tHE OBJECT OF THE GAME IS TO "CAPTURE" YOUR OPPONENT'S kING. iF
YOU ARE NEW TO cHESS THEN YOU SHOULD READ THE RULES BELOW THOROUGHLY.
fOR ADVANCED PLAYERS THIS SECTION EXPLAINS HOW TO PLAY THIS ONLINE GAME.
sELECT OPTION "1" TO BEGIN. pLAYERS SHOULD ENTER THEIR NAMES; THE CALLER
IS PLAYER 1. aFTER THE BOARD HAS BEEN DRAWN YOU WILL SEE THE PROMPT
"fIRST 12R? " iF YOU WANT PLAYER 1 TO MOVE FIRST THEN ENTER "1" OR ENTER
"2" IF YOU WANT PLAYER 2 TO MOVE FIRST. eNTER "R" IF YOU WANT THE COMPUTER
TO DECIDE AT RANDOM WHO MOVES FIRST.
tO MOVE A PIECE USE THE arrow KEYS TO MOVE THE CURSOR TO THE SQUARE OF THE
PIECE TO MOVE AND PRESS EITHER THE <space> OR <return> KEY. tHAT SQUARE WILL
THEN BE HIGHLIGHTED. tHEN MOVE THE CURSOR TO THE SQUARE YOU WANT THE PIECE
TO MOVE TO AND PRESS THE <space> OR <return> KEY. iF THE MOVE WAS VALID THE
PIECE WILL BE MOVED. iF YOU SELECT A PIECE BUT THEN YOU DECIDE YOU WANT TO
MOVE A DIFFERENT PIECE PRESS THE <delete> OR <backspace> KEY TO DE-SELECT.
yOU CAN ENTER "chat" MODE AT ANY TIME BY PRESSING "c". iF LINE NOISE
CORRUPTS YOUR SCREEN YOU CAN REDRAW THE SCREEN BY PRESSING "r."
cHECK, CHECKMATE, AND STALEMATES ARE AUTOMATICALLY REPORTED.
iF YOU SHOULD MOVE A PAWN ALL THE WAY ACROSS THE BOARD YOU WILL SEE A
"NBRQ?" PROMPT. eNTER THE LETTER OF THE PIECE YOU WANT THE PAWN TO
BECOME.
yOU CAN castle BY MOVING THE KING TO THE SQUARE THAT IT WOULD GO. tHE
ROOK WILL AUTOMATICALLY MOVE.
nOTE: tHE 21 MOVE RULE FOR KINGS IS NOT SUPPORTED BY THIS GAME.
pIECES ARE SHOWN AS FOLLOWS:
p pAWNS
n kNIGHTS
b bISHOPS
r rOOKS
q qUEENS
k kINGS
pIECES ARE CODED BY CASE. pLAYER 1 IS UPPER CASE, PLAYER 2 IS LOWER CASE.
r U L E S f O R c H E S S
-----------------------------
tHERE ARE 6 DIFFERENT TYPES OF PIECES IN cHESS. eACH TYPE HAS ITS
OWN MOVEMENT AS FOLLOWS:
pAWN
eACH PLAYER STARTS WITH 8 PAWNS. pAWNS MAY BE MOVED IN 3 DIFFERENT
WAYS. tHE MOST COMMON WAY IS FORWARD (NOT DIAGONALLY) 1 SQUARE.
tHIS MOVEMENT IS VALID ONLY IF THE SQUARE BEING MOVED INTO IS
UNOCCUPIED. tHE SECOND MOVEMENT IS FORWARD (NOT DIAGONALLY) 2 SQUARES.
tHIS MOVEMENT IS VALID ONLY IF THE PAWN IS BEING MOVED FOR THE FIRST TIME
AND BOTH SQUARES ARE UNOCCUPIED. tHE LAST POSSIBLE MOVEMENT IS 1 SQUARE
AHEAD DIAGONALLY. tHIS MOVEMENT IS VALID ONLY IF THE SQUARE BEING MOVED
INTO IS OCCUPIED BY AN OPPOSING PIECE. bECAUSE OF THE LIMITED WAYS IN
WHICH A PAWN CAN BE MOVED IT IS CONSIDERED THE WEAKEST PIECE. pAWNS CAN,
HOWEVER, BE PROMOTED (SEE "sPECIAL mOVES" BELOW).
kNIGHT
eACH PLAYER BEGINS WITH 2 KNIGHTS. kNIGHTS ARE THE ONLY PIECE THAT CAN
JUMP OVER OTHER PIECES. tHERE ARE 8 POSSIBLE WAYS TO MOVE A KNIGHT, ALL OF
WHICH ARE THE SAME PATTERN, JUST A DIFFERENT DIRECTION. tHE MOVE IS AN "l"
SHAPE, 2 SQUARES IN ANY NON-DIAGONAL DIRECTION FOLLOWED BY A MOVE 1 SQUARE
LEFT OR RIGHT.
