Partner 1680X Chess Computer
(600-2428A)               Operation - Part 2          Faxback Doc. # 17070

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 and the computer's
pieces.  To make a move, press down gently on the center FROM, then to the
TO squares.  The FROM square is the current location of the piece you plan
to move; the TO square is where you are moving the piece.

NOTE:  On the LCD display, light piece-- indicates it is white's turn to
       move, while black piece-- indicates that it is black's turn to move.

       Once you press a piece (either yours or the computer's) down on a
       FROM square, you must complete the move by pressing a TO square
       before you can press the COLOR, DISPLAY, MOVE, or EVALUATION keys.
       If you try to use any of these keys before you complete the move,
       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 you pressed and the
    FROM square, and the rank/file board lights show the FROM square

2.  Press the piece gently down on the TO square where you want to move
    the piece. The black piece-- displays with a number. The number
    changes while the computer plans its move

NOTES:  The computer might respond instantly, so you might not see a black
        piece -- and a number

        During the computer's turn, the number displayed next the black
        piece -- might count down to ), then start over. This is because
        the computer has changed its mind about its line of play and is
        searching down another line.

        Occasionally the computer will make a move even though the number
        does not count down to 0

        If you do not wish to wait for the computer to calculate its move,
        press PLAY once to force the computer to make a move

3.  When the computer is ready to move, the display shows the piece the
    computer wants to move ant the TO square. The rank/file board lights
    show the FROM square

    NOTE:  If the computer's move captures any of your pieces, the black
           piece's symbol and an X appear on the display.

4.  Press the computer's piece down on the FROM square. The display again
    shows the piece the computer wants to move and the TO square, and the
    rank/file board lights show the to square

5.  Press the computer's piece gently down on the TO square. The display
    shows the white symbol-- to indicate it is your turn to move.  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 show a symbol E2 and
    the rank/file board lights flash at E2

2.  Move the pawn to square E4 and press it on the square. The display
    might show a black symbol and a number. The computer records your
    move and begins to think about its move

3.  The computer might display another symbol and E5 for its TO square
    (you might get a different response), and the rank/file board lights
    show the current location of the piece the computer wants to move

4.  Press the black pawn on its current location. The computer displays
    symbol and E5 for its TO square (you might get a different response),
    and the rank/file board lights show the location where the computer
    want you to move the piece.

5.  Press the black pawn on the location where the computer wants you to
    move it. The computer displays a symbol-- to indicate it is your turn
    to move.

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 a symbol-- and you can enter
another move.

When you complete a move by pressing the piece down on the TO square, the
computer accepts it and immediately considers its next move. If you change
your mind after completing a move, wait for the computer to indicate the
move it wants to make. Enter the computer's move, then press TAKE BACK. The
computer shows you how to take back its last move.  After you take back its
last move, press TAKE BACK again. The computer shows you how to take back
your last move.

ILLEGAL MOVES

The computer only allows moves that are in compliance with the rules of
chess. Illegal moves are not accepted. The computer notifies you an illegal
move or error by beeping an error tone (if the sound is on). The FROM
square information on the display and the rank/file board lights also
remain unchanged if you make an error.

These things cause the computer to indicate an illegal move:

    Pressing on a piece of the wrong color (e.g. it is white's turn and you
    press on a black piece).

    Pressing on the wrong square when making the computer's move on the
    board (e.g. the rank/file board lights show square C5 and you press
    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.

    Attempting to castle by moving the rook before the king.

NOTE:  If you move your rook incorrectly when castling and you moved your
       king first, the display shows symbol 00 (on a king side castle) or
       symbol 000 (on a queen side castle), then the rank/file board lights
       show the correct square for the rook. Press the rook on the square
       the computer indicates.

If it is your move and you have already moved the king, press the rook on
the FROM square. The computer displays a symbol, indicating that you
complete the move.

If it the computer's move, the display and the rank/file board lights show
the TO square. Press the piece on the TO square.

FORCING THE COMPUTER'S MOVE

When it is the computer's turn and the display shows a countdown, you can
press PLAY to force the computer to make an immediate move.

Note: At the mate finder level, pressing PLAY will not cause the computer
to make a move. Instead, the computer will sound an error beep, and the
display will show a symbol--, indicating that it was interrupted before it
could find a checkmate. To continue the game, you must change to another
level of play.

CHANGING SIDES WITH THE COMPUTER

To change sides with the computer, press PLAY when it is your turn to move.
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.

WATCHING THE COMPUTER PLAY BOTH SIDES

To watch the computer play itself, press PLAY every time you make the
computer's indicated move.

PLAYING BLACK FROM THE BOTTOM OF THE GAME BOARD

Normally the computer plays the black pieces on the top of the game board
and you play the white pieces on the bottom. If you want to play the black
pieces from the bottom, follow these steps.

