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BAIILE
eH
M
®
Battle Chess®
To all our Mac friends...
MacPlay, established in 1993 as part of Interplay Productions, is aseparate
division devoted to the Macintosh. Our mission is to bring you quality Mac
entertainment and educational products. We aim to always make maximum
use of the Macintosh and all its unique features. Our games don't break as
soon as each new Mac is introduced, and in fact we are moving forward to
take advantage of Apple's hardware innovations such as speech recognition
and the PowerPC.
Top artists, programmers, and musicians in the computer industry have
established MacPlayas a producer of award-winning games and educational
software. We will strive to continue as one of the leading innovative software publishers for the Macintosh.
So if you have a Mac, any Mac, welcome to MacPlay! And be sure to look for
these other entertaining MacPlay titles.
Alone in the DarkTM
Battle Chess®
Battle Chess® Enhanced CD-ROM
Bridge Deluxe with Omar Sharifl' M
CASTLES II: Siege and Conquest™
CheckMate™
Flashback™
The Classic srM
In Search ofthe Fabulous FuzzboX™
LEXI-CROSSTM
Mario Teaches Typing ™
Out ofthis World rM
STAR TREK®: 25th AnniversaryTM
here is a darkness over the battlefield. The wind sighs
gently and there, in the distance, comes the flash of
lightning and the rumble of thunder. With a sudden
gust of wind, your warriors appear: the King, the
Queen, two each of Bishops, Knights and Rooks, and before
them all, a row of Pawns. Waiting, your King turns to you, ready
to order his servants forward to their deaths in your battle to
rule the fjeld. Yet you hesitate. In that moment, you hear the
clank of armor as the wind grows stronger. and somewhere nearby, there comes the sound of metal upon metal as one of your
warriors draws his blade, impatient for the coming slaughter.
Suddenly, the thunder crackles overhead and lightning f1ashes
shadows upon the checkered board. The time has come. There
can be no more delay. The storm is upon you, and so too the battle. You make your choice-a Pawn marches forward against the
darkness opposing you. And here Rattle Chess begins ...
T
This manual includes
the basic rules ofchess,
the movement patterns
ofeach piece, some
simple suggestions to
help you win, and an
explanation ofthe
different phases ofthe
game.
SATTLE CHESS
©1993 Interplay. All products are registered trademarks and trademarks of their respective companies.
Welcome
Table of Contents
Installation
Playing Batlle Chess Enhanced CD-ROM
Basics of Chess
The Pieces
The Board
Movement
The Individual Pieces
The King, Queen, Rook, Bishop, Knight, Pawn
En Passant
Promotion
The Individual Importance of Each Piece
Castling
Check and Checkmate
Chess Notation
The Three Phases of a Chess Game
The Opening Game
The Middle Game
The End Game
Drawn Games: The Other Ending
Closing Comments
Credits
Customer Support
Limited Warranty
3
6
12
13
13
14
15
20
20
21
22
23
26
31
31
34
35
36
37
38
39
40
We at MacPlay thank you very much for purchasing Battle Chess Enhanced CDROM. We welcome your comments on all of our titles. If you would like to write to
us, our address is:
MacPlay, 17922 Fitch Avenue, Irvine, CA 92714
(714) 553-3530 - orders only (800) 736-5738
For Your B&W or PowerBook™ Macintosh®
On your Battle Chess Enhanced CD-ROM you will find a black and white version
of Battle Chess. This can be copied to your hard drive and will play on any black
and white Macintosh or PowerBook. To instalI, copy the folder "Battle Chess
B&W" to your hard disk from the CD-ROM.
Installation
Battle Chess Enhanced CD-ROM can be run directly from the CD-ROM disco Just
double-dick on the "Battle Chess" icon.
For a quicker response time, you can copy any or all of the files to our hard disk
into a new folder. We suggest you name the folder "Battle Chess." You should copy
the Battle Chess application (the file with the neat icon) to this folder, and if you
want to, you can also copy the two files that are located in the "Data" folder,
named "BC datal" and "BC data2." Make sure the three files are all in the same
folder. This will take up about 33MB of space on your hard disk, but it will result
in extremely fast loading time for walking and combat animation!
If your CD-ROM drive is an external drive, make sure you have hooked up headphones or speakers to the CD-ROM drive, since all the music, sound effects, tutorial sound, and combat effects are played driectly from the CD-ROM drive.
PowerBook is a trademark ofApple Computer, lnc.
SATTLE CHESS
Battle Chess Installation
For the latest information about BaUle Chess Enhanced CD-ROM, use
TeachText to read the file "Read Me" on the CD-ROM. This file may contain
information added since this manual was printed.
Requirements
• Any color Macintosh with a CD-ROM drive
• System 6.0.7 or later (works with any version of System 7)
• If using System 6, you need the "32-bit Quickdraw" INIT from your System 6
disks
• Monitor with 256 colors
• 2600k of free memory
• If your CD-ROM drive is an external unit, you need to hook it up to speakers
so you can hear all the CD sound effects, music and tutorial sound. You can
hook up portable headphones, powered speakers, or even your stereo system
to hear all the sound of Ballie Chess. Refer to your CD-ROM drive's manual if
you need help hooking up speakers.
Some Recommendations
• You can install some or all of the Ballie Chess files on your hard disk to speed
up disk loads. See "Hard Disk Installation" below.
• We recommend a 13" or larger color monitor (640 by 480 resolution or more).
Ballie Chess will work fine on Apple's 12" monitor, but a smaller chess board
will be used.
• We recommend System 7.0 or later.
• A faster CD-ROM drive will result in faster animation loads. Right now we
like the 300K per second, "double-speed" CD-ROM drives that are becoming
common.
Hard Disk Installation (recommended)
Copying some of the files from the Ballie Chess CD to your hard disk will speed
up your disk loads. Here's how to copy the files.
1. From the Finder, make a new folder on your hard disko Call it "Battle Chess
CD-ROM."
2. Drag the CD-ROM's "Battle Chess" icon over to your new folder.
You mayaiso copy the 33 megabytes of animation files to your hard disko This will
provide much faster disk loads whenever loading any of the animations for walking and combats. If you have about 33 megabytes available on your hard disk then
do the following:
3. Open the CD's "Data" folder. Drag the two files "BC datal" and "BC data2" from
the "data" folder to your hard disk's "Ballie Chess" CD-ROM folder. The file copy
may take a while!
How to Play Ballie Chess directly from the CD-ROM
If you don't want to copy any files at all to your hard disk, you can play by just
double-dicking on the "Ballie Chess" application icon. This will be slower;
instead, we recommend that you copy the application to your hard disk before
playing, and play using the copy on your hard disk instead of the copy on the CDROM.
Hallie Chess Menus
If you are running Hattle Chess on a 13" monitor or smaller, the menu bar will be
invisible. To access the menus, just move the mouse pointer to the top of the
screen as usual and the menus will appear.
