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White king there, and then again to change the White king to a Black king.
Next, pick out another piece in the problem or position you want to set up, and press the appropriate piece key to the left of the display. Then press the square on the sensory board where this piece should stand. Press the square repeatedly until the piece appears in the right color on your display.
Follow this procedure until all the pieces in the problem or position are completely set up. Make sure that Alexandra knows which color is to move. You may change the color of the side to move by pressing the θ /ν key.
Finally, press CLEAR to play or to have Alexandra analyze the position.
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The Starting Position
General Rules of
Chess
1. The two players must alter- nate 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 another square which is vacant or occupied by an
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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 captures it as part of the same move. The captured piece must be immediately removed from the chessboard by the player making the capture.
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 attack- ing 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
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legal moves. This is known as “stalemate” and is considered a drawn game.
Individual Moves
Use the WHERE key (see page 3) and all legal moves for each selected piece will be shown one at a 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, col- umn, 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 column on which it stands, but cannot pass over an enemy piece. See also castling (on 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