Travel Chess & Checkers
(600-2219)                 Operation - Chess          Faxback Doc. # 57705

Basic Operation

Starting A New Game

To start a new game and erase any game stored in memory, press NEW GAME.

Note:  The computer always starts a new game with you playing the white 
       pieces and your opponent playing the black pieces.  To change 
       sides, see "Changing Sides with the computer," below.

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.

Making a move involves a FROM square and a TO square.  The FROM square is 
the current location of the piece you plan to move; the TO square is where 
the piece is after you move it. 

Note:  On the display, [] indicates  it is white's turn to move, while 
       [](filled) indicates it is black's turn to move. 

Follow these steps to make your moves. 

1.  When it is your turn to move, []  and the game timer appear on the 
    display.  Press down the piece you want to move on its current (FROM) 
    square.  The display shows [] and the square coordinates of the 
    current (FROM) square and _ _, indicating the computer is waiting for
    the TO square coordinates.

2.  Then you move the piece and press its pegged bottom down into the hole
    on the TO square.  The computer flashes [](filled) on the display to
    indicate it is your opponent's turn, then the game timer appears and 
    counts up while the computer plans its move.

3.  Once the computer has determined its move, the FROM and TO coordinates
    that the computer wants to move appear on the display. 

    Press the computer's piece down on the FROM square.  Then move the 
    piece and gently press it down on the TO square.  The display shows
    [] to indicate it is your turn to move, and the game timer appears 
    and continues to count up. 

Note:  If the computer's move or your move capture any pieces, put the 
       captured pieces on the side bar or in your pocket so you do not 
       lose them. 

Practice Moves

Now that you know the basics of entering moves, try these example moves. 

Hint:  For each move, remember the three basic steps: press, move, and 
       press again. 

1.  Press the white pawn down on square E2.  The display shows [] E2_ _.

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

3.  The computer might, for example, display C7 C5 to indicate that it 
    wants to move a pawn from square C7 (the FROM square) to square C5 
    (the TO square).

4.  Press the black pawn down on the FROM square (C7).  The display shows
    [](filled) _ _C5.

5.  Move and press the black pawn on the TO square (C5).  The computer
    displays [] to indicate it is your turn to move, and the game timer
    continues to count up.

Correcting Accidental Wrong Moves

If you press a piece down on a FROM square, but you decide not to make 
that move, press the piece down on the FROM square again or press ON/CLEAR
The computer displays a black or white box (depending on what color pieces
you are playing), the game timer continues to count up, and you can enter
another move.

If you change your mind after completing a move (after you press the piece 
down on the TO square), you must wait for the computer to indicate its 
move, enter that move, then press TAKEBACK to have the computer show you 
how to take back its last move, then your last move.  See "Taking Back 
Moves" in Faxback Doc. # 57706.

Illegal Moves

The computer only allows moves that comply with the rules of chess.  If 
the computer detects an illegal move or an error, it sounds an error tone 
(if the sound is on) and the TO and FROM coordinates flash on the display.
To correct the illegal move, press the piece down on the TO square.  Then
move the piece back to the FROM square coordinate and press it down.  The
display shows [] and the game timer continues to count up.

An error beep sounds and ? _ _ flashes on the display if you make an 
illegal move by the following conditions:

  Pressing down a piece of the wrong color (for example, it is white's 
  turn and you press on a black piece).

  Pressing on an empty square without having first pressed down a piece 
  that can move to that square.

  Moving a piece that puts or leaves your own king in check or checkmate.

To return to normal play after making a move listed above, make any legal 
move.

Forcing The Computer's Move

When it is the computer's turn and the game timer is counting up, you can 
press MOVE to force the computer to immediately make a move.  The computer 
stops searching for moves and makes the best play from the moves it found 
up to the point where you stopped it. 

Changing Sides With The Computer

To change sides with the computer, press MOVE when it is your turn to move
The game timer counts up and [] flashes on the display while the computer
takes over your pieces and makes a move. Then you can take over, and enter
moves for the computer's side and continue to play the same game.

To watch the computer play against itself simply press MOVE every time it 
is your turn to move.

Game Indicators

Checkmate

When the computer has been checkmated, the display shows LOSE, indicating 
the computer lost the game.

When the computer has checkmated its opponent during a game, the display 
shows MATE, indicating you lost the game. 

To start another game, press NEW GAME.

Check

Whenever a check occurs on the board, + appears beside the game timer to 
indicate a king is in check. 

Making Special Moves

En Passant Capture

The computer recognizes when you capture a piece en passant (see 
"Capturing En Passant" in Faxback Doc. # 57704), and it can decide to
capture a piece en passant, as well.

To perform an en passant capture, press the FROM square and the TO square.
then take away the captured pawn. 

Pawn Promotion

When one of your pawns reaches the opposite side of the board, you can 
promote it to any piece (except the king).

Note:  The computer automatically promotes a pawn to a queen when it 
       reaches the opposite side of the board.  Experienced chess players 
       usually promote a pawn in this situation to a queen, since the
       queen is the most powerful piece on the board. 

