Master 2200X Chess Computer
(600-2213)                 Operation, Basic           Faxback Doc. # 47015

STORING/REMOVING GAME PIECES

1.  Press and hold down both tabs on the piece storage compartment cover
    in the direction of the arrows, then lift and remove the cover.

2.  Remove or replace the pieces in the compartment.

3.  Replace the cover.

TURNING THE GAME BOARD 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.

If you replaced batteries or pressed ACL to reset the computer, it resets
itself to level D1.  After that, the computer remains on the last selected
level.  For more information, see "Play Levels" in Faxback Doc. # 47016.

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.

ADJUSTING THE SOUND

You can adjust the computer's sound level any time by sliding the switch
to the left of the function keys.  Slide the switch up to increase the
sound, or down to reduce it.

STARTING A NEW GAME

To start a new game and erase any game stored in memory, press NEW GAME,
or press CLEAR and ENTER at the same time.

Note:  The computer always starts a new game with you playing white pieces
       and your opponent playing black pieces.

VIEWING THE GAME TIMER

The computer's game timer starts counting up from 0:00:00 when you press
any key or press any board square after you press NEW GAME.

Notes:  The game timer starts counting up even if the first move is an
        illegal move.

        The game timer continues to count up after a checkmate, draw, or
        stalemate until you press NEW GAME.

        If you are playing a tournament or sudden death game, you can set
        the game timer so it counts down.  See "Tournament Levels (A3-H3)"
        and "Sudden Death Levels (A4-H4)" in Faxback Doc. # 47016.

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.

Notes:  On the display, [] indicates it is white's turn to move, while []
        indicates 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
    the FROM square.  The display shows [], the piece's symbol, and the
    FROM square and ---.  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 computer displays
    the FROM and TO squares.  Then [] flashes on the display, and the game
    timer counts up while the computer plans it move.

    Notes:  If your move captures an opponent's piece, [] the attacking
            piece's symbol, the FROM square, X, and the TO square appear
            on the display.

            The computer might respond instantly, so you might not see []
            flash and the game timer count up.

            If you do not want to wait for the computer to calculate its
            move, press ENTER to force the computer to make a move.

3.  When the computer is ready to move or if you pressed ENTER to force a
    move, the display shows [], the piece symbol for the piece the
    computer wants to move, the FROM square, and the TO square.  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 display shows
    [] to indicate it is your turn to move, and the game timer continues
    to count up.

    Note:  If the computer's move captures one of your pieces, [],  the
           attacking piece's symbol, the FROM square, X, and the TO square
           appear on the display.

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 display shows [], a pawn piece
    symbol, E2, and - - -, and the rank/file board lights show square E2.

2.  Move the pawn to square E4 and press it on the square.  [] flashes on
    the display and the game timer counts up while the computer calculates
    its move.

3.  The computer, for example, might display [], a pawn piece symbol, and
    C7-C5 to indicate that it wants to move a pawn from square C7 (the
    FROM square) to square C5 (the TO square).  The rank/file board lights
    show the FROM square C7.

4.  Press the black pawn on the FROM square.  The rank/file board lights
    show the TO square C5.

5.  Press the black pawn on the TO square.  The computer displays [] to
    indicate it is your turn to move, and the game timer continues to
    count up.

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 FROM square information appears on
the display, but you decide not to make that move, press the piece down on
the FROM square again.  The computer displays [], 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 the move.  Enter the computer's move, then press TAKE
BACK.  The computer shows you how to take back its last move.  Press TAKE
BACK again, then the computer shows you how to take back your last move.
(See "Taking Back Moves" in Faxback Doc. # 47017).

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 cause 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 mate search levels, pressing ENTER does not cause the
       computer to make a move.  Instead, the computer sounds an error
       beep, and the display shows [] and - - - - -, indicating that it
       was interrupted before it could find a checkmate.  To continue the
       game, you must change to another level of play.  See "Mate Search
       Levels (A6-H6)" in Faxback Doc. # 47016.

CHANGING SIDES WITH THE COMPUTER

To change sides with the computer, press ENTER when it is your turn to
move.  [] flashes on the display while 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

Checkmate

Whenever a checkmate occurs on the board, MATE alternates with the
previous display for about 10 seconds.  Press NEW GAME to start a new
game.

When the computer discovers an opportunity to checkmate its opponent
during a game, it first indicates its move as usual.  When you make the
move for the computer, the computer then flashes a checkmate announcement
for about 10 seconds.  For example, if an opponent makes a move, then the
computer finds an opportunity to checkmate the opponent in 2 moves (for
each player), (symbol) in 2 flashes on the display.

Note:  The game timer continues to count up after a checkmate until you
       press NEW GAME.

Check

Whenever a check occurs on the board, CHECK alternates with the previous
display for about 10 seconds, indicating that a king is in check.

Draw Game

When the computer detects the conditions for a draw game, End flashes on
the display.

If the draw game is a stalemate, the game is over and cannot be continued.
If the draw game is not a stalemate, you can take back moves (see "Taking
Back Moves" in Faxback Doc. # 47017) or change piece positions (see
"Problem Setup" in Faxback Doc. # 47017), then continue play by making
your next move or pressing ENTER.

Note:  The game timer continues to count up after a draw game until you
       press NEW GAME.

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 performing an en passant capture, the computer first indicates the
move for its pawn.  Then the computer displays the square of the captured
pawn with X, and the rank/file board lights also show the location of the
captured pawn.  Press the square and take away the captured pawn.

Note:  For more information about capturing en passant, see "Capturing En
       Passant" in Faxback Doc. # 47013.

Pawn Promotion

When one of your pawns reaches the opposite side of the board, press the
queen's piece symbol key after you press the TO square to register it as a
queen.  If you choose to promote the pawn to a piece other than a queen,
press that piece symbol key instead.

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
displays that piece's symbol.

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 yours 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.

Notes:  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 rook's move, then castle
        by moving the king first.  See "Taking Back Moves" in Faxback Doc.
        # 47017.

        If you move your rook incorrectly when castling and you moved your
        king first, the display shows Er and the correct TO square for the
        rook, and the rank/file board lights also show the correct TO
        square.  Press the rook on the correct TO square.

For example, follow these steps to perform a white queen's side castle.

1.  Press the white king on square E1.  The computer displays [], (king
    symbol) and E1 - - -, and the rank/file board lights show square E1.

2.  Move the white king to square C1 and press it on the square.  The
    computer displays [], (king symbol), and 0 - 0 - 0, and the rank/file
    board lights show square A1.

3.  Press the white rook on square A1.  The computer displays [], (king
    symbol), and 0 - 0 - 0, and the rank/file board lights show square D1.

4.  Move the white rook to square D1 and press it on the square.  The
    computer displays [] to indicate it is black's turn to move.

If the computer castles during a game, follow these steps to perform a
black king's side castle.

1.  The computer displays E8 as the FROM square.  Press the black king on
    square E8.  The computer displays [], (king symbol), and 0 - 0, and
    the rank/file board lights show square G8.

2.  Move the black king to square G8 and press it on the square.  The
    computer displays [], (king symbol), and 0 - 0, and the rank/file
    board lights show square H8.

3.  Press the black rook on square H8.  The computer displays [], (king
    symbol), and 0 - 0, and the rank/file board lights show square F8.

4.  Move the black rook to square F8 and press it on the square.  The
    computer displays [] to indicate it is white's 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.  The computer displays ----- while it computes the move, then
displays [] and the FROM and TO squares for the suggested move.

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.
       # 47018.

(BR/eb 7/28/98)

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