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EUROPE
Chess Champion
M800
User Manual

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Summary of Contents for Millennium Europe Chess Champion M800

  • Page 1 EUROPE Chess Champion M800 User Manual...
  • Page 2 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.
  • Page 3 Notes on power supply operation (available as an option) also operate product using 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.
  • Page 4: Table Of Contents

    Content Setting Up Batteries and choice of language Switching Off/On Backlight Uses of the controls (summary) The Main Menu Choice of game General information for playing on the computer General End of the Game Chess How to play chess 4.1.1 Chess pieces and basic positioning 4.1.2 The moves...
  • Page 5 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 Playing against the computer 6.2.1 Starting a game How to „E“ a move 6.2.2 Four-in-a-row The rules Playing against the computer Fox and Geese The rules Playing against the computer...
  • Page 6 13.3.2 In chess mode 13.3.3 In checkers mode 13.4 Are you familiar with all the rules? The computer makes ”illegal” moves 13.5 13.6 No sound 13.7 The RESET switch Solutions to Exercises 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.
  • Page 7: Setting Up

    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.
  • Page 8: Backlight

    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.
  • Page 9: Choice Of Game

    Choice of game By selecting NEW GAME from the Main Menu then pressing ▲ or ▼ repeatedly, you can view all 8 game types: CHESS see § 4 CHECKERS see § 5 REVERSI see § 6 (= Four-in-a-Row, also called “Connect 4”) 4 IN ROW see §...
  • Page 10: End Of The Game

    End of the Game This is announced as follows: White wins Black wins First player wins Second player wins WW 29:35 (e.g.) White wins with 35 pieces to 29 (in Reversi) Draw Draw by 3-fold repetition (Chess only) DRAW 3 DRAW 50 Draw by 50-move rule (Chess only) Draw by stalemate (Chess only)
  • Page 11: Chess

    Chess How to play chess 4.1.1 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. ...
  • Page 12 (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 ...
  • Page 13 (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.
  • Page 14: Check And Checkmate: Winning The Game

    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..  The pawn is the weakest chess piece, but there are some special points about the way it moves. From ...
  • Page 15: Stalemate - Drawn Game

     Here, all 3 situations are seen in a simple example. 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  would remain in check);...
  • Page 16: Castling

    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.     ...
  • Page 17: Pawn Promotion

    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.
  • Page 18: Playing Chess Against The Computer

    Playing chess against the computer 4.2.1 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 (rate of play initially set to 10 seconds/move) see §...
  • Page 19: Making Moves

    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”...
  • Page 20: Changing Sides - The "Swap" Key

    Changing sides – the “SWAP” key 4.2.8  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.
  • Page 21: Check - Mate - Draw

    Check – Mate – Draw 4.2.11 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.
  • Page 22: Style

    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) Use START and ▲...
  • Page 23: Tutor

    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: Select TUTOR from the Options sub-menu (§ 12.1) Press „E“ to switch between 1 and 0. (The symbol shows that the tutor feature is “on”.) Press ESC twice to return to the game.
  • Page 24: Rated"Game

    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 ▼...
  • Page 25: Checkers

    Checkers How to play checkers 5.1.1 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.
  • Page 26: The King And How It 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 b4), then...
  • Page 27: Playing Against The Computer

    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.
  • Page 28: Reversi

    Reversi How to play Reversi 6.1.1 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.
  • Page 29: Result Of The Game

    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, three change colour simultaneously. One piece can change colour several times during a game.
  • Page 30: Four-In-A-Row

    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.
  • Page 31: Fox And Geese

    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.
  • Page 32: Grasshopper

    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.
  • Page 33: 10 Nim

    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 –...
  • Page 34: 11 Northcote's Game

    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 same column.
  • Page 35: 12 Special Features

    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 §...
  • Page 36: Referee" Mode

    “Referee” mode 12.1.4 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 announcing result etc.) switch this...
  • Page 37: Levels Of Playing Strengths (Games Other Than Chess)

    “ You could checkmate me” “I can take that piece.” “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.
  • Page 38: The "Help" Feature

    The “Help” Feature 12.6 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. Reverse board (  ) 12.7 You may want Black to play “up the board” in Chess (etc.), or “down the board” in Checkers. To switch the board round, select INVERT from the Main Menu (§...
  • Page 39: Interrupting / Saving A Game

     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”...
  • Page 40: 13 Troubleshooting

    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.
  • Page 41: The Computer Does Not Accept Your Move

    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.
  • Page 42: The Computer Makes "Illegal" Moves

    The computer makes ”illegal” moves 13.5 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.
  • Page 43: 14 Solutions To Exercises

    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.a2-e2 d8-c8 2.e2-e8 mate 1.a6-h6 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...
  • Page 44 Exercise 27: Exercise 28: 1.d8-e8+ b6-e6 (otherwise the rook on e2 After 1.a1xa6, Black can’t take the rook is lost at once) 2.e8xe6+ e5xe6 3.a8-e8+ on account of 2.e1-e8 mate. Exercise 29: Exercise 30: 1.b2-g7 mate, but not 1.b2-b8+ After 1.h2-g3, there is no defence against because Black could interpose with 1.
  • Page 45 Exercise 51: Exercise 52: 1.c1xc7+, and on 1..d7xc7 2.b3xb7 1.a3-f8+ g8xf8 (or g8-h7 2.f8xg7 Black is mated; if the king moves mate) 2.a1-a8 mate elsewhere, the bishop on g7 is lost. Exercise 53: Exercise 54: 1.c1-c7 attacks the queen and threatens 1.e4-f6+, and whatever Black does, White mate on a7, which would also occur after 1.
  • Page 46 Exercise 79: Exercise 80: 1.e5xd7+ d4xe2 (nothing is altered by 1.e5-h5 g6xh5 (otherwise mate on h7) d4-e6 either) 2.d7-f6 mate (double 2.h6-f6 mate check!) Exercise 81: Exercise 82: 1.e6-g4+ g3-f2 2.c3-d1 mate (a After 1.h7-g7, Black is powerless to variation from the game Karpov-Cobo, prevent 2.h3-f3 mate (Karpov-Mecking, Skopje 1972).
  • Page 47 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.
  • Page 48 No reproduction of this manual (in whole or in part) is allowed without prior written approval. Copyright © 2018, MILLENNIUM 2000 GmbH, Munich, Germany. MILLENNIUM 2000 GmbH, Heisenbergbogen 1, D-85609 Aschheim / München www.computerchess.com Europe Chess Champion - GB - Page 48...

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