Master Chess Computer
(600-2217)                 Operation                  Faxback Doc. # 62198

Basic Operation

Storing/Removing The Game Pieces

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

Turning The Computer On/Off

Press GO/STOP to turn on the computer.

If you were playing a game before the computer was turned off, the 
computer automatically returns to the last game it was playing.

If you just replaced the batteries or pressed ACL to reset the computer, 
it resets itself to a new game on level D1.  After that, the computer 
remains on the last selected level.  For more information, see "Play 
Levels" in Faxback Doc. # 62199.

To save the current game and turn off the computer, press GO/STOP.  The 
Computer stores all of the game positions and any next-move calculations 
it has computed.

Note: To ensure you do not lose saved 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 NEW GAME, 
or press CLEAR and ENTER at the same time.

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.

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. # 62199.

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 
you are moving the piece.

Notes: On the display, [white] indicates it is white's turn to move, while
       [black] 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
    its current (FROM) square.  The display shows [white], the piece's
    symbol, and the rank and file coordinates of the current square (such
    as C4).  The rank and file indicators on the board's edges also light
    to show the coordinates.

2.  Move the piece and gently press it down on the TO square. The computer 
    displays the FROM and TO coordinates.  Then [black] flashes on the
    display to indicate it is your opponent's turn and the game timer
    counts up while the computer plans its move.

    Notes: If your move captures an opponent's piece, * (indicating a
           capture) and the FROM and TO coordinates appear on the display.

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

           If you do not want to wait for the computer to calculate its
           move, you can press ENTER to force the computer to make a move.
           See "Forcing the Computer's Move" below.

3.  Once the computer has determined its move, [black], the symbol for the
    piece the computer wants to move, and the FROM and TO coordinates
    appear on the display.  The rank and file indicators show the FROM
    square.

4.  Gently press the indicated piece down on the FROM square. The rank and
    file indicators light to show the TO square.

5.  Move the piece and gently press it down on the TO square.  The display
    shows [white] 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, [black], the 
          attacking piece's symbol, *, and the FROM and TO coordinates
          appear on the display.

Now that you know the basics of entering moves, try those 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 [white], a
    pawn symbol, and E2 ---, and the E2 rank and file indicators light.

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

3.  The computer might, for example, display [black], a pawn 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 and file
    indicators show the FROM square C7.

4.  Press the black pawn on the FROM square.  The rank and file indicators
    light to show the TO square.

5.  Move and press the black pawn on the TO square.  The computer displays
    [white] 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.  The computer 
displays [white], 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 TAKE BACK to have the computer show you 
how to take back its last move, then your last move.  See "Taking Back 
Moves" in Faxback Doc. # 62200.

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 sound is on) and continues to indicate the FROM square coordinates.

Here are the moves that cause the computer to indicate an illegal move:

  Pressing down 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 and file indicators show square C5 and you press
  square B5).

  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.

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 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.

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 [black] 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. # 62199.

Changing Sides With The Computer

To change sides with the computer, press ENTER when it is your turn to 
move.  [white] 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 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), ( T )
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. # 62200) or change piece positions (see 
"Problem Setup" in Faxback Doc. # 62200), 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 *, and the rank and file indicators also show the location of 
the captured pawn.  Press on the square and take away the captured pawn.

Note: For more information about capturing en passant, see "Capturing En 
      Passant" in Faxback Doc. # 62197.

Pawn Promotion

When one of your pawns reaches the opposite side of the board, press the 
queen's piece 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 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 pawn piece with the kind of piece 
      you promoted it to, if one is available.  However, 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 move the computer's king first, then 
its rook.

If you choose to castle, move your king 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. # 62200.

       If you move your king correctly then move your rook incorrectly 
       when castling, the display shows Er and the correct TO square 
       coordinates for the rook, and the rank and file indicators also 
       show the correct TO square.  Press the rook 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 [White],
    (king symbol), and E1 ---, and the rank and file indicators show
    square E1.

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

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

4.  Move the white rook to square D1 and press it on the square.  The
    computer displays [black] to indicate 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 as the FROM square.  Press the black king on
    square E8.  The computer displays [black], (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 [black], (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 [black],
    (king symbol), and 0-0, and the rank and file indicators show square
    F8.

4.  Move the black rook to square F8 and press it on the square.  The 
    computer displays [white] 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 [white] and the FROM and TO coordinates for the suggested move.

To continue the game, simply enter your move.

Note: If you press INFO during the computer's turn, it displays 
      countermove information.  See "Principal Variation" in Faxback Doc.
      # 62201.

(BR EB 9/28/00)

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