Moving the Pieces
To move a piece, just dick on the square on which the piece is standing. Then
choose the piece's destination by dicking on the square on which you want the
piece to move. The destination square will flash if it is a legal move. If you choose
a piece and then decide you want to move a different piece, just dick again on the
first piece's square to deselect it. To castle, just move the King two squares to its
destination; the rook will know what to do on its own.
Hattle Chess Help and Tutorial
If you are running System 7.0 or later, you can use Balloon Help for all menu
commands.
Hattle Chess indudes a complete chess tutorial on-line. Each piece will come out
on the chess board, introduce themselves, talk about the history of the game, how
the pieces move, and some strategy tips. If you want to see the complete tutorial,
just select the first tutorial from the "Tutorial" menu and let all the pieces' tutoriais play through. To skip to a specific piece, choose that piece from the "Tutorial"
menu.
For more reference material on playing chess, see page 12 of this manual. There is
also a huge body of literature on chess to pursue, from beginners' tutorials to
entire books on the subtleties of the Sicillian Defense.
Check with your locallibrary.
SATTLE CHESS
MACPLAY
PlayingBallle Chess Enhanced CD-ROM
Baille Chess menus
Movement
File menu
The white pieces (colored red in Rattle Chess) move first. To move a piece, dick
on the square the piece stands on and then on the square you want to move to.
If the destination square does not flash when you point to it, then the piece cannot legally move there. If you change your mi nd after dicking on a piece's
square and you want to move a different piece, you can dick again in the piece's
square to un-select it and start over.
After the piece walks over to the square you select, it will be Black's turn. (In
Rattle Chess, the black pieces are colored blue.) If your opponent is a human,
use the same technique to move the piece you wish. If your opponent is the
computer, it will think for a few seconds (depending on the Level menu) and
then move its chosen piece.
Play then alternates back and forth between White and Black until there is a
checkmate or stalemate, ending the game.
Pawn Promotion
When a pawn reaches the eighth rank, a window will appear in the middle of the
screen. Click on one of the pieces in this window to promote your pawn.
En Passant
To perform this uncommon move (as discussed in the manual on page 20),
move your pawn to the square directly behind the enemy pawn. The pawns will
know what to do after that.
Check
When your King is in check, the cursor will change to a "check" icon. It will
change back to normal when the King escapes check.
Checkmate
When the King is in check and cannot escape, checkmate occurs, as discussed
on page 23 and 24 of the manual. When this happens, the piece that forced the
King into checkmate will automatically move and capture the
King.
11
MACPLAY
New Game: Starts a new game at any time.
New Game
~N
Open Game... ~O
Saue
~S
Saue As ...
~Q
Quit
Open Game: Resurnes agame you previously saved.
Save: Saves a game so you can resurne it later. If you
previously saved the game, this option will use the same
filename as your previously saved game, and overwrite
that game with the current board position.
Save As: Saves agame using a new name for the game file.
Quit: Quits Rattle Chess.
Edit menu
Undo
~z
Cut
Copy
Paste
Clear
~H
~c
~u
Undo: If you make amistake, use this option to rewind one
move on one side, so you get another chance. You can Undo up
to 60 moves. (Undo is the same as the "Take Back" option in the
Move menu).
Cut, Copy, Paste, Crear: These options are present in case a
desk accessory needs to use them. Rattle Chess does not use
any of these options.
Move menu
Set up Board: Lets you set up the pieces on the board
however you wish, to test strategies, play classic chess
f-------------i
problems, or just give yourself another Queen if
Force Moue
~F
Take Back
~B
you're behind. You can move pieces around by first
Replay
~R
clicking on the piece you want to move, then moving
Suggest Moue ~M
the piece where you want it to go, and finally, clicking
again to drop the piece there. To remove a piece, dick on it, move it off the edge
of the board, and drop it by clicking again. To add pieces, click on one of the
pieces displayed on the side of the board, move it where you want to place it, and
dick again to drop it onto the board.
~u
SATTLE CHESS
When setting up the board, three menu options are available:
Clear Board: Remove all pieces from the board.
Restore Board: Return the board to the way it was before you changed
anything.
2D Board/3D Board: Switches between the 2D board, which is a standard chess
board without animation, and the 3D board, where the pieces move and fight
with animation.
Done: Ends the Set up Board session and returns to regular play.
Human, Mac, Modem White: You can select only one of these options at a time.
The selected option teils the computer who plays the White pieces.
Force Move: Stops the Mac from thinking and forces it to make the best move it
has thought of so far. Use this option when the cursor indicates the computer is
thinking, and you don't want to wait for it to finish its turn.
Human, Mac, Modem Black: You can select only one of these options at a time.
The selected option teils the computer who plays the Black pieces.
Take Back: If you make amistake, use this option to take back one move on one
side, so you get another chance. You can Take Back up to 60 moves. (Take Back
is the same as the "Undo" option in the Edit menu).
Replay: If you decide you liked aseries of moves you just removed with Undo or
Take Back, use this option to undo the series of Take Backs, one at a time. You
can Replay as many moves as you have taken back.
Suggest Move: This option asks Rattle Chess for a hint. Rattle Chess will flash
two squares, one for the piece it thinks you should move and the other for the
destination. Be warned that Rattle Chess suggests the move it would make if
playing at Level 1; this move may not be the best move possible for your strategy.
Settings menu
v'Music On
v'Footstep Sounds On
Hide BacKground
20 Board
v' 3D Board
1l€2
1l€3
v' Human White
Mac White
Modem White
1l€H
Human BlacK
v'Mac BlacK
Modem B1acK
Rllow Resign
Music On: Turns Rattle Chess music on and off.
This includes the "piece themes" as weil as mood
music. You can also use the "Sound" Control Panel
(in your Apple menu) to turn the volume down.
Footstep Sounds On: Turns the pieces' footstep
sounds on and off.
Hide Background: If you are playing on a large monitor, this option will black out the desktop so you
can't see applications in the background. You can
only Hide Background if your monitor is larger than
640 x 480.
To watch Rattle Chess play itself, set both colors to "Mac". To play against a
friend using the same Mac, set both colors to "Human." To play against a friend
on a different computer, see Step by Step Modem Play Instructions, below.
A1low Resign: If turned on, the computer will give up and resign if it sees it is in
a hopeless position. If turned off, the computer will play to the bitter end thus allowing you the satisfaction of finally checkmating the enemy King!
Level menu
Only one Level may be active at a time.
Nouice
Leueil
Leuel 2
Leuel 3
Leuel 4
Leuel 5
Leuel 6
v' Leuel 7
Leuel B
Leuel 9
Set Time ...
Novice: Sets the Mac to be at its easiest to beat. Novice level
will take the shortest amount of time to think and will occasionally make some critical mistakes.
Levels 1 to 9: The higher the level, the more time the Mac
will take to think. More time means that Rattle Chess has
more time to find a better move and will correspondingly play
a better game of chess.
