Companion Chess Computer  (600-2439)    Playing         Faxback Doc. # 7451

RESETTING THE GAME

If your computer does not work properly after you replace the batteries,
you might need to reset it.  Insert a pointed object such as a
straightened paper clip into the ACL hole on the bottom of the computer
for about 2 seconds.

BASIC CHESS INSTRUCTIONS

THE GAME BOARD

Following international chess notation, the game board is made up of 8
vertical rows called files, and 8 horizontal rows called ranks.

Each file (left to right) is designated by a letter (A through H), and
consists of 8 squares alternately colored dark gray and light gray.

Each rank (bottom to top) is designated by a number (1 through 8), and
also consists of 8 squares alternately colored dark and light gray.

Each square on the game board is marked with a unique file letter and
rank number.

Note:  The light gray and dark gray squares on the game board are referred
       to as "white" and "black," respectively, throughout this manual.

THE GAME PIECES

Description

There are 16 light gray and 16 dark gray pieces, 32 in all.  Each color
has these pieces:

  1 KING

  1 QUEEN

  2 ROOKS

  2 BISHOPS

  2 KNIGHTS

  8 PAWNS

Note:  The light gray and dark gray pieces are referred to as "white" and
       "black," respectively, throughout this manual.

Setting Up

Here's how to set up the game board.

Set the board in front of you so the display and buttons are to the right.

Set up the white pieces on the side of the board closest to you this way:

  Place the rooks on A1 and H1

  Place the Knights on B1 and G1

  Place the bishops on C1 and F1

  Place the queen on D1

  Place the king on E1

  Place a pawn on each square A2-H2

Set up the black pieces on the opposite side of the board this way:

  Place the rooks on A8 and H8

  Place the knights on B8 and G8

  Place the bishops on C8 and F8

  Place the queen on D8

  Place the king on E8

Place a pawn on each square A7-H7

Note:  The queen always begins on a square of her own color.

MOVEMENT

Each kind of piece moves in a different way.

The rook can move any number of squares vertically or horizontally, but it
cannot move past a square occupied by another piece.

The KNIGHT moves in an L-shaped pattern.  It moves 2 square horizontally
or vertically, then moves 1 additional square at a right angle from its
first move.  At the end of its move, the knight must land on a square of
a different color than the one it started from.

The knight can move through squares occupied by another piece.  The
knight is the only piece that can "jump" another piece.

The bishop can move any number of squares diagonally, but it cannot move-
past a square occupied by another piece.

The queen can move any number of squares vertically, horizontally,
or diagonally.  (The queen's moves are a combination of the rook's and
bishop's moves.)  The queen cannot move past a square occupied by another
piece.

The King can move only 1 square vertically, horizontally, or diagonally.

The pawn can move only 1 square directly forward, except when capturing
another piece.  It captures a piece by moving diagonally forward 1 square,
except when capturing en passant (see "Capturing En Passant").  When it
moves from its original position, it can move 1 or 2 squares forward.
On subsequent moves, it can only move 1 square.

A pawn can be promoted to a piece of higher rank.  See "Promoting a Pawn."

GAME RULES

Checkmate - The Object of the Game

The object of the game is to position your pieces so your next move would
capture the opponent's king, and your opponent cannot move, protect the
king, or capture your piece.  This is called checkmate.

Check

Check occurs when a player's piece directly threatens to capture the
opponent's king, but the opponent can move the king, or another piece,
to escape capture.

Capturing

To capture a piece, you move your piece into the square occupied by the
piece you are capturing, except when Capturing an opponent's pawn en
passant (see "Capturing En Passant").  Remove the captured piece from the
board.

Capturing En Passant

A pawn can capture an opponent's pawn which has just moved 2 squares from
its original position.

Here's an example of an en passant capture.

1.  The white pawn advances from E4 to E5.  The black pawn is still in its
    original position (D7).

2.  The black pawn advances from D7 to D5.

3.  The white pawn advances to D6 (one square behind the black pawn's
    position).  The black pawn is captured by the white pawn, even though
    the exact square it was on is not occupied by the white pawn.

Promoting a Pawn

When a pawn crosses the entire board, it may be promoted to a queen or
another piece, even if the queen or other piece is still on the board.

Castling

Castling protects the king from a potential check or checkmate situation
by hiding it behind a fortified position.

You may castle if all of the following conditions exist:

  The king has not moved from his original position.

  The rook which you want to move by castling has not moved from its
  original position.

  The king is not placed in check on its current square, the square to
  which it is going, or the square it passes over.

  The squares between the king and the rook are not occupied.

In castling, the king moves 2 squares in the direction of either rook.
The rook which is closest to the king after the king has moved now moves
to the square right next to and on the other side of the king.  Castling
counts as 1 move.

Note:  When castling, the king always moves first, then the rook.

Draw Games

In a draw, neither opponent can win or lose without making an illegal
move.  There are 3 different types of draws.

  Stalemate

  50-move rule

  3-time repetition

Draw by Stalemate:  If the king cannot move anywhere without being placed
in check (see "Illegal Moves"), the king is not in check, and no other
piece on the board can move, the computer claims a draw by stalemate.

Note:  Your computer recognizes draws by stalemate (see "Stalemate/Draw
       Game").

Draw by the 50-Move Rule:  If 50 consecutive moves are played in a game
where neither side moves a pawn or captures a piece, you can claim a draw
by the 50-move rule.

Note:  Your computer does not recognize draws by the 50-move rule.

Draw by 3-Time Repetition:  If a piece returns to the same location on the
board three times, you can claim a draw by 3-time repetition.

Note:  Your computer does not recognize draws by 3-time repetition.


(LB/all-08/23/94)