EUROPE Chess Champion M800 User Manual Further models: M803 Chessmaster Pro M807 Renkforce Chess Champion (contains only chess) Please note that the models are equipped differently. All functions are described in this manual, even if they are not available in some models.
Do not forget to press the RESET button at the How to insert the Batteries: Place the game face down on a flat surface and bottom side of the unit to ensure proper function. locate the battery compartment on the bottom of the unit. Open the battery compartment door by pressing on the tab with your thumb and lifting up. Your Chess Computer needs 3 x 1,5V “AA” or “LR6” batteries.
Notes on power supply operation (available as an option) You can also operate the product using an AC adaptor. Only use the adaptor specified for this purpose, part no. M811. This is available as an optional accessory from our online shop at www.computerchess.com. The port is located in the front left hand section to the side on the front of your chess computer. NOTE: The AC adaptor has the following specifications: Output 5V DC 0.6A. Only use the specified AC adaptor, M811.
Content 1 2 3 4 5 6 Setting Up 1.1 Batteries and choice of language 1.2 Switching Off/On 1.3 Backlight 1.4 Uses of the controls (summary) 1.5 The Main Menu Choice of game General information for playing on the computer 3.1 General 3.2 End of the Game Chess 4.1 How to play chess 4.1.1 Chess pieces and basic positioning 4.1.2 The moves 4.1.3 Check and checkmate: winning the game 4.1.4 Stalemate – drawn game 4.1.5 Castling 4.1.6 En passant capture 4.1.7 Pawn promotion 4.1.8 Material value of the pieces 4.
6.1 How to play Reversi 6.1.1 The board and pieces 6.1.2 Beginning the game 6.1.3 Continuing the game 6.1.4 Result of the game 6.2 Playing against the computer 6.2.1 Starting a game 6.2.2 How to „E“ a move 7 Four-in-a-row 7.1 The rules 7.2 Playing against the computer 8 Fox and Geese 8.1 The rules 8.2 Playing against the computer 9 Grasshopper 9.1 The rules 9.2 Playing against the computer 10 NIM 10.1 The rules 10.2 Playing against the computer 10.2.1 Before play starts 10.2.
13.3.2 In chess mode 13.3.3 In checkers mode 13.4 Are you familiar with all the rules? 13.5 The computer makes ”illegal” moves 13.6 No sound 13.7 The RESET switch 14 Solutions to Exercises 41 41 41 42 42 42 43 Please note, that this product is not a toy as laid down in directive 2009/48/EC. If you allow your children to use the product, guide them to explain the machine properly and pay attention that they use it as intended by the manufacturer. Warning! This product contains magnets.
1 1.1 Setting Up Batteries and choice of language Insert the batteries into the compartment on the underside. Make sure they are the right way round (“+” matching with “+”). The computer should respond with a sound signal. The Liquid Crystal Display (LCD) should show the starting position for a game of Chess, with the word English, “blinking”, in the bottom line. If this display fails to appear, insert a thin object (e.g. paper clip) into the RESET hole on the underside of the computer, and press with it.
1.3 Backlight The LCD has a backlight which can be switched on or off by holding down the SWAP button for about 1 second. If the computer has waited over 1 minute for your next action, the light goes out automatically, then comes on again when you press any square or button. 1.4 Uses of the controls (summary) ON / Switches the computer on or off. When “off”, it still remembers the current game, OFF which may be resumed later.
2 Choice of game By selecting NEW GAME from the Main Menu then pressing ▲ or ▼ repeatedly, you can view all 8 game types: CHESS CHECKERS REVERSI 4 IN ROW FOX + G. G/HOPPER NIM NORTH (= Four-in-a-Row, also called “Connect 4”) (= Fox and Geese) (= Grasshopper) (= Northcote’s Game) see § 4 see § 5 see § 6 see § 7 see § 8 see § 9 see § 10 see § 11 To select a game, display it and press „E“. (Instead, ESC returns to the Main Menu § 1.5).) 3 3.