Set Time: If you wish, you can set Rattle Chess to think for
any amount of time. The number you enter will be the maximum amount of
time Rattle Chess will think, from 1 minute to 10,000 minutes. Rattle Chess
will move before this time limit is up.
Modem menu
Dial Number...
Hang Up
Set Ruto Rnswer
TalK...
1l€T
11
Modem menu options are only available when one player is set to "Modem" in the "Settings" menu. For stepby-step modem instructions, see Step
by Step Modem Play Instructions on
page 10.
•
MACPLAY
SATTLE CHESS
Dial Number: Dials a phone number by sending an "AT" command to your
modem.
Hang Up: Hangs up your phone line. This will terminate a modem connection if
one exists.
Set Auto Answer: Sets your modem to automatically answer the phone if someone calls you. This lets another Boffte Chess player call you and connect.
Talk: Sends a message to your opponent, to share information or taunting.
Tutorial menu
King
Bishop
Roole
Queen
Knight
Pawn
Selecting one of these options will start the Boffte Chess tutorial
with that piece. If you'd like to see the entire tutorial (about 25
minutes long), select "King" and sit back with a beverage as each
piece comes out in turn to teach you about chess, from the basics
to some light strategy and history.
Step by Step Modem Play Instructions
You can play Boffte Chess against a distant opponent if each of you has a Hayescompatible modem. You can even play against a computer that isn't a
Macintosh, as long as the other computer is running Boffte Chess. If your
modem is properly connected to the Mac's modem port, as shown in your
modem manual, follow these steps to playa modem game.
weil, the Mac will pick up the phone, dial the number, and connect with the
answering computer.
At this point you can start your chess game. When you move a piece, the same
piece will move on the computer on the other end. Note that after the two players are connected, the menu options New Game, Set up Board, and Open Game
will send an entire new chess board to both sides, discarding the current game.
The menu options Take Back and Replay are disabled.
When you set one player to Modem, you can send text to your opponent by typing Command-T or by choosing the Talk... option from the Modem menu and
typing the text you want to send. When you press return, Boffte Chess sends
that text. When you receive text from your opponent, it will appear in a window
on the screen. Pressing return clears this window.
When you are finished playing, you can break the connection and hang up the
phone by choosing the Hang Up option from the Modem menu.
Playing over aserial cable
If both computers are at the same location, you can set up a direct connection
between the two computers to play. Plug an Imagewriter printer cable or a nullmodem cable between the modem ports of the two computers. Each player must
then pick "Modem plays White" or "Modem plays Black." You can then start
playing without having to use the Modem menu.
1. Arrange with your opponent who will play Black, who will play White, who
will call, and who will receive the cal!. Then, both of you should run Boffte
Chess. Use the "Modem plays White" or "Modem plays Black" menu option to
set your opponent's color. Hang up the phone on both ends before continuing.
2. One player must set his modem to answer the phone by picking the "Set
Auto-Answer" option from the "Modem" menu.
3. The other player must call the player whose modem is set to "Auto-Answer."
To do this, pick the "Dial Number" option from the Modem menu, then type in
the phone number you want to dial and dick "OK". If all goes
MACPLAY
SATTLE CHESS
Basics of Chess
•
T
he goal of playing agame of chess is
identical to that of many other games:
specifically, defeating your opponent. In
chess, this is done by placing your opponent's King in checkmate. Every move you
make should be for this goal and to prevent your opponent from doing the same
to you!
The Basic Basics
•
•
Here are the rules of chess in a nutshell:
Chess is a sea in which a
gnat mag drink and an
elephant mag bathe.
•
- Indian Proverb
•
•
Each player has one King, one Queen,
two Rooks, two Bishops, two Knights,
and eight Pawns.
•
The object of chess is to checkmate
your opponent's King.
•
The White player always moves first
and then the two players alternate
moves. You must move when it is your
turn.
The Pieces
You may only move one piece per turn
(with the exception of castling; see
Castling) A move is when a piece
moves from one square to another
square. Each kind of piece moves in its
own individual way, described in The
Individual Pieces section.
The Board
•
MACPLAY
Two opponents play against each
other. One player is usually White and
the other Black. In Battle Chess
Enhanced CD-ROM, the White pieces
are colored red, and the Black pieces
are colored blue.
No piece (except the Knight) may
jump over or pass through any other
piece on the board when it moves.
Only one piece can be on the same
square at a time.
Any piece may capture any of the
opponent's pieces by landing on the
same square with it. The captured
piece is removed from the board and is
out of the game. You may only capture
one piece per turn.
When an opponent's piece threatens
the other player's King, meaning that
piece could capture the King on the
next move, the King is said to be in
"check."
If your King is in check, you have
three options: One, you must move
your King out of check; two, block the
attack with another piece; or three,
capture the piece putting your King in
check. If you cannot escape check in
any one of these ways, the King is in
"checkmate," you lose, and the game
is over.
...
...
~ !! • ~ .=.
•
...• ...• ...• ...• ...• ...• ...• ...•
.=. ~
- -
B. B. B. B. B. B. B. B.
§ @ l1 'ffi ~ l1 @ §
Figure 13: Initial positions.
In Battle Chess, your pieces will appear as
in Figure 13. Read The Individual Pieces
for their characteristics.
As you can see by looking at your screen,
the chessboard consists of 64 alternating
SATTLE CHESS
dark and light squares, 32 white and 32
black. For the purpose of this manual, the
light squares and pieces will be referred to
as white and the dark as black to match
traditional chess notation. The squares are
arranged in 8 rows and columns. When
you start up Battle Chess, all the pieces
are in their starting positions. All chess
games start from this initial position.
Movement
In Chess, White always moves first. This
means that the player controlling the
White pieces moves one White piece for
their first turn. The Black player moves
next, also limited to one move for one
piece. The actual game itself consists of the
players making aseries of alternating
moves, one piece at a time. White first,
then Black, then White, then Black, and so
on until the end of the game. The only
time that a player may move more than
one piece per turn is during castling (see
Castling) , and this may occur only once
per player per game.
Movement Restrictions
EIl
With the exception of the Knight, all chess
pieces must move in straight lines. Some
chess pieces may move on the rank, that
is, in any straight line across the board (see
Figure 15a). Other pieces may move on the
file, that is, in any straight line up and
down the board (see Figure 15b). And
there are other pieces which move on the
MACPLAY
diagonal, or in any straight line of squares
that meet only at one corner (see Figure
15c). Some pieces may move using a combination of these: on the rank. on the file
andlor on the diagonal.
The only restriction on this movement is
that you cannot move your pieces through
or into a square al ready occupied by another one of your pieces. The exception to this
restriction is the Knight, which can move
through or over pieces, but cannot land in
a square already occupied by a piece of his
own color or the opposite color unless he
intends to capture it. You can move a piece
into a square al ready occupied by one of
your opponent's pieces provided you have
an open line of attack. This is your primary
method for capturing an opponent's
pieces. Specific methods of attack will be
covered under each individual piece
description.
The Individual Pieces
Figure ISa: Moving on the rank.
