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X.
RULES OF CHESS
I.
GENERAL MOVES
1.
The two players must alternate in making one move at a time. The player with the white pieces moves first to start the game.
2.
With the exception of castling (section II.1.), a move is the transfer of a piece from one square to another square which is either vacant or
occupied by an enemy piece.
3.
No piece, except the Rook when castling and the Knight (section II.5) may cross a square occupied by another piece.
4.
A piece moved to a square occupied by an enemy piece captures it as part of the same move. The captured piece must be immediately removed
from the chessboard by the player making the capture.
5.
When one player moves a piece into a position whereby he can attack the King, the King is in "Check" (announced by the CHECK LED and on
the LCD display) and must either
a)
move the King,
b)
block the path of the attacking piece with another piece,
c)
or attack the attacking piece.
6.
The game is over when there is no escape for the King from an attacking piece. This is known as "Checkmate" (the CHECK and MATE LED and
on the LCD display).
II.
INDIVIDUAL MOVES
1.
KING
Except when castling, the King can move only one space to any adjoining square (including diagonally) which cannot be attacked by an enemy piece.
Castling is a move of both the King and either Rook which counts as a single move (of the King) and is executed as follows:
a)
The King is moved from its original square two squares toward either Rook on the same rank, and
b)
The Rook is moved to the opposite side of the King.
Castling cannot occur if:
a)
the King has already been moved.
b)
the Rook has already been moved.
c)
the King's original square or the square which the King must cross or the one which it is to occupy is attacked by an enemy piece.
d)
there is any piece between the King and the Rook.
2.
QUEEN
The Queen can move to any square along the same rank, file or diagonal on which it stands (except as limited by Article I.3).
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
III.e.
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!
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