You can make this promotion visible by removing the pawn piece and 
replacing it with the piece it was promoted to (if available on the side
bar by capture or one of the extra queen pieces), or by marking the pawn
piece (for example, with a piece of tape).  The computer automatically 
recognizes your new change.

If you choose to promote the pawn to a piece other than a queen, you can
use the SETUP option.  See "Problem Setup" in Faxback Doc. # 57706.

For example, if you want to promote the pawn to a knight, press SETUP.
Then repeatedly press (Queen)/VERIFY until you see the pawn's square
coordinate on  the display.  Press the piece on its square until the
display jumps to the next rank of queen.  Then press (Knight)/HINT and 
press the promoted piece on its square.  The computer automatically stores
the new rank.

If one of the computer's pawns reaches the opposite side of the board, the
computer promotes its pawn to a queen.  (You can replace the computer's
pawn with a replacement piece if available, or mark it for reference.)

Castling

The computer castles whenever it determines that such a move is desirable 
(see "Castling" in Faxback Doc. # 57704). Whether you're castling kingside 
or queenside, you must move the computer's king first, then its rook.

If you choose to castle, move your king two squares first.  Once you have 
properly moved your king two squares, the computer recognizes the move as 
the first part of castling.  Move your rook next to complete the move.

Notes:  Castling is a king's move.  If you move your rook first, 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. # 57706.

        If you move your king correctly then move your rook incorrectly 
        when castling, an error beep sounds and the display shows flashing 
        ? _ _.  Press the rock down on the correct TO square.

For example, follow these steps to perform a white queen's side castle.
        
1.  Press the white king down on square E1.  The computer displays
    E1 _ _.

2.  Move the white king to square C1 and press it on the square.  The
    computer displays [](filled), indicating it is black's turn to move. 

3.  Manually move the white rook from A1 to D1.

4.  Press the white rook on square A1.  Then move and press it on square 
    D1.  The computer displays [])filled) indicating it is black's turn to
    move.

If the computer castles during a game, you need to move the pieces for the 
computer.  Here is an example of how to perform a black king's side castle 
for the computer.

1.  The computer displays E8 G8.  Press the black king on square E8.  Then 
    move and press it on square G8.  The display shows H8 F8.

2.  Press the white rock on square H8.  Then move and press it on square 
    F8.  The computer displays [] and the game timer continues to count
    up, indicating 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 HINT during your 
turn.  The computer displays the FROM and TO coordinates for the suggested 
move.

To continue the game, simply enter your move.

Notes:  You can only use HINT at the start of the game and after a 2 ply 
        (a ply is a combination of one of your moves and one of the 
        computer's moves) search during a game.

        The HINT function cannot be used in the Problem Setup function.
        See "Problem Setup" in Faxback Doc. # 57706.

        After pressing HINT, the computer treats your next action as a 
        move entry.  Thus, after pressing the piece on the FROM square of 
        the hint, the display shows only the FROM square coordinate. 

        Hint:  Write down the HINT coordinate to help you remember it.

Chess Play Levels

When you play against the computer, you can select a play level that 
matches your skill level.  There are 73 different levels.  Each level 
allows your computer to think for different periods of time (tournament 
players call these periods "Time Controls").  The longer your computer can 
think, the better moves it makes.  Generally it is best to find a level at 
which you are challenged, and you win about half the time.  The computer 
is preset to L 06, intended for a novice.

              Computer Thinking
                Time per Move
Play Level      (in Seconds)

L01              1                             

L02              2

L03              3

L04              4

L05              5

L06              6

L07              7

L08              8

L09              9

L10             10

L11             11

L12             12

L13             13

L14             14

L15             15

L16             16  

L17             17

L18             18

L19             19

L20             20

L21             22

L22             24

L23             26

L24             28

L25             30

L26             32

L27             34

L28             36

L29             38

L30             40

L31             42

L32             44

L33             46

L34             48

L35             50

L36             52

L37             54

L38             56

L39             58

L40             60

L41             62  

L42             64

L43             66 

L44             68

L45             70

L46             72

L47             74

L48             76

L49             78

L50             80

L51             82

L52             84

L53             86

L54             88

L55             90

L56             92

L57             94

L58             96

L59             98

L60            100

L61            102

L62            104

L63            106

L64            108

L65            110 

L66            112

L67            114

L68            116 

L69            118

L70            120

L71            122

L72            124

L73            Infinite*

Viewing the Current Level

To view the current level, press LEVEL while it is your turn to move.  The 
computer beeps and the display shows the current level.  Press ON/CLEAR to 
continue your game.

Changing the Level

You can change the level during your turn in the game. 

1.  Press LEVEL to view the current level. 

2.  Repeatedly press LEVEL until you see the desired level on the display.
    Press MODE to advance 10 levels at a time.

    Note:  The level will reset to L 01 after passing L 73.

3.  Press ON/CLEAR, then continue the current game.

(BR EB 11/29/99)

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