Figure 15b: Moving on the file.
""\.
"\.
The King
The King is your most
important piece. As noted
above, once he is checkmated, the game is over.
The two primary goals of
your game, then, will be
to protect your King from being checkmated and to put your opponent's King in
checkmate instead. You will do this by
'"
"\.
"\.
f"\.
Figure 15c: Moving on the
diagonal.
SATTLE eH ESS
I'
.. .+
!~ ~
~
.
~
ti"
Figure 16: The King's range.
using a combination of defenses and
attacks by your various pieces. Without
them, your King is practically helpless.
With the exception of castling, your King
can only move one square at a time in any
one direction (see Figure 16). Under no
circumstance may your King move into
check, meaning your King may never
move directly into an open line of attack
from an opposing player's piece. If you did
then you'd lose the game. This does not
mean, however, that your King is completely defenseless. If there is an enemy
piece directly adjacent to your King, you
can use hirn to take that piece, provided
that you're not moving hirn into check.
This is the only way you can use your King
to directly attack another piece. The King
is not a piece intended to be used heavily
in offense. In fact, it's fairly safe to say that
if you're reduced to relying heavily on the
King's offensive capability early in agame,
things are getting pretty grim. Toward the
end of agame, however, both sides have
usually been reduced to a handful of
pieces, and at this time the King's attacking power can be very useful. Generally
speaking, you should strive toward successfully defending the King while carrying on your offense with the other pieces,
and with this balance oE power you'll have
a much better chance at victory.
MACPLAY
The Queen
Like your King, your
Queen can move or attack
in any straight line in any
direction. Unlike your
King, however, your
Queen can move as many
squares as she wants, provided there is an open path (see Movemenl
Reslrictions and Figure 17a). No other
piece has such a wide range of movement,
which makes the Queen your most powerful piece. Even so, don't be tempted to
overuse or rely too heavily upon her. As
you will see, a good game of chess is won
using a combination of pieces, and overreliance on any one piece is an almost
guaranteed path to defeat.
"
"
f'\
-...
~
/
V
1/
~
*
/
r'\.
f'\
"\.
~
"
Figure 17a: The Queen's range.
The Rook
Your Rooks (each side
has two) are restricted
to rank and file movements only (movement
ac ross the board or
movement up and
down the board). Like the Queen, either
Rook can move from one side of the board
to the other during a turn, again provided
the rank andlor file is clear of obstructing
pieces. Because of this movement capability, your Rooks are considered second only
to your Queen in terms of power (see
Figure 17b).
-...
§
~
Figure 17b: The Rook's range.
SATTLE CHESS
~
V
The Bishop
~
"
"
V
/
'J1,
l\-
I\-
I\-
I"
Figure 18a: The Bishop's range.
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...
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r
W
~
~
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Your two Bishops are
restricted to diagonal
movement only. For
instance, provided that you
have an open path, you can
move aBishop from the
lower left corner of the
board to the upper right
corner. Keep in mind both Bishops start
on a color, one on black, one on white, and
each Bishop must remain on that same
color for the entire game. If you playas
White, the Bishop on the left hand side of
the board starts on a black square, and will
always move on black squares (see Figure
18a).
The Knight
Figure 18b: The Knight's range
and L-shaped pattern.
... &• 14
'lfu
•
Figure 18c: The Knight ignores
pieces of both colors in his path.
MACPLAY
The Knight is your most
unusual piece. Rather than
moving in a straight line
like all the other pieces, he
moves in an L-shaped pattern. Also unlike all the
other pieces, he can skip
over any pieces in his way. Unlike checkers, however, this does not mean that he
captures any of those pieces. If there is an
opponent's piece on the square where the
Knight lands, only that piece is captured.
Although it should be fairly obvious, keep
in mind that your Knights cannot land on
a square al ready occupied by one of your
own pieces (see Figures 18b-c and 19a).
The Pawn
The Pawn is your weakest
piece, and as a result, the
most expendable. This
might be why you get
eight of them. Pawns act
as the footsoldiers or pikemen of your army, advancing slowly across
the board, performing your initial attacks.
They are usually the first to defend your
side against your opponent's attack. Unlike
any of your other pieces, the Pawns do not
have the option of retreat. Pawns can only
move forward, one square at a time.
•
•
&
&
•
~
&
- ...
11
~
...
~
~
~
Figure 19a: The white Knight
may capture any black piece.
The exception to one square at a time is on
each Pawn's first move. It may, but is not
required to, move forward two squares at
that time. See Figure 20a for an illustration of Pawn movement. Each of your
eight Pawns may do this once on each of
their first moves.
Unlike the other pieces, the Pawn's attack
pattern does not match its movement pattern. Rather, the Pawn may only attack one
space at either diagonal ahead of it (see
Figure 19b).
The Pawn may not attack ahead of itself.
So the Pawn may never move into a square
directly ahead if it's occupied by any other
piece. Often two Pawns meet and are deadlocked until another piece captures one of
the Pawns, or until one of the Pawns can
capture a piece diagonally ahead.
• &• &•
f'J{
&
-
~ 11
Figure 19b: The white Pawn may
only capture either one of these
side Pawns.
SATTLE CHESS
111
En Passant
•
.&
I
t ß
Figure 20a: Black Pawn makes its
initial two-space move.
•"I"ß
.&
There is another method of attack that
occurs in only one situation: when an
enemy Pawn moves two squares forward,
bypassing one of your attacking Pawns
(this can only happen on the enemy
Pawn's initial two-space move). On your
following turn your bypassed Pawn has the
option of capturing the opposing Pawn
even though it is not at a diagonal from
yours. Your Pawn merely advances diagonally by one square, moving into the
square directly behind the enemy Pawn (as
though the enemy Pawn only moved one
square), and your opponent's Pawn is captured. This move is called en passant (a
French term meaning "in passing").
It is not a required move. There may be
Figure 20b: White Pawn performs
en passant, capturing black.
ß
times when you will not want to take your
opponent's Pawn in this situation. If you
do not take your opponent's Pawn at that
time, you may not repeat en passant with
that same enemy Pawn. En passant only
occurs when an enemy Pawn advances two
squares, an event which only occurs once
per Pawn in any game. Three turns later,
for example, you cannot follow through an
en passant (see Figures 20a-c).
Promotion
Figure 20c: Final position.
MACPLAY
Finally, if one of your Pawns manages to
cross the entire board, upon reaching the
opposite side of the board, your Pawn gets
promoted to another piece (see Figures 21
a-b). Your Pawn changes into a Queen, a
Rook, aBishop or a Knight (it's your
choice as to which piece it becomes, but it
must change into something.) Your Pawn
may not remain a Pawn, nor may it
become a King. If you somehow manage to
move all eight Pawns to the other side of
the board you could have nine Queens on
the board: your original Queen, plus eight
promoted Pawns (see Figures 21a-b).
~"
"
'!1
Figure 21a: The Pawn's
opportunity for advancement.
