Games PC BATTLE CHESS 2-CHINESE CHESS User Manual

Page 1
Battle Chess II:
Interplay Pro
3710 s. Susan,
Santa Ana, C
(714)
ductions
Suite 100
549 -
2411
Page 2
Loading Instructions
Movement
Loading Instructions
For
IBM/Tandy
and 100% Compatibles
Battle Chess II requires at least 640K to play. Before you begin, make a backup
of your Chess II disks.
(Refer to your DOS User’s Manual for
structions on how to make backups.) MAKE SURE
YOU PLAY WITH YOUR BACKUP DISKS ONLY
1. Boot your computer
with DOS. If you have a
mouse, make sure it is con-
nected and the driver in­stalled.
2. Insert your backup of
the BCII Startup disk The
first time you play
CHINESE CHESS you must run the setup pro­gram. Type a:setup
center >.
Follow the instructions
on screen. The setup pro­gram will configure BCII to your system (graphics, sound boards, input device). If you are not sure
what you have or are
having problems, con­figure your system to:
Battle
in-
Graphics Board
Input device
When you are finished
with configurations make
sure you save them to disk
3. If you want to play
BCII from your hard disk, create a subdirectory (we suggest creating one called CHESS2) and copy all files from all disks into it. (Refer to your DOS user’s manual for instructions on how to create directories and how
to copy files.)
4. To load BCII from here, make sure you are in the proper directory or at the
proper drive prompt, and type CHESS2<enter>
-
CGA, Sound
-
Internal Speaker,
-
Keyboard.
Copy Protection
During the setup pro-
gram, you will be asked to type in a move from one of the fictional games in Ap­pendix A of this manual. Type in the move it re­quests and type <enter>. For example, if asked for Blue’s third #5,
Morphy vs. Ching
you would type K5Fl
center>. BCII will then be configured specifically for
your system. If you change
system configurations, you
will need to run the setup
program again.
move in game
Ti,
Movement
NOTE: Mouse and
joystick operations
are the same.
Using Keyboard - To move your chess pieces, use the arrows to position the flashing square under the piece you want to move, then press < enter > to select it. Select the
desired destination point by using the arrows and press < enter > . (You will notice that legal moves are
solid green squares and il­legal ones are solid red.) You can also move the
flashing square by using al-
gebraic notation. For ex-
ample, to move the Knight you would type
Bl
<enter>
C3 <enter>.
Using Mouse - To move your chess pieces, use the mouse to position the flash­ing square under the piece you want to move, then press the left button to select it. Select the desired destination point by using the mouse, then press the left button. (You will notice that legal moves are solid green squares and illegal ones are solid red.)
Page 3
Battle Chess II Menus
Battle Chess II Menus
Battle Chess II
Menus
Using Keyboard - Press
the
<F1>
key to bring up
the menus. Use the arrows to switch between the menus and highlight an op­tion. Press the <enter > key to select it. Press the
<ESC> key to exit
without selecting any op-
tion.
Using Mouse - Press the
right mouse button to bring up the menus. Keep holding the right mouse button down as you move the pointer over menu tit­les and the appropriate op­tions will appear. Move the pointer down to the option you desire and when the option highlights, release your hold on the right mouse button. The four menus contain the follow­ing options:
DISK
Load Game, Save Game, New Game, Set Up Board, Quit
MOVE
Force Move, Replay, Suggest Move, Show Layout, Help Move
Take
Back,
SETTINGS
Sound On/Off, Music On/Off, 3-D Board, 2-D Board Roman, 2-D Board Chinese, Human Plays Blue, IBM Plays Blue, Modem Plays Blue, Human Plays Red, IBM Plays Red, Modem Plays Red
LEVEL
Novice, Level 1-8, Set
Time
Menu options that have a
" +”
beside them are cur­rently selected. Note that the Boards you can change to will show up in the Set- tings menu, while the one you are on does not.
Menu Options Explained
Load Game
If you’ve saved a game
before, this option recalls
the game and picks up
where you left off. After selecting Load Game, the Load window will then ap­pear displaying a list of your saved games. Select the game you wish to load by double-clicking with the mouse or using the arrow keys and pressing the center > key if you
don’t have a mouse. The game will be loaded with its saved settings.
Save Game
Pick this option if you
want to save a game to
disk while the game is in
progress. After Battle
Chess II asks you to insert your save disk, the Save window will appear. Choose a slot with the mouse or arrow keys, type
a name for the game you wish to save, and then
press the <enter> key.
New Game
This option lets you start
a new game at any time.
Set Up Board
This option lets you set up games for testing strategies. Set Up is per­formed on a 2-dimensional chess board with the addi­tional chess pieces ar­ranged vertically on each side of the board. Any of the pieces can be selected and moved into any posi­tion by clicking on them
with the mouse.