bISHOP
eACH PLAYER BEGINS WITH 2 BISHOPS. bISHOPS MOVE DIAGONALLY ON THEIR OWN
COLOR IN A STRAIGHT LINE IN ANY DIRECTION AS MANY SQUARES AS THEY WANT
PROVIDED THEY DO NOT JUMP OVER ANY OTHER PIECE.
rOOK
eACH PLAYER STARTS WITH 2 ROOKS. rOOKS CAN MOVE AS MANY SQUARES AS THEY
WANT IN A STRAIGHT LINE IN ANY DIRECTION EXCEPT DIAGONALLY PROVIDED THEY
DO NOT JUMP OVER ANY OTHER PIECE.
qUEEN
eACH PLAYER STARTS WITH 1 QUEEN. qUEENS COMBINE THE MOVEMENTS OF THE
BISHOP AND ROOK. tHEY CAN BE MOVED IN A STRAIGHT LINE AS MANY SQUARES AS
YOU WANT. tHE QUEEN'S ONLY WEAKNESS IS THAT IT CANNOT JUMP OVER ANY OTHER
PIECE.
kING
kINGS CAN BE MOVED ONLY 1 SQUARE IN ANY DIRECTION.
sPECIAL mOVES
-------------
cASTLING
eACH PLAYER HAS 2 DIFFERENT WAYS TO COMPLETE THIS MOVE. tHE MOVE INVOLVES
2 PIECES, THE kING AND ONE OF THE rOOKS. tHE MOVE IS VALID ONLY IF THE
KING AND THE ROOK HAVE NOT BEEN MOVED BEFORE AND YOU ARE NOT IN CHECK.
aLSO, NO PIECES CAN BE BETWEEN THE ROOK AND KING. iF YOU CASTLE LEFT THE
KING MOVES FROM COLUMN 5 TO COLUMN 3, WHILE THE LEFT ROOK MOVES FROM
COLUMN 1 TO COLUMN 4. iF YOU CASTLE RIGHT THE KING MOVES FROM COLUMN 5 TO
COLUMN 7, WHILE THE RIGHT ROOK MOVES FROM COLUMN 8 TO COLUMN 6.
pAWN pROMOTION
iF YOU ARE ABLE TO GET A PAWN ALL THE WAY ACROSS THE BOARD INTO THE BACK
ROW OF YOUR OPPONENT THE PAWN IS PROMOTED TO EITHER A KNIGHT, BISHOP,
ROOK, OR QUEEN. sINCE THE QUEEN IS THE MOST POWERFUL PIECE YOU WOULD
NORMALLY MAKE THE PAWN A QUEEN. tHE ONLY TIME YOU WOULD CHOOSE ANOTHER
PIECE IS IF THE QUEEN WOULD FORCE A "STALEMATE" OR A ANOTHER PIECE WOULD
FORCE A "CHECKMATE."
cHECK, cHECKMATE, & sTALEMATE
-----------------------------
a "cHECK" CONDITION OCCURS WHENEVER A KING IS VULNERABLE TO AN ATTACK BY AN
OPPOSING PIECE. iF YOU ARE IN cHECK YOU MUST MAKE A MOVE THAT GETS YOUR KING OUT OF TROUBLE. tHIS CAN BE ACCOMPLISHED SEVERAL WAYS: BY MOVING YOUR KING
TO A "SAFE" SQUARE, BY MOVING ONE OF YOUR PIECES SO THAT IT BLOCKS THE
ATTACKING PIECE, OR BY CAPTURING THE ATTACKING PIECE. iF YOU CANNOT MAKE A
MOVE THAT TAKES YOUR KING OUT OF CHECK YOU ARE IN "CHECKMATE" AND YOU HAVE
LOST THE GAME.
a "sTALEMATE" MEANS THE GAME IS A DRAW - NO WINNER. tHIS CAN HAPPEN
2 DIFFERENT WAYS. tHE FIRST WAY OCCURS WHEN A PLAYER CANNOT MOVE A PIECE
WITHOUT PUTTING HIMSELF IN CHECK. tHAT IS, A PLAYER BEGINS HIS TURN NOT IN
CHECK AND EVERY POSSIBLE MOVE PLACES HIM IN CHECK. tHE DIFFERENCE BETWEEN
THIS TYPE OF STALEMATE AND CHECKMATE IS THAT YOU CANNOT PUT YOURSELF IN
CHECK(MATE). tHE SECOND WAY A STALEMATE OCCURS IS WHEN YOU CAN SAFELY MOVE
YOUR KING 21 CONSECUTIVE TIMES. tHIS ONLY COUNTS WHEN YOUR KING IS THE ONLY