
timer stops and your game timer starts. Rank board light 1 lights
while you plan your move.
Here's an example of how to move pieces and communicate with the computer
Try it now!
1. Press the white pawn on square E2. The rank/file board lights show
square E2.
2. Move the pawn to square E4 and press it on the square. Rank board
light 8 flashes and the computer's game timer counts up while the
computer calculates its move.
3. Now, the computer's pawn piece symbol, for example, might alternately
flash on E7 and E5 on the display and PLAY appears on the display (if
the computer indicates that it wants to move a pawn from square E7
[the FROM square] to square E5 [the TO square]). The rank/file board
lights show the FROM square E7.
4. Press the black pawn on the FROM square. The rank/file board lights
show the TO square E5.
5. Press the black pawn on the TO square. The computer's game timer stops
and your game timer starts. Rank board light 1 lights while you plan
your move.
For each move, remember the three basic steps; press, move, and press
again.
Correcting Accidental Wrong Moves
If you press down on a piece and the rank/file board lights show the FROM
square, but you decide not to make that move, press the piece down on the
FROM square again. Rank board light 1 lights, the game timer continues
to count up, and you can enter another move.
If you change your mind after completing a move, you must wait for the
computer to indicate its move. Enter the computer's move, press FUNCTION,
then press WHITE/- twice. The display shows the details of the last move.
Press ENTER to take back your last move.
Note: For information about taking back more than one move, see "Taking
Back and Replaying Moves" in Faxback Doc. # 46723.
Illegal Moves
The computer only allows moves that comply with the rules of chess. If
the computer detects an illegal move or error, it sounds an error tone
(if the sound is on). The display still shows the FROM square, and the
rank/file board lights also remain unchanged.
Here are the moves that causes the computer to indicate an illegal move;
Pressing on a piece of the wrong color (for example, it is white's turn
and you press on a black piece).
Pressing on the wrong square when making the computer's move (for
example, the rank/file board lights show square C5 and you press square
B5).
Pressing on an empty square without having first pressed a piece that
can move to that square.
Moving a piece that puts or leaves your own king in check or checkmate.
Forcing The Computer's Move
When it is the computer's turn and the game timer is counting up, you can
press ENTER to force the computer to make an immediate move.
Note: At the problem levels, pressing ENTER does not cause the computer
to make a move. Instead, the computer sounds an error beep, and
the display shows Not Found, indicating that it was interrupted
before it could find a checkmate. To continue the game, you must
change to another level of play. See "Problem Levels (F1-F8)" in
Faxback Doc. # 46723.
Changing Sides With The Computer
To change sides with the computer, press ENTER when it is your turn to
move. The computer takes over your pieces and makes a move. Then you
can enter moves for the computer's side and continue to play the same
game.
To watch the computer play against itself, simply press ENTER every time
it is your turn to move.
Game Indicators
Piece Display Symbols
The computer uses a set of symbols to show the pieces on the chessboard
display. And, when the computer is ready to make a move, it replaces the
chess clock icon on the display with an icon showing the pieces it wants
to move.
Note: The black pieces use the same piece symbols, but the symbols are
solid.
Checkmate
Whenever a checkmate occurs on the board, rank board light 1 (if you are
checkmated) or 8 (if the computer is checkmated) lights, and the following
appears on the display.
White to Move ___ Last Move End of Game Symbol
\ __|__ /
\ | | /
41 - # E1 h1 =/
/ \
Move _/ \___ Checkmate
Symbol
Press NEW GAME to start a new game.
Check
Whenever a check occurs on the board, the following appears on the display
Last Piece Moved Check Symbol
\ /
PLAY (piece symbol) c 2 c 1 +
/_____/
/
Last Move
Forced Checkmate
If the computer foresees that the next move will place an opponent in
checkmate, regardless of the opponent's defense, the following appears
on the display for a few seconds after the winning side's move has been
made.