The Individual Importance of
Each Piece
By now, you should be getting a sense of
the power of each piece. The Queen is your
most powerful piece. The Rook is considered next in power, and the Bishop and
Knight are both in third place. Although
the Knight is limited in how many squares
he can move in one turn, he can still use
all 64 squares of the board. ABishop, on
the other hand, can use only 32 squares
maximum (remember, aBishop always
stays on his starting color), and this tradeoff between mobility and the potential
number of squares that can be attacked
ties these two pieces at third in power.
However in the end game, two Bishops are
favored against two Knights or one Bishop
and one Knight. Last, of course, is the
Pawn with its very limited mobility. But
don't forget the Pawn is able to change
into the most powerful piece if it can be
moved completely across the board. As for
the King, he is admittedly limited in power
through most of the game, but as both
•
ß
Figure 21b: APawn's promoting
move.
SATTLE CHESS
sides lose more pieces the King's Iimited
power becomes more useful.
~
§
§
Figure 22a: White before castling.
;~
(
,-
§. ~ J
§
Figure 22b: Castling King-side.
A way of remembering all of this is to
think in terms of points: a Queen is worth
about 9 points, a Rook about 5, aBishop or
Knight about 3, and a Pawn about l.
Keeping this in mind, you can see that you
would come out weil ahead in power if you
were able to trade a Knight for a Queen.
On the other hand, the exchange of a
Knight for aBishop is ordinarily a fair
trade. Keep in mind again, that there will
be times when you may want to trade a
high value piece for one of much lower
power. For instance, if by trading a Queen
for a Pawn you can set up for checkmate in
the next move, then it wouldn't really matter how many points you lose in the piece
transaction.
All that ultimately maUers in the game of
chess is whether or not you win the game.
Everything else, including points, is second.
Castling
,l
-
~
:.a
\
§
Figure 22c: Castling Queen-side.
MACPLAY
Castling can occur only once per player per
game. It is the only time a player may
move two pieces during one turn, and the
only time that a King may move more than
one square during one turn. It is a powerful defensive move, and as a matter of good
strategy, it is recommended that you castle
fairly early in the game.
Castling can only occur when there is a
clear path between your King and either of
your Rooks. Provided you meet that and a
couple of other restrictions, you may move
your King two squares to the right or left,
depending on which Rook you are using.
That Rook is moved to the opposite side of
the King. When you are finished castling,
the Rook ends up closer to the center of
the board which makes it more versatile,
and your King is placed in an easier
defended space (see Figures 22a-c).
!!
11
§
~
§
Figure 23a: You cannot castle
while in check, either side.
!!
Castling Restrictions
Not surprisingly, there are restrictions on
the use of castling. You already know one
of them: There must be an open path
between the King and the Rook which will
be used to castle. Second, the Rook and
King must not have been moved at any
time during the game preceding the
castling. Third, the King must not be in
check, cannot move into check, and cannot move through check. If there is an
open line of attack by an opposing piece on
any square in between the King and the
Rook, the King may not castle in that
direction, even if the path is clear of other
pieces. Figures 23a-c show situations in
which White may not castle.
Check and Checkmate
he terms check and checkmate have
been used several times in this manual. Here, we will go into more detail.
T
1f-
r--
§
~
r--
§
Figure 23b: You cannot castle
through check (king-side) but
you may castle queen-side.
Figure 23c: You cannot castle
through check (queen-side)
or into check (king-side.)
SATTLE CHESS
Check and checkmate always involve the
King because the King is the only piece
which can be placed in a condition of
check or checkmate. The King is the only
piece which cannot put another King into
check or checkmate, although sometimes
he assists.
master chess grips its
exponent, shackling the
mind and brain so that
the inner freedom and
independence ofeven
the strongest character
cannot remain
unaffected. "
H...
- Albert Einstein
MACPLAY
Check occurs when a King is under direct
attack by an enemy piece. In the case of
the Queen, Rook, Bishop and Pawn, this
attack will come in a straight, unblocked
line (rank, file, or diagonal) to your King.
In the case of the Knight, the direct attack
will be in an L-shaped pattern, possibly
directly over some of your defending
pieces. Keep in mind that a Queen, Rook
or Bishop can place your King in check
from the opposite side of the board, provided that there is an open path between the
attacking piece and your King. As for the
Pawn, it can place your King in check only
if it is at an adjacent diagonal from your
King. The only exception to this is when a
Pawn actually reaches the other side of the
board. At that time, as the Pawn is promoted, a King in that same rank, file or diagonal may suddenly fall into check as the
Pawn is replaced with, for example, a Rook
or Queen. Again, the King can only be in
check at that moment if there is an open
path between the King and the attacking
piece. The only exception to this is the
Knight, which never requires an open path
between it and any piece it is attacking.
There are three ways to escape check:
•
•
•
The King may move out of the line of
attack.
Another piece may move and block the
line of attack.
The attacking piece may be captured.
You must escape check in one of these
ways as soon as the King is in check. If you
can't escape check the King is in checkmate and the game is over. Asimple definition of checkmate: "An attack on the King
which allows no possible escape."
You may never move the King into check,
nor move another of your pieces so that an
opened line of attack places your King in
check. A piece preventing your King from
being in check like this is called a pinned
piece. These rules may be factors in blocking the King's escape from check so watch
out for them. As stated earlier, one of your
prime objectives is to avoid being placed in
checkmate, while trying to place your
opponent's King in checkmate.
-•
Figure 25a.
". .
• •
IDl
~
Figure 25b.
See Figures 25a-c and 26a-c for several
examples of check and checkmate:
25a The White Queen is checking the
Black King. The Black King can move
one square to the lert or right to
escape check, or move its Bishop
between the King and Queen to block
the attack.
Figure 25c.
25b The White Bishop is checking the
Black King. The King can escape
SATTLE CHESS
check by moving one square to the
left or right.
25c The White Bishop is checking the
Black King. The Black King can
escape by moving to quite a few
different squares, or the Black Rook
can move to block the attack.
26a A "discovered check. " When the White
Knight moves, the Black King
discovers that he has been checked by
the White Rook. (The Black King can
escape by moving to either side.)
Figure 26a.
26b Acheckmate of the White King by the
Black Queen. The Black Queen has
just moved across to QR6 (QR6 is
chess notation which will be discussed
next), checking the White King. Since
there is no place the White King can
move where he won 't be in check, it's
checkmate.
~
~
!!
Figure 26b.
~
!!
26c Acheckmate ofthe White King by the
Black Bishop. Again, the White King
cannot escape from check, so he is in
checkmate.
~
If you wish to review the specifics on each
,~
~'.'~j
rI
piece before we continue, refer to the previous sections. The next part of this manual deals with chess strategy.
