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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