|
|
DataMuseum.dkPresents historical artifacts from the history of: CP/M |
This is an automatic "excavation" of a thematic subset of
See our Wiki for more about CP/M Excavated with: AutoArchaeologist - Free & Open Source Software. |
top - metrics - download
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»