Chess Notation
Figure 26c.
o show you some basic opening moves,
and to show you how to study and
understand other books on chess strategy,
you should at least know basic chess notation. Some simple things to remember
before we begin are:
T
MACPLAY
If you divide the chess board vertically
right down the middle, you will notice that
both Queens are to one side of the line,
while the Kings are on the other. This is
important for chess notation, since every
piece on the King's side of the board is
referred to as "King's piece" (i.e., King's
Rook, King's Bishop, etc.) while every
piece on the Queens' side is referred to as
"Queen's piece" (see Figure 27a).
This also applies to Pawns (see Figure
27b). However it is not necessary to continually refer to Pawns using thei r full
names. King's Rook Pawn can just be
referred to as a Pawn during a move unless
it is unclear precisely which Pawn you are
using.
it' !!
:
- --- -
- -
--
:
--
-
-
-
:
--
-
-
:
-
-
§ ~ lb1!i ~lb~ §
Figure 27a: King's & Queen's
sides and standard abbreviations.
• • • • • • • •
~~~~~~~~
.-
N, for the files (the columns of squares on
the board), keep in mi nd that they are
named just like the pieces. The King's file
is the file the King is located on, while the
Queen's Knight file is the file that the
Queen's Knight is located on at the start of
the game. The ranks (the rows of squares
across the board) each have two names,
depending on whether you are looking at
them from the Black or White side.
You should be able to see that every location on the board can be identified by a
combination of rank and file. Since there
are two names for each rank location,
there are consequently two names for
every square. Using abbreviations, each
square on the board is identified as shown
in Figure 27c. The top name in each
Figure 27b: Pawns in chess
notation.
QRI
oRS
QR2
oRI
QR3
OR6
QR4
llLI
QRS
OR4
QR6
013
QR7
OR2
QRI
ORI
QNI
oMB
QN2
OMI
QN3
ON6
QN4
oMS
QNS
oN4
QN6
OM3
ON7
oM2
QNI
nMI
QII
oBS
QI2
OBI
QB3
OB6
QJ4
oBS
QIS
OB4
QI6
OB3
QI7
OB2
QJJ
n'l
QI
oS
Q2
01
Q3
06
oe
os
QS
Q4
Q6
03
Q7
02
QI
nl
KI
RS
K2
K7
K3
R6
K4
KS
KS
K4
K6
K3
KI
K2
KB
KI
KNI
RMB
K82 KM2
RBI RMI
KU KN3
K86 KM6
KJ4 KNe
KBS KMS
KJS KMS
KB4 RN4
Ka6 KN6
KB3 KM3
Ka7 KNI
U2 KM2
Kai KMI
KBI KMI
KJI
KBB
KRI
KR8
KR2
RRI
KR3
KR6
KR4
KRS
OS
KR4
KR6
KR3
KRI
KR2
KRI
KRI
Figure 27c: Names of each
square.
SATTLE CHESS
IJ!:J
liII
Common Chess
Abbreviations
movesto
x captures
0-0 castles King-side
0-0-0 castles Queenside
ep en passant
ch/+ check
! good move
? bad move
!! very good move
?? very bad move
1-0 checkmate, White
wins
0-1 checkmate, Black
wins
...
•
•
... ... ... ... *
... ... ... ...
~ .!!.
~
• • • • • • • •
.!!. ~
\AI
square is the Black player's name for that
square; the lower name is the White player's name for the same square.
Keep in mind that when the White player
moves, you must use the White player's
names for the squares he or she is playing.
Likewise, when the Black player moves,
use the Black player's names for the
squares he or she is playing.
Now that you know the names of each
piece and each square, the only other thing
to understand is the shorthand to record
each move. P-K4 is the most common first
move in most chess games. It means that
the King's Pawn moves out two ranks to
rank four. The Pawn's starting position of
K2 (King's Two) is given as obvious (on a
first move, where else would it be?), as is
the fact that the Pawn being used is the
King's Pawn. No other pawn could reach
K4 on the first turn.
Sampie Chess Game Walk-Through
lJ,.
lJ,. lJ,. lJ,. lJ,.
lJ,. lJ,. lJ,.
§ @ lb tt1 ~ lb @ §
Figure 28.
To put it all together, let's play a quick
sampie game over the next few pages, with
notation and illustrations. This particular
game is called Scholar's Mate.
The chess notation for this entire game is
as folIows:
~~~~~-
1.
lJ'm
2.
3.
4.
WHITE
BLACK
P-K4
P-K4
B-B4
B-B4
Q-R5
N-QB3??
QxBP mate
What does this mean? Let's see:
IiIIiI-M-A-C-P-L-A-y---------------
For White's first move, P-K4, the board
looks like Figure 28. Black responds by
doing exactly the same thing (P-K4) in
Figure 29a.
In Figure 29b, White moves its King's
Bishop to the 4th rank of the Queen's
Bishop file (B-B4). Black's response to this
is to move its King's Bishop to the 4th
rank of its Queen's Bishop file (B-B4) in
Figure 29c.
The next thing that White does is to move
its Queen to the 5th rank of the King's
Rook file. This is an important move
because the Queen is now threatening MO
of Black's pieces. By attacking at a diagonal, the Queen can take Black's Bishop's
Pawn on the next move or the Queen can
take Black's King's Pawn (see Figure 30a).
One of these attacks, the attack against the
Black Bishop's Pawn, will lead to checkmate and the end of the game if Black fails
to respond properly. The other attack will
lead only to check because, after the Queen
captures the King's Pawn, the Queen's line
of attack against the King could be blocked
by several Black pieces: the Queen, the
King's Bishop, or the King's Knight.
Black responds to these two potential
attacks by guarding the King's Pawn. As
you can see by the notation, the "??"
denotes a very bad move. The reason?
Although the Knight is now guarding the
King's Pawn, guaranteeing that the White
Queen would be captured if it were to capture the Pawn, Black has failed to guard
...
...
~ .!!.
~
•
•
...• ...• ...• ...• ...• ...• ...•
...•
.!!. ~
- *
lJ,.
lJ,. lJ,. lJ,.
lJ,. lJ,. lJ,. lJ,.
§ @ lb tt1 ~ lb @ §
Figure 29a.
...
...
~
~ .!!.
•
•
...• ...• ...• ...• ...• ...• ...•
...•
.!!. ~
- *lb
lJ,.
lJ,. lJ,. lJ,.
lJ,. lJ,. lJ,. lJ,.
§ @ lb tt1 ~
@§
Figure 29b.
...
...
~ .!!.
~
•
...• ...• ...• ...• ...• ...• ...•
• ...•
.!!. ~
- *
lb
lJ,.
lJ,. lJ,. lJ,. lJ,.
§ @ lb tt1 ~
lJ,. lJ,. lJ,.
@§
Figure 29c.
--------------S-A-T-T-L-E-C-H-E-S--S
Im
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-•
-.fb•
.=. ~ ~ !r ~ .=.
• A• A•
• A•
A
A• A• A
Oll
Oll
A• I~
!J.
!J. !J. !J. !J.
§ ~ .fb
Figure 30a.
,.....
....
Oll
~
.
-• - -.fb•
~
.=.
