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Length: 13568 (0x3500) Types: TextFile Names: »CHESS.HLP«
└─⟦2f499b5fd⟧ Bits:30003942 SW1542 RcSkak Rel. 3.1 til RC Partner └─ ⟦this⟧ »CHESS.HLP«
H E L P =========== 1) Notation (how to move), 2) Commands, 3) Rules, 4) Explanation of terms, ESC Return to CHESS. \f H E L P =========== Moves: Pawn, Rook, kNight, Bishop, Queen, King Examples: E2E4, E4, P-K4 : move kings pawn to forward G2G3, G2-G3, G3 : move pawn one forward to G3 P/KN2-KN3 : do E4*D5, E4D5, D5, PxP : pawn(E4) capture pawn(D5) E4*E3, E4E3, E3, PxP : pawn capture pawn enpassant G1-F3, G1F3, NF3 : move kNight to F3 F3xE5, F3E5, NE5, NxP : kNight(F3) capture pawn(E5) o-o, 0-0 : castle short (King side) o-o-o, 0-0-0 : castle long (Queen side) P-KN8=Q, E8=Q : pawn promote to queen \f H E L P =========== Commands : INit : initialize for a new game ENd : end program GO (n) : execute n moves (default: 1) SAve (file) : save the current board on disk LOad (file) : restore saved board from disk LoG (file) : change logfile on disk BOard (NEW) : make your own board setup BOard OLD : change current board setup SWitch : set different switches on or off SW EC : write input on logfile (default: ON) SW EX : set Expert mode on/off ( - :OFF) SW RE : set machine move on/off( - : ON) SW ST : set statistics on/off ( - :OFF) SEt LEVEL 2 : set play-level (1 to 8, default: 1) (1 easy game; 8 takes a long time !) DEmo (sec) : shows selected GM-players' games (sec is seconds between moves) \f H E L P =========== Rules : Article 1: INTRODUCTION The game of chess is played between two opponents by moving pieces on a square board called a "chessboard". Article 2: THE CHESSBOARD AND ITS ARRANGEMENT 2.1 The chessboard is composed of 64 equal squares alternately light (the white squares) and dark (the black squares). 2.2 The chessboard is placed between the players in such a way that the corner square to the right of each player is white. -1- 2.3 The eight rows of squares running from the edge of the chessboard nearest one player to that nearest the other player are called "files". 2.4 The eight rows of squares running from the edge of the chessboard to the other at right angles to the files are called "ranks". 2.5 The rows of squares of the same colour, touching corner to corner, are called "diagonals" Article 3: THE PIECES AND THEIR ARRANGEMENT 3.1 At the beginning of the game, one player has 16 lightcolored pieces (the "white" pieces), the other has 16 darkcolored pieces (the "black" pieces). -2- 3.2 These pieces are as follows: A white king (K) A white queen (Q) Two white rooks (R) Two white bishops (B) Two white knights (N) Eight white pawns (P) A black king (k) A black queen (q) Two black rooks (r) Two black bishops (b) Two black knights (n) Eight black pawns (p) -3- 3.3 The initial position of the pieces on the chessboard is as follows: r n b q k b n r p p p p p p p p . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . P P P P P P P P R N B Q K B N R Article 4: THE CONDUCT OF THE GAME 4.1 The two players must alternate in making one move at a time. The player with the white pieces commences the game. 4.2 A player is said to "have the move" when it is his turn to play. -4- Article 5: THE GENERAL DEFINITION OF THE MOVE 5.1 With the exeption of castling (Article 6.1), a move is the transfer of a piece from one square to another square which is either vacant or occupied by an enemy piece. 5.2 No piece except the rook, when castling, and the knight (Article 6.5) may cross a square occupied by another piece. 5.3 A piece played 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. See article 6.6b for capturing "en passant". -5- Article 6: THE MOVES OF THE INDIVIDUAL PIECES 6.1 The King. Except when castling, the king moves to any adjoining square that is not attacked by an enemy piece. Castling is a move of the king and either rook, counting as a single move (of the king), executed as follows: the king is transferred, from its original square, two squares toward either rook on the same rank; then that rook toward which the king has been moved is transferred over the king to the square immediately adjacent to the king. Castling is impossible- (a) if the king has already been moved, or (b) with a rook that has already been moved. Castling is prevented for the time being- (a) if the king's original square or the square which the king must cross or that which it is to occupy is attacked by an enemy piece, or -6- (b) if there is any piece between the king and the rook toward which the king is to be moved. 6.2 The Queen. The queen moves to any square (except as limited by Article 5.2) on the file, rank or diagonals on which it stands. 