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3. ROOK
The Rook can move to any square along the same rank or file on which it stands (except as limited
by Article I.3).
4. BISHOP
The Bishop can move to any square along the same diagonal on which it stands (except as limited
by Article 1.3).
5. KNIGHT
The Knight's move is in the shape of an "L", moving two squares horizontally vertically, and then
one square at 90° angle from the first move. These two moves can be reversed (one square and then
two) if desired.
6. PAWN
The Pawn can move either one or two squares forward on its original move, and then one square
forward at any time afterward. When capturing, it advances one square diagonally (forward). When
a Pawn reaches the last rank, it must be immediately exchanged for a Queen, Rook, Bishop, or a
Knight of the same color as the Pawn, at the player's choice and without taking into account the
other pieces still remaining on the chessboard. This exchange is called a "promotion".
A Pawn can attack a square crossed by an enemy Pawn which has been advanced two squares in
one move from its original square as though the latter had been moved only one square. This
capture may be made only on the move immediately following such an advance and is called
capturing "en passant". (When your computer makes an en passant capture it will display the
symbol "ep".) The en passant moves is also described under section
4.b
in this instruction.
III.
HINTS & TIPS
Get a feel for the values of different pieces, which will be useful when making decisions on
captures and exchanges. In general, try to capture the more valuable pieces. Some important
principles:
−
Castle your King into safety as soon as possible.
−
If you control the center squares, this will give you the advantage. To do this, move your
center pawns and develop your Bishops and Knights early in the game.
−
Take advantage of capture situations, particularly if you will gain material.
−
Concentrate – don't be caught off guard by your opponent!