3.2 End of the Game This is announced as follows: White wins WW Black wins BW First player wins 1:0 Second player wins 0:1 WW 29:35 (e.g.
4 4.1 4.1.1 Chess How to play chess Chess pieces and basic positioning Each of the players (“White” and “Black”) begins with 16 chessmen, or pieces, of his own colour – namely one king, one queen, two rooks, two bishops, two knights and eight pawns. KING: QUEEN: ROOK: BISHOP: KNIGHT: PAWN: The most important piece is the king, since the object of the game is to put your opponent’s king in a position where it cannot avoid being captured.
(a) The king moves one square at a time, in any direction – forwards, backwards, sideways or diagonally (b) The queen can move any number of squares at once, in a straight line – horizontally, vertically or diagonally (c) The rook moves horizontally or vertically, any n
(d) The bishop moves diagonally, any number of squares at a time . The queen, rook and bishop cannot “jump across” another piece. For the sole exception (where the rook “jumps over” the king), see “Castling” (§ 4.1.5. ). (e) The knight’s move is like an “L-shape”: two squares horizontally or vertically, then one square at right-angles.
(f) The ordinary move of the pawn is simply one square straight forward – it cannot retreat. When making a capture, the pawn moves one square diagonally forward.. pawn is the weakest chess piece, but there are The some special points about the way it moves. From its initial position in the second row, it can advance by two squares. Whether to move it one or two is up to the player.
all 3 situations are seen in a simple example. Here, White is in check, threatened by bishop d5 and must make a move: 1) The king moves to h2 or g1 (not to g2 where it remain in check); would 2) The rook captures the black bishop; 3) The rook moves to g2, thus eliminating the check.
4.1.5 Castling This special move is made with the king and one of the rooks. The king moves two squares towards the rook; the rook jumps over the king, landing on the square next to it.
4.1.7 Pawn promotion It is very unusual for a pawn to reach the opposite side of the board (normally it is captured on the way); however, on reaching the other side, it changes into a different piece of the same colour. It cannot become a king nor remain a pawn, so you have a choice between becoming a queen, rook, bishop or knight.
4.2 4.2.1 Playing chess against the computer Starting a game Press START; “NEW GAME“ starts blinking in the display. Press „E“. Use ▲ or ▼ to select “Chess“ and confirm with „E“. 4.2.2 Selecting the mode NORMAL MT.
4.2.4 Making moves To carry out your move, press the squares you are moving from and to. Similarly for the computer’s move: press the “from” and “to” squares which are shown “blinking” on the LCD. 4.2.5 Captures If you want to capture one of the computer’s pieces, proceed as if playing a regular move: press your piece successively first on the “from” and then on the “to” square and remove the captured piece (without pressing).
4.2.8 4.2.9 Changing sides – the “SWAP” key Before the game starts, while “White“ shows in the display, pressing SWAP results in the computer taking the white pieces. Also during the game, you can change sides by pressing SWAP, provided it is your turn. When pressing SWAP after each move, the computer plays against itself. Pressing SWAP while the computer is preparing to move will interrupt the calculation and force it to make its move immediately.
4.2.11 Check – Mate – Draw If the computer announces “check”, it will do so by showing the “+” symbol in the display. This is just a reminder that you must counter the check with your next move. If you “check” the computer, no acknowledgement is given. If one player (you or the computer) achieves a “checkmate”, “BW 0:1” (ie black wins) or “WW 1:0” (ie white wins) appears in the display. In a stalemate situation, “STALEMATE” is displayed.
4.2.13 Style In addition to the various play levels. you can select the computer’s playing style. Five different style levels can be selected, which can be roughly described as follows: very passive passive normal active aggressive To set the computer’s Chess style: (1) (2) (3) (4) (5) Use START and ▲ or ▼ to access the sub menu Options and confirm with „E“ Select option STYLE and confirm with „E“. Use ▲ or ▼ to view the 5 styles: Normal, Active, Aggressive, Very Passive, Passive.