A• A• A• A•
~
"
I--
~
!J. !J. !J.
~ §
~ .=.
Oll
A•
A•
A•
A•
'fti
!J.
!J. !J. !J. !J.
§ ~ .fb
!J. !J. !J.
~
~ §
Figure 30b.
Oll
.=.
A•
A•
-• !r 'fti
-.fb•
A•
~
A•
~
~ .=.
• A•
A
Oll
A•
!J.
!J. !J. !J. !J.
§ ~ .fb
Figure 30c.
~
!J. !J. !J.
~
~ §
against the more deadly attack: the White
Queen's attack against the Bishöp's Pawn.
The board now looks like Figure 30b.
White finishes the game by moving the
Queen to the 7th rank in the King's Bishop
file and taking the Bishop's Pawn (see
Figure 30c). This places the King in checkmate. Remember our definition of checkmate: the King is in check, cannot take the
Queen without entering into check (notice
that the Queen is guarded by its Bishop at
B4), and cannot escape to any other unoccupied square that is not already under
attack by the Queen. Also, the attacking
Queen cannot be eliminated by any other
piece, nor have its line of attack blocked.
There are several simple ways in which
Black could have avoided checkmate. One
is as simple as moving the Black Queen to
King's Two (written as Q-K2) which would
have simultaneously guarded both Pawns
under attack and which would have ended
the threat of check or checkmate by the
White Queen (the reason, of course, is
because the White Queen could then be
taken by the Black Queen). Figure 31a
shows this simple defense.
The other defenses against this attack
should also be obvious. Try a few variations
on this game, and you should see the alternatives.You now should have a basic
understanding of the game of chess as well
as a basic understanding of chess notation.
The Three Phases
of a Chess Game
- -•
-.fb•
!r ~ .=.
.=. ~
• • •
•
•
•
•
A A A A ~ A A A
Oll
hess is said to have three phases: an
opening game, amiddie game, and an
end game. We'll talk about each of them.
C
!J. !J. !J. !J.
The Opening Game
§ ~ .fb
The opening game can be defined as the
portion of the game that occurs generally
between the first move and the eighth to
the fifteenth move. The point of the opening game is to organize and coordinate
your pieces as quickly as possible in order
to take maximum advantage of their
power. If you're a beginner, this is where
you are going to make most of your mistakes. The mistake made in the sampie
game Scholar's Mate, for instance, is fairly
common. An even simpler variation of that
game, which can be just as easily lost by a
bad move, is appropriately called the Fool's
Mate. This game is pictured in Figure 31b.
Figure 31a.
.=. ~
Oll
Oll
A•
'fti
!J.
~
!J. !J. !J.
~ §
-• !r -• !
~
•
A A• A•
• A•
A• A• A
A•
!J. ~
!J.
!J. !J. !J. !J. !J.
!J.
§ ~ .fb 'fti ~ .fb ~ §
Figure 31b: Fool's Mate.
"Hence ifthe knowledge ofthe chess-master were
built into a computer program we should not see
master chess but something very much stronger... To
capture in a formal descriptive scheme the game 's
delicate structure- it is here that future progress lies. "
- Professor Donald Michie
"Programmers' Gambit" New ~cientist, 1972
Now for some more detaiL ..
. . . -MAC-PL-AY- - - - SATTLE CHESS
As you can see, the attack again relies
heavily on early development of the Queen
and on White's poor responses to that
development. Keep in mind that the Fool's
Mate and the Scholar's Mate are regarded
as very amateur games-ordinarily, even a
poor player will spot your attempt to play
one of these games and will respond with
an appropriate defense.
make a useful capture, or if you can take advantage of an
opportunity created by a blunder on your opponent's part, then
do it. The key thing to always remember is that winning is all
that matters in chess. If, by breaking some of these general
guidelines, you can still win, then by all means, ignore these
suggestions. However these guidelines will generally help you
win.
•
The Fool's Mate and Scholar's Mate are
two games to avoid. There are plenty of
better ways to start your chess game. In
fact, there are 169.5 octillion (169,518,829,
100,544,000,000,000,000,000) possible
combinations of the first 10 moves. To
avoid making the wrong opening moves,
keep the following things in mind:
Move out your Knights and Bishops before you move out the
Rooks and Queen. For best control of the board, try to move
them toward the center of the board. From the center each piece
will have greater control of the board around it. From the edge
of the board, the area controlled by each piece is diminished.
•
Initially, you should stay on your side of the board. This strategy
was violated by the White Queen in the Fool's Mate and by the
Black Queen in the Scholar's Mate. If you try these games
against an experienced player, you williearn the hard way why
it's not a good idea to violate this particular rule.
•
• Castle early in the game. This will give you a stronger defense,
•
Your first move should be a center
Pawn (the Queen's Pawn or King's
Pawn). Otherwise, do not move too
many of the other Pawns and never
forget that a Pawn cannot retreat once
it goes forward.
Avoid moving the same piece twice
during the opening game. Remember,
if the point of the opening game is to
organize and coordinate your pieces as
quickly as possible in order to take
maximum advantage of their power,
then wasting several moves on one
piece isn't likely to assist this.
On the other hand, if by moving the
same piece twice you have a chance to
move one of your Rooks to a better attack position, and allow
your other pieces to concentrate on the offensive. It is also a
good idea to castle on the King's side so you have less area to
defend.
•
00 not move your Queen out too early. It is unlikely you will be
able to accomplish a Fool's Mate or Scholar's Mate, and it is far
more likely that your opponent will concentrate all attacks on
your Queen.
• Move your Rooks to Kl or Q1. If you have castled early, and if
you opened with a center Pawn move, this will allow your Rooks
a greater range of power than leaving them in either corner.
•
00 not prematurely move your most powerful pieces into the
center of the board. To do so invites attack against them by
other pieces-for instance, to move your Queen out too early
SATTLE CHESS
MACPLAY
BI
liiiII
invites attack by weaker pieces, even Pawns. Likewise, if you
move one of your Rooks out into the center of the board
prematurely, you risk losing it to a Knight, Bishop or Pawn.
If you keep these things in mind during your opening game, you will
have a better chance at winning.
The Middle Game
This is the part of the game that follows your opening development
(your opening attempts to maximize your power over the board) and
that precedes the final battle to finish off your opponent. This is the
phase of the game where the attack is critical. You want to be on the
offensive here. As in the opening game, however, there are some general things to keep in mind during this phase:
•
•
•
Try to get ahead in power or position. This is the portion of the
game where you will concentrate on capturing pieces,
particularly powerful pieces. Concentrate on attacking, gaining
territory and points, decimating your enemy, and thereby
advancing toward checkmate. Attack, but be certain you are not
leaving holes in your defenses (remember, you should have
al ready castled). Keep in mind that whoever is on the attack at
this time is less likely to make an error than whoever is on the
defensive. Attack!