6.3 The Rook. The rook moves to any square (except as limited by Article 5.2) on the file or rank on which it stands. 6.4 The Bishop. The bishop moves to any sqaure (except as limited by Article 5.2) on the diagonals on which it stands. 6.5 The Knight. The knight's move is composed of two different steps; first, it makes one step of one single square along the rank or file, and then, still moving away from the square of departure, one step of one single square on a diagonal. -7- 6.6 The Pawn. The pawn may move only forward. (a) Except when making a capture, it advances from its original square either one or two vacant squares along the file on which it is placed, and on subsequent moves it advances one vacant square along the file. When capturing,it advances one square along either of the diagonals on which it stands. (b) A pawn attacking a square crossed by an enemy pawn which in one move has been advanced two squares, may capture this enemy pawn 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". -8- (c) On reaching the last rank, a pawn must be immediately exchanged, as part of the same move, for a queen, a rook, a 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 exchanging of a pawn is called "promotion" and the action of the promoted pieces is immediate. Article 10: CHECK 10.1 The king is in check when the square it occupies is attacked by an enemy piece; in this case the latter is said to be "checking the king". 10.2 Check must be parried by the move immediately following. if the check cannot be parried, the game (king) is said to be "mate" (see Article 11.1). -9- 10.3 A piece blocking a check to the king of its own colour can itself give check to the enemy king. Article 11: THE WON GAME 11.1 The game is won by the player who has mated his opponent's king, or 11.2 The game is won by the player whose opponent declares he resigns. (if you have a very bad position and you are sure that your RCCHESS will be able to beat you from that position, you may decide to give up and start a new game by typing "INIT"). Article 12: THE DRAWN GAME The game is drawn- 1. When the king of the player whose turn it is to move is not check and the player cannot make any legal move. - The game (king) is then said to be "stalemated". -10- 2. By agreement between the two players. Since it is not possible for you to have a discussion with your computer, and agree to a draw, you will have to use your discretion regarding situations in which you stop the game and call it a draw. \f H E L P =========== Explanation of terms: > : See Command. Capture : See "RULES", article (5.3). Castling : See "RULES", article (6.1). Command : When the computer is waiting for a command it displays a ">" on the screen. You simply type the command and press RETURN as shown in the following example: SET LEVEL 1 <RETURN> Note: a move is also a command, for example: E4 <RETURN> Default : The value used when you do not specify another value. -1- Expert mode: When playing in expert mode the computer will extend its evaluations in the following way: Each time it finds a possibility of checking its opponents King, it will carry on evaluations of the "checking chain" as long as it finds possibilities for giving more ckecks. This mode of playing will give a stronger, more aggressive and mate-seeking play. Playing in "Expert Mode" will make the Play Level indicator on the screen blink. Logfile : A place on the disk where all the moves and commands are saved. It could later on be printed out - for instance in order to analyze the game. ( print chess.log ) -2- Move : See "RULES", article (5). Node : The computer's evaluation of one position in a sequence of position evaluations. Play-Level : Level of playing strength. It specifies how many moves the computer is "thinking forward". See under "COMMANDS", Set level. Play-Level Indicator: The Play-Level selected is indicated on the screen by placing a marker on the correspondent row figure in the left side of the board. Ply : A move in the computers calculating Promote : See "RULES", article (6.6 c). -3- Statistics : If you select statistics (see the SWITCH-command) the following information will be displayed in the lower right corner of the screen: current node : shows how many node evaluations have been performed, see Node. current ply : shows how many plies (see Ply) the computer is thinking forward. evaluation value : shows the computer's evaluation of the current position (positive number in white's favour, negative number in black's favour). Is displayed on the bottom line. -4- Switch : Allows you to select or deselect different options. See under "COMMANDS", Switch. \f «eof»