4.2.16 Tutor In Chess, the “tutor” feature draws your attention to weak moves and warns you of the computer’s threats. To switch this feature off or on: (1) (2) (3) Select TUTOR from the Options sub-menu (§ 12.1) Press „E“ to switch between 1 and 0. (The symbol feature is “on”.) Press ESC twice to return to the game. shows that the tutor When the “tutor” is “on”, the computer will display SURE ? if it thinks your last move is a mistake.
If your move is right : The computer displays your score for this exercise. Press ▼ if you want to see your percentage for all exercises solved so far. Press „E“, and the next Exercise number is shown. Press „E“ again to select it (or use ▲ or ▼ and „E“ to obtain a different exercise). If your move is wrong: The computer buzzes and gives a corresponding message. You may now press LEGAL for further explanation. If you press LEGAL a second time, the computer tells you the correct move.
5 5.1 5.1.1 Checkers How to play checkers The Checkers board and pieces Checkers (or Draughts) is played on an 8x8 chequered board, but the pieces only move on squares of one colour. Each of the opponents (“Black” and “White”) starts with 12 pieces, arranged like this: The players take it in turns to move one piece at a time. Black moves first. The object of the game is to leave your opponent without any moves.
Multiple captures: If a capturing piece lands on a square from which it can make another capture, then it must do so – as part of the same move. In the left-hand diagram below, the black man on a1 must capture the white man on b2, landing on c3. The same man must then jump to a5 (removing the white man on b4), then c7 (removing the man on b6).
Here, the black queen on B4 can either capture the white piece on C5 and end up on D6, or capture the white piece on C3 and end up on D2. A normal black piece could not execute the capturing move via C3 to D2, as it only moves forward. Note: If a man lands on its crowning square by making a capture, it may not capture another enemy piece as part of the same move. 5.2 Playing against the computer Press START; “NEW GAME“ starts blinking in the display. Press „E“.
6 6.1 6.1.1 Reversi How to play Reversi The board and pieces In Reversi the players use a set of 64 discs, or playing pieces, which are coloured white on one side and black on the other. At the start, the 8x8 board is empty. One player (“Black”) has 32 pieces with the black side turned up. His opponent (“White”) has 32 pieces with the white side showing.
Also, several pieces in one line can change colour simultaneously. Eg, with three white pieces in a horizontal, vertical or diagonal line between a black piece already in position and another one just moved there, all three change colour simultaneously. One piece can change colour several times during a game. In the position on the right, for example, White can counter the last move by Black by moving to e1, causing all black pieces from e2 to e3 to change to white.
7 7.1 Four-in-a-row The rules 4 Four-in-a-row is a game for two players. The game board is limited to 7 vertical rows. Although the rows usually offer space for 6 pieces, the computer offers you the choice of using a larger board. One player (“White“) uses the white pieces, his opponent (“Black“) the black pieces. “White“ starts by placing a piece on any square in the bottom row (a1-g1). The players then take turns to place their pieces, one each move.
8 8.1 Fox and Geese The rules One player has four white pieces – the “geese”, which start on b8, d8, f8 and h8. On each turn, he moves a goose diagonally forwards onto an adjacent vacant square – like a man in Checkers. His opponent has a single black piece – the “fox”. The fox moves like a king in Checkers – diagonally forwards or backwards onto an adjacent vacant. When one player is unable to make any more moves, his opponent wins. 8.
9 9.1 Grasshopper The rules Each player has 10 pieces which start the game in the area in the bottom corner on his right. White moves first. On his turn, a player moves a piece in one of two ways: (a) The piece can move to any adjacent vacant square – e.g. from e1 to d1, d2 or e2. (b) It can jump over an adjacent piece (of either colour), onto the vacant square beyond – e.g. the piece on g1 (see diagram) can jump to e3. The piece on f1 can jump to d1 or f3 (or move to e2).
