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.