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Excalibur electronic CHESS STATION 975-3-EFG User Manual

Page 9

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d) the King’s original square, or

the square which the King must

cross, or the one which it is to occu-

py is attacked by an enemy piece.

2. A Pawn may make an en pas-

sant

capture if it is a reply move to

a double pawn move, and it is a

Pawn which is side-by-side with the

Pawn which made the double pawn

move. The capture of a white Pawn

is diagrammed below:

3. A Pawn can be promoted if it

advances all the way to the far side

of the board. It is immediately pro-

moted, as part of the same move,

into a Queen, Rook, Bishop, or

Knight, whichever its owner choos-

es. Since a Queen is the most pow-

erful piece, it is nearly always cho-

sen as the promotion piece.

Through the promotion process, a

player may have more than one

Queen on the board at the same

time.

General Rules of Chess

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

(see below), a move is the transfer

of a piece from one square to anoth-

er square which is vacant or occu-

pied by an enemy piece.

3. No piece, except the Knight

may cross a square occupied by

another piece.

4. A piece moved to a square

occupied by an enemy piece cap-

tures it as part of the same move.

The captured piece must be imme-

diately removed from the chess-

board by the player making the cap-

ture.

5. When one player moves into a

position whereby he can attack the

King, the King is in “Check”. His

opponent must either

a) move the King

b) block the path of the attacking

piece with another piece, or

c) capture 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”.

7. The game is over when the

king of the player whose turn it is to

move is not in check and the player

cannot make any legal moves. This

is known as “Stalemate” and is con-

sidered a drawn game.

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opponent must either

a) move the King

b) block the path of the attacking

piece with another piece, or

c) capture 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”.

7. The game is over when the

king of the player whose turn it is to

move is not in check and the player

cannot make any legal moves. This

is known as “Stalemate” and is con-

sidered a drawn game.

Individual Moves

Turn on the HELP feature under

OPTIONS (see page 4). All legal

moves for each selected piece will

be shown at one time. You will

quickly “learn by doing” the move-

ments of all pieces.

1. The Queen can move to any

square along the same row, column,

or diagonals on which it stands, but

cannot pass over an enemy piece.

2. The Rook can move to any

square along the same row or col-

umn on which it stands, but cannot

pass over an enemy piece. See also

Castling (right.)

3. The Bishop can move to any

square along the diagonals on

which it stands, but cannot pass

over an enemy piece.

4. The Knight move is in the

shape of an “L”, moving two

squares up or down, and then one

square over. Or it can be one square

up or down, and then two over.

5. The Pawn can move one

square forward. On its first move it

may move two squares forward.

When capturing, it moves diagonal-

ly (forward) one square. See also en
passant

(below.)

6. The King can move one square

in any direction, as long as it is not

attacked by an enemy piece. See

also Castling (below).

Special Moves

1. Castling is a move of both the

King and either Rook which counts

as a single move (of the King) and

is executed as diagrammed below:

To castle your King on LCD

Chess, simply move your King over

two squares.

Castling cannot occur if:

a) the King has already been

moved.

b) the Rook has already been

moved.

c) there is any piece between the

King and the Rook.

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