Forced Checkmate Symbol
/
72 _ _ _ M (n l)
/ / \
Move Black \__ Moves to Check-mate
to
Move
Making Special Moves
En Passant Capture
The computer recognizes when you capture a piece en passant, and it can
decide to capture a piece en passant, as well.
When the computer is performing an en passant capture, the piece symbols
for the capturing pawn and the captured pawn alternately flash on the FROM
and TO squares on the display. The rank/file board lights also show the
FROM square of the capturing pawn. Press the square and take away the
captured pawn.
Follow these steps to perform an en passant capture of the computer's
pawn.
1. Press the capturing pawn down on its FROM square, then press it down
on the TO square. The rank/file board lights show the location of the
captured pawn, CLR appears on the display, and the display shows the
square of the captured pawn.
2. Press the captured pawn down and remove it from the board.
Note: For more information about capturing en passant, see "Capturing En
Passant" in Faxback Doc. # 46722.
Pawn Promotion
When one of your pawns reaches the opposite side of the board the computer
automatically changes the pawn's piece symbol to the queen's piece symbol
on the display to register it as a queen after you press the FROM and TO
squares. If you choose to promote the pawn to a piece other than a queen,
press the piece symbol key for the piece you want to change it to before
pressing the pawn down on the TO square.
If one of the computer's pawns reaches the opposite side of the board, the
computer promotes its pawn to the piece it considers most advantageous and
automatically flashes the pawn's piece symbol and the new piece's symbol
alternately on the display.
Note: You can substitute the promoted piece if one is available, but you
do not need to. The computer accepts the pawn as the piece it was
promoted to. All you need to do is remember which pawn is your
or the computer's promoted piece. (To make this easier, you can
put a piece of tape on top of the promoted piece to mark it.)
Castling
The computer castles whenever it determines that such a move is desirable.
The computer castles by displaying 0-0 for a king side castle, or 0-0-0
for a queen side castle. You must then move the computer's king first,
then its rook.
The computer recognizes when you choose to castle. Castle by moving your
king first. When you properly move your king two squares, the computer
recognizes the move as the first part of castling.
Note: Castling is a king's move. If you attempt to castle by moving your
rook before moving the king, the computer accepts the rook's move
as a valid move, but will not let you complete the castle by moving
the king. You must take back the rock's move, then castle by moving
the king first. See "Taking Back and Replaying Moves" in Faxback
Doc. # 46724.
For example, follow these steps to perform a white queen's side castle.
1. Press the white king on square E1. The rank/file board lights show
square E1.
2. Move the white king to square C1 and press it on the square. CLR A1
appears on the display, and the rank/file board lights show square A1.
3. Press the white rook on square A1. Put (rook symbol) d1 appears on the
display, and the rank/file board lights show square D1.
4. Move the white rook to square D1 and press it on the square. Rank
board light 8 flashes to indicate it is the computer's turn to move.
If the computer castles during a game, follow these steps to perform a
black king's side castle.
1. PLAY (king symbol) 0-0 appears on the display, and the rank/file board
lights show square E8 as the FROM square. Press the black king on
square E8. The rank/file board lights show square G8.
2. Move the black king to square G8 and press it on the square. CLR H8
appears on the display, and the rank/file board lights show square H8
as the FROM square.
3. Press the black rook on square H8. Put (rook symbol) f8 appears on the
display, and the rank/file board lights show square F8.
4. Move the black rook to square F8 and press it on the square. Rank
board light 1 lights to indicate it is your turn to move.
Having The Computer Suggest A Move
The computer can suggest moves for you during a game.
To view the move the computer suggests for you, press INFO during your
turn. Ply 1 and the FROM and TO squares for the suggested move appear on
the display, and the piece symbol for the piece the computer wants to move
alternately flashes on the FROM and TO squares on the display.
To continue the game, simply enter your move.
Note: If you press INFO during the computer's turn, it displays counter
move information. See "Principal Variation" in Faxback Doc. #46724.
(LB/eb 3/6/98)
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