1.  Place the pieces on the board. Be sure the black pieces are on the side
    nearest you.

2.  Press NEW GAME, then press play. The computer indicated the first
    move for the white pieces.

NOTE:  When you play black from the bottom, the move notation is
       automatically reversed on the display for you.

PLAYING AGAINST ANOTHER PERSON

The computer has a non-automatic mode that lets you use it as a referee
when you play against another person, enter a series of moves, or replay a
game to a certain position.

To use the non-automatic mode, press NON AUTO. The computer displays n-A
for about 2 seconds, then displays a symbol--.

After you press NON AUTO, if you want to know what the computer would do in
a certain position, press PLAY. The computer makes the next move. After it
has made the move, the non-automatic mode remains in effect, and you can
continue the game.

To exit the non-automatic mode, press NON-AUTO. The computer displays AUT
for about 2 seconds, then displays either white or black symbol, depending
on which side made the last move before you pressed NON AUTO.

GAME INDICATORS

Checkmate

Whenever a checkmate situation occurs on the board, the computer displays
WHITE symbol if the computer wins BLACK symbol if you win. Press NEW GAME
to start a new game.

Check

Whenever a check situation occurs on the board, the computer displays a
symbol if the computer has your king in check or symbol if you have the
computer's king in check.

Stalemate/Draw Game

Whenever the computer detects that the conditions for stalemate have
occurred, it displays symbol. If you are stalemated or symbol , if the
computer is stalemated.

If a stalemate occurs, the game is over and cannot be continued. You can,
however, take back moves, or change position. Otherwise, press NEW GAME to
start a new game.

When the computer detects that the conditions for a draw by the 50- move
rule have been met, it claims a draw by showing wither a symbol50 or a
black symbol 50 on the display.

If the computer is about to make a move to the same location for the third
time, or if it recognizes that its opponent has made a move that is a third
repetition, it claims a draw by displaying either white symbol3=.. or
black.

MAKING SPECIAL MOVES

En Passant Capture

The computer recognizes when you choose to move en passant. It also
captures a pawn en passant whenever it determines that such a move is
desirable.

When performing an en passant capture, the computer first indicates the TO
square information for its pawn. Then the computer displays the TO square
information 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 pawn

NOTE:  For more information about en passant, see "Capturing En Passant."

Pawn Promotion

When one of your pawns reaches the opposite side of the board, the computer
displays a symbol. If you choose to promote the pawn to a piece other than
a queen, press that piece symbol key to register the promoted piece, then
press the TO square.

If one of the computer's pawns reaches the opposite side of the board, the
computer promotes its pawn to the piece it determines to be of the most
value by displaying the symbol for the piece it wants.

NOTE:  You can substitute the promoted piece if one is available, but you
       don't need to . The computer accepts the pawn with the value it was
       promoted to. All you need to do is remember which pawn is your or
       the computer's promoted piece to mark it.

Castling

The computer recognizes when you choose to castle. Castle by moving your
king first.

The computer castles whenever it determines that such a move is desirable.
The computer castles by first moving its king and then its rook.

NOTE:  Castling is a king's move. If you attempt to castle by moving your
       rook first, the computer will view the move as illegal and will not
       acknowledge it. To correct that mistake, see "Illegal Moves."

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

1.  Press the white king on square E1. The computer displays symbol E1,
    and the rank/file board lights flash at square E1

2.  Move the white king to square C1 and press it on the square. The
    computer displays symbol 0 00, and the rank/file board lights indicate
    square A1

3.  Press the white rook on square A1. The computer displays symbol 0 00,
    and the rank/file board lights indicate square D1

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

COACH FUNCTION

The computer's coach function helps you to improve your playing skills and
understanding of the game by giving you important additional help during a
game.

If you select the coach function:

    The computer warns you when you make a move that is not in its opening
    book (preselected list of moves) during the opening moves of a game. If
    you make such a move, the computer displays "oob", beeps an error tone,
    and will not make a countermove. To continue, either press TAKE BACK to
    take back the move and try another move, or press PLAY to force the
    computer to move and continue the game

NOTE:  If you press PLAY to force a move after the computer displayed
       "oob", the computer will no longer verify your moves against its
       opening book or display "oob" during the game.

    The computer warns you when it can attack one of your pieces with one
    of its lesser value pieces during a game. If you make such a move, the
    computer indicates the location of the piece with the rank/file board
    lights and displays the piece symbol and tHt. You can either make the
    move or press TAKE BACK to take back the move and try another
    move

To use the computer's coach function, press COACH LEVEL until the file
board light next to F(Coach) lights for about 3 seconds and the display
shows "Coa".

You can use the coach function at any time during a game.

NOTE:  After a certain number of moves at the beginning of a game, the
       computer indicates the point where its opening book ends by
       displaying "oob" and beeping several times. To continue, simply make
       you next move or press PLAY to make the computer move.