10 NIM 10.1 The rules In the “default” starting position, there are 4 piles of pieces: The players take it in turns to remove pieces from the board. On his turn, a player takes a number of pieces from a single pile – it may be the whole pile, or just one piece, or any number in between. The player who takes the last piece wins – unless the opposite was agreed at the start of the game. 10.2 10.2.
11 Northcote’s Game 11.1 The rules The “default” starting position The player with the white pieces begins by moving one piece looks like this: forward. It can go as far as he likes, but must stop short of the black piece in the same column. Black replies by doing the same. The players move alternately until all the pieces are blocking each other. The player who makes the last move loses, unless the opposite was agreed beforehand. 11.2 11.2.
12 Special Features 12.1 Options You can adjust various parameters after selecting OPTIONS from the Main Menu (§ 1.5). This displays the first item in the “Options Sub-menu”. Press ▲ or ▼ repeatedly to view all the items: SOUNDS see § 12.1.1 STYLE (chess only) see § 12.1.2 CONT.. (= LCD-contrast) see § 12.1.3 REF. (= “Referee” mode) see § 12.1.4 LANGUAGE see § 12.1.5 TUTOR (chess only) see § 12.1.6 To select an item, display it and press „E“. (Instead, ESC returns to the Main Menu § 1.5) 12.1.
12.1.4 “Referee” mode In “referee” mode, the computer allows you to play for both sides. (For example you can play against a friend – the computer will merely act as a “referee”, checking that the moves are legal and announcing the result etc.) To switch this mode on or off: (1) Select REF. from the Options sub-menu (§ 12.1). (2) Press „E“ to switch between 0 and 1. (3) Press ESC twice to resume play. In “referee” mode there are no hints (§12.5) or “tutor” messages (§12.1.6). 12.1.
Press SWAP for explanation, e.g.: o “ You could checkmate me” o “I can take that piece.” o “You could win material worth 3 pawns.” Press SWAP again, to see the move that the computer thinks you have missed. Press ▼ and take your move (see § 12.3). Press ESC to let your move stand. If the computer displays CAREFUL! (tutor level 2), its own last move contains a threat. You may then press SWAP for explanation, e.g. “I am threatening checkmate.” A second press on SWAP displays the threatened move.
12.5 Hints – suggestions for moves by the computer To ask the computer to suggest a move for you, select HINT from the main menu (§ 1.5). The hint is displayed by a “scrolling” message. To reject the hint, press ESC. To accept it, press „E“ and the computer directs you to carry out the move. 12.6 The “Help” Feature In most situations if you press the HELP button, a “scrolling” message explains what you can do next. To break off the message, press ESC. 12.
When the position is complete, make sure that the current colour is the same as the side that will make the next move. Then: To exit from “set-up” mode: Keep pressing ▲ or ▼ until the bottom line shows Ready ?. Then press „E“. You can now play from the new position – make a move or press SWAP to instruct the computer to do so. If play is impossible from the position you have constructed, the display shows ??? and the computer remains in “set-up” mode.
13 Troubleshooting Your computer has been manufactured and thoroughly checked with great care before delivery. It is therefore unlikely to contain any technical fault. Experience shows that most apparent ”faults” result from wrong user operation, incorrect data input when preparing a move, or simply from pressing the wrong key. This may cause the computer - even at a later time - to react in an ”unexpected” manner.
13.3 The computer does not accept your move You want to „E“ a move, but the computer refuses to accept; the most likely cause: 13.3.1 In all game types Always ensure that any input for a move is properly executed by pressing the target or “to” square. 13.3.2 If you want to „E“ a castling for yourself or the computer, ensure that not only the ”from” and ”to” squares for the king, but also those for the rook are pressed. (see also chapter 4.2.6).
13.5 The computer makes ”illegal” moves If the computer makes what seem to you to be illegal moves (which is basically impossible, of course), one of the following could be the cause: Verify that the position of the pieces on the playing board corresponds to that in the computer’s internal memory. This can be done by using the LCD display. If the positions are not identical, the cause of the problem is probably the result of a misinterpretation of the rules.