Be especially careful where you put your pieces. This may sound
like ridiculously simple advice, but keep in mind that, during the
opening game, the important center of the board is fairly open,
still subject to control by either player. During the middle game,
the center is generally cluttered with many of the squares
guarded by one or more pieces, making each move more
dangerous than in the opening game.
Watch your opponent's moves. During the middle game, your
enemy's moves will be used to decrease your numbers and
MACPLAY
increase their power just like you're trying to do. Always
remember that your opponent is setting up for checkmate.
All of this will set you up for the end game.
The End Game
This is the portion of the game where, all things being equal, both
sides will have relatively few pieces left on the board, the King may
actually be part of an offensive strategy, and where a Pawn or two
may even have crossed the board to become a Queen or another
piece. Because you will have fewer pieces on the board, the pieces
that remain will increase in importance. Now more than ever, use
every piece to its full potential.
At the end of the game, your least powerful pieces are going to
assurne a new importance. lust the difference of a Pawn or two may
decide the outcome of agame. Remember that once a Pawn crosses
the board, it can be promoted to a Queen. The use of Pawns during
the end game is a major end game strategy.
Some Important Pawn-Related, End Game Rules
•
If you are two Pawns ahead of your opponent, winning the game
is considered easy, assuming you make no major mistakes. This
can even be said of the player who is only one Pawn ahead, but of
course, the opposing player will target that Pawn once it tries to
run for a promotion.
•
Two of your Pawns in a row (one directly in front of the other) is
a weak position. Likewise, a Pawn by itself is weak or, for that
matter, so is a Pawn that is blocked from forward movement.
•
If one or several of your Pawns are able to pass through your
opponent's lines of defense, advance them as fast as you can
toward the other side of the board (with the intent of promoting
them to Queens).
•
If you are one or two Pawns ahead of your opponent, and if you
must make a choice between specific types of pieces to trade,
SATTLE CHESS
11
•
then trade your power pieces first (your Queen, Rooks, Knights,
and Bishops), but not your Pawns.
If you are one or two Pawns behind your opponent, and if you
must make a choice between specific types of pieces to trade,
then trade your Pawns, not your power pieces.
•
If you are down to one Bishop, avoid putting your Pawns on
squares that are the same color as your Bishop (that is, if you
have aBishop that moves only on white squares, don't block the
white squares with your Pawns).
•
If you and your opponent trade away all your power pieces, don't
worry. When Pawns are the only pieces left you still have the
potential of trading each Pawn for a Queen. In some ways, therefore, this is actually the easiest kind of game to win.
checkmate) and the checked player has no alternative but to
endlessly repeat the same moves to avoid check.
•
Draw by Stalemate: For the purpose of explaining this, let's look
at it strictly from your point of view. Stalemate occurs when 1) it
is your turn to move, 2) your King is not in check, and 3) your
only remaining move is to move the King onto a square which
would place him in check (which, of course, is illegal). Under
these three conditions the game is astalemate and drawn. No
victory, no defeat either.
•
Draw by Insufficient Checkmating Material: Simply, neither side
has enough pieces left on the board to achieve checkmate. For
example, White has a King, and Black has a only King and aBishop.
•
Fifty Move Draw: If fifty moves have been made on each side
without a single capture or a single Pawn move, then the game
should be considered drawn (for obvious reasons, this rarely
happens).
•
Repeat Move Draw: If a player repeats the exact same move for
three continuous turns, then the game can be considered drawn.
A Few Other End Rules with Other Pieces
By the end of the game your King will become a more powerful
piece. Take advantage of his power; if you are going to use your King
offensively, now is the time.
If you have two Bishops, and your opponent has only aBishop and
Knight, then you have the advantage. Following that line of thought,
Bishops are generally better than Knights during the end game. So if
you must trade power pieces, trade the Knights first.
Drawn Games: The Other Ending
As said earlier, the entire point of chess is winning. There is another
possibility. If neither side wins, there is a tie game, called a draw.
There are several types of drawn games. These include:
•
Draw by Mutual Agreement: This is when both players agree that
agame is drawn.
•
Draw by Perpetual Check: This occurs when one player
continually puts the other player's King in check (not
Closing Comments
This manual covers only the basic moves and strategies of chess as
weil as basic chess notation. With these skills, you can now go to
your locallibrary or book store and find books that will go into much
more detail than this manual; almost all of them will include records
of the games of past and present chess masters. Since you now know
how to read chess notation, you can
Chess skifl does not make a
study and learn from these books and
man befter, but it does make
from the games inside them. All of this
a
mind befter.
is nothing without playing the game, so
here in front of you is the battlefield:
- An Old Soviet Saying
your chessboard. Your warriors stand
ready, your training is finished, and there, the storm draws near.
Battle Chess awaits you. Let the battle, and the legend, begin ...
Your move.
MACPLAY
SATTLE CHESS
Iii
CUSTOMER SERVICE
Credits
MacPlay 17922 Fitch Avenue Irvine, CA 92714 Attn: Customer Support (714) 553-3530
Macintosh®
CD-ROM version
Original CD-ROM version
Original Battle Chess®
Artwork
FrankIin H. Waung of
C & F Associates
Monday through Friday. No hints will be given out from this number. Hints are available
through the postal mail, or through one of the electronic services below.
Greg Christensen
Please have your system information available, or better yet,try to be at your computer. The
more detailed information you can provide our support personnel, the better service we can
provide you.
Michael Quaries, Jay Patel, Troy Worrell
David Mosher, Arlene Caberto,
Todd Camasta
Music
Scott La Rocca
Additional music
arrangement
Rick Freeman
Alan Howarth, Jason King,
Scott La Rocca, Brian Mendelsohn
Synclavier Operation
Brian Mendelsohn, Rick Freeman,
Alan Howarth, Jason King,
Mike Papa
Voices
Art Dutch, Ryan O'Flannigan,
Douglas Coler, Greg Snow, Sandra
Snow, K.A. Mouston, Dave Surtees
Tutorial
Bruce J. Balfour and Roger Rittner
Productions
Testing
Lars Brubaker, Jacob R. Buchert III,
Scott Everts, Chris Jones, Steve Nguyen,
Peter Rice, Fred Royal, Chris Taylor
Manual Writers
Manual Design/Figures
Manual Editor
CUSTOMER SUPPORT
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the parent company Interplay.
If you have a modem, you can reach us at the following:
Sound Effects
Producer
Executive Producer
If you have any questions about this, or any other MacPlay product, you can re ach our
Customer Supportlfechnical Service Group at:
Bill Dugan
Brian Fargo
Bruce J. Balfour
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Jerry Friedman
Bruce Warner, Larry Fukuoka
The Rattle Chess music was digitally recorded and mixed at Lion Share Recording,
Hollywood, California. The Rattle Chess combat sound effects were digitally recorded
and mixed at Electric Melody Studios in Glendale, California. Tutorial dialogue was
mixed at The Headway Group in Glendale, California.
Copyright 1988-1993 Interplay Productions, Inc. Rattle Chess is a registered trademark
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SATTLE CHESS
MACPLAY