V. SPECIAL MOVES
CAPTURES
Captures are made in the same manner as other moves.
1. Press the start square and hold the chess-man.
2. Press the destination square and place the chess-man on this square. Remove the captured chess-man from the chessboard without
pressing any other squares.
CAPTURES EN PASSANT
The explanation above is also true for captures “en passant”; however, the computer will remind you to remove the captured pawn.
1. Press the start square and hold the pawn.
2. Press the destination square and place the pawn on this square.
3. The computer will tell you to remove the captured pawn by illuminating the lights corresponding to the pawn captured en passant.
Press this square and remove the pawn from the chessboard.
CASTLING
To castle, move the King as usual. Once you have pressed the start square and the destination square of the King, the computer will remind you to
move the Rook.
To play a small castle (castling with Rook and King) on the White side:
1. Press square E1 and take the King.
2. Place the King on G1 and press the square.
To play a large castle (castling with Rook and Queen) on the White side:
1. Press square E1 and take the King.
2. Place the King on C1 and press the square.
PROMOTING PAWNS
Pawns are promoted automatically by the computer.
1. Press the start square and take the pawn.
2. Look for the Queen with the corresponding colour among the captured chess-men (if there is no Queen available with the corresponding
colour, you may use a Rook that is placed on the board upside-down. Press the destination square and place the Queen on it.
The computer assumes that you will always choose to promote your pawns to Queen. If you prefer to choose a Rook, a Bishop or a Knight for the
promotion of your pawn, you can do this by modifying the positions (see paragraph XIX). Remember that the computer will always cho
ose a Queen for
the promotion of pawns.
3. The computer will remind you to move the Rook by illuminating the corresponding square. Press A1 and pick up the Rook.
4. The computer will illuminate the coordinates of D1. Place the Rook on D1 and press the square.
3. The computer will remind you to move the Rook by illuminating the lights corresponding to H1. Press the H1 Square and pick up the Rook.
4. The computer will illuminate the coordinates of F1. Place the Rook on F1 and press this square.
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