14 Solutions to Exercises Exercise 1: Exercise 2: 1.h2-c7 mate 1.a2-g8 mate Exercise 3: Exercise 4: 1.d4-e5 h7-h8 2.e5-f6 h8-h7 1.c1-f4 c8-d8 2.f4-f8 mate 3.g5-g7 mate Exercise 5: Exercise 6: 1.a6-h6 mate 1.a2-e2 d8-c8 2.e2-e8 mate Exercise 7: Exercise 8: 1.c5-b6 c8-b8 2.d2-d8 mate 1.e5-f6 g8-h8 (on g8-f8, White mates at once with 2.a7-a8) 2.f6-g6 h8-g8 3.a7-a8 mate Exercise 9: Exercise 10: 1.f8-g7+ h8-g8 2.g2-d5 mate 1.f5-g6 h8-g8 2.g2-d5+ g8-h8 3.
Exercise 27: After 1.a1xa6, Black can’t take the rook on account of 2.e1-e8 mate. Exercise 29: 1.b2-g7 mate, but not 1.b2-b8+ because Black could interpose with 1. ... c5-f8!. Exercise 31: 1.h4-c4+, and now if 1. ... c8-d8, White mates immediately with 2.c4-g8. If instead the black king goes to b8 or b7, there follows 2.c4-c7+ b8(b7)-a8 3.c7-c8 mate. Exercise 33: 1.d8-f6 mate. Exercise 35: 1.f1-f4 (cross-pin!), and if 1. ... e5xb2, then 2.f4xc7+. Exercise 28: 1.
Exercise 51: 1.c1xc7+, and on 1. ... d7xc7 2.b3xb7 Black is mated; if the king moves elsewhere, the bishop on g7 is lost. Exercise 53: 1.c1-c7 attacks the queen and threatens mate on a7, which would also occur after 1. ... e6xc7. Exercise 55: 1.g7xh7+ h8xh7 2.g1-g7 mate Exercise 52: 1.a3-f8+ g8xf8 (or g8-h7 2.f8xg7 mate) 2.a1-a8 mate Exercise 54: 1.e4-f6+, and whatever Black does, White plays 2.h4xh7 mate. Exercise 56: 1.
Exercise 79: Exercise 80: 1.e5-h5 g6xh5 (otherwise mate on h7) 1.e5xd7+ d4xe2 (nothing is altered by 2.h6-f6 mate d4-e6 either) 2.d7-f6 mate (double check!) Exercise 81: Exercise 82: After 1.h7-g7, Black is powerless to 1.e6-g4+ g3-f2 2.c3-d1 mate (a prevent 2.h3-f3 mate (Karpov-Mecking, variation from the game Karpov-Cobo, Skopje 1972). Hastings 1971/72). Exercise 83: Exercise 84: 1. ... f4-c1 threatens mate on h2 and 1. ... f3xg2+ 2.
Exercise 95: Exercise 96: 1.e6-g8+ a8xg8 2.h6-f7 mate (a 1.d8xf8+ g8xf8 2.d1-d8 mate (a variation from Karpov-Shirov, Biel 1992). variation from Karpov-Timman, World Championship match game, Djakarta 1993). Exercise 97: Exercise 98: 1.h3xh7+ h8xh7 2.g5-h5 mate (a 1. ... e5-e7 wins the bishop on a7, as White variation from Karpov-Ljubojević, Buenos must first break the pin on his queen. White Aires 1994). therefore resigned (Kamsky-Karpov, World Champion-ship match game, Elista 1996).
Specifications – particularly those related to technical advances – are subject to change; errors and omissions excluded. The present manual has been compiled with great care and has been checked for correct content. Nevertheless, no liability for the product will be accepted in the unlikely event that errors should be found. No reproduction of this manual (in whole or in part) is allowed without prior written approval. Copyright © 2018, MILLENNIUM 2000 GmbH, Munich, Germany.