Keyboard users: To select a piece on the side of the chess board, press the
F3 > key, then using the
<
arrows choose a specific
piece, and press the
<enter > key. This will
return your chosen piece
to the chess board.
From Set Up, you have four additional menu op­tions:
Clear Board: Removes all
pieces from the board.
Restore Board: While remaining in Set Up, this aborts any changes you’ve
made.
Next Move Blue, Next Move Red: This deter-
mines who moves next.
Done: Returns you to normal playing mode so you can play the game you’ve set up.
Note that once you’ve entered Set Up Board, all moves stored from your current game are lost.
Quit
You’ve had enough. Exit to the operating system.
Force Move
If you get impatient while
waiting
to make its move, you can force it to move with this option. This interrupts the computer’s thinking process and makes it take the best move that it has thought of so far (this com­mand is not instantaneous).
for Battle Chess II
Page 4
Battle Chess II Menus
Battle Chess II Menus
Take Back
This option will take back the last move made by either side. You can take back as many moves as you want, back to the first move you made.
Replay
Let’s say you’ve just taken back a move, then decided it wasn’t such a bad move after all. Just select Replay to put the piece back where it was.
Suggest Move
Want a hint for your next possible move? The
gest Move option will give you that hint. Flashing highlights will appear on a point occupied by one of your pieces and the
gested destination point
(this command is not
stantaneous).
sug-
sug-
in-
Show Layout
If this is selected, a dow will appear showing the 2D board and pieces. This is advantageous when you want to see the board layout without pieces in the way.
win-
Help Move
If selected, legal moves will be solid green squares
while illegal ones are solid red. This defaults to on.
Sound On/Off
Toggles the combat and animation sounds on and off.
Music On/Off
Toggles the individual
music scores for each piece
on and off.
3D Board
Shows the board in its splendid view with all pieces ing.
three-dimensional
animat-
2D Roman
Shows the sional board with Roman lettering carved into the pieces.
Two-dimen-
2D Chinese
Shows the two-dimen-
sional board with Chinese
lettering beautifully
engraved into each piece.
Human/IBM/ Modem Plays Red/Blue
Use these six settings to
determine who plays which side. For example, if you wanted to play against another person, set Human
Plays Blue and Human Plays Red. If you wanted
the computer to play against itself, set IBM Plays
Blue, IBM Plays Red. Any
combination of these is al­lowed (Exception: Modem Plays Red, Modem Plays Blue) as long as one side plays Red and the other plays Blue.
Levels
Levels Novice through 8 are available. Novice is the easiest, and 8 is the hardest.
The longer Battle Chess II thinks, the more carefully planned its moves will be, and the better game it will play. Under the Novice level, Battle Chess II only does one simplistic board evaluation. Remember, if
taking too long, you
it’s can always override the thinking time by using the Force Move option.
Set Time
This lets you change Bat-
tle Chess II’s average think­ing time to any amount you want, from 1 minute to
10,000 minutes. A window will appear after you pick
this option. Type a number
measured in minutes and
press the <enter> key, and
Battle Chess II will take
ap-
proximately that long to think per move.
Shortcut Keys
If vou don’t want to use the’mouse to select the menus, certain
shortcut keys are available in combination
with the ALT
key See the box below for the keys.
Check
When your
King is in
icon. It will chan
the normal the
Ring
es-
capes check
I
Page 5
Playing By Modem
Playing
By Modem
Playing Battle Chess II by Modem
You can play Battle Chess II against a distant op­ponent if each of you has a Hayes-compatible modem hooked up to your IBM. If
you have only one corn port, you cannot have a mouse driver installed. If your modem is properly connected, as shown in your modem manual, there are 3 steps to start playing over the modem with Bat­tle Chess II.
1. Arrange with your op­ponent who will play Red and who will play Blue.
After you’ve agreed, both
of you should load Battle Chess II and set your opponent’s color with the “Modem Plays Blue” or “Modem Plays Red” menu
option. Hang up the phone on both ends before con-
tinuing.
2. One player must set his modem to auto-answer mode. You can do this by
<F2>
pressing the then typing ATS0=l and pressing the <enter (That’s a zero, not the let-
“O”.)
ter
3. The other player must
call the player whose
modem is set to auto-
key
>
key.
answer. To dial a number,
<F2>
press the type ATD 555-1212, sub-
stituting the correct phone
number, and press the
>
center any phone number with the ATD command, includ­ing area codes.
the phone and dial the number, and if all goes well, it’ll then connect with the modem on the
receiving end. If you get
this far, you’re set; you can
start your chess game.
When you move a piece,
that move will happen on
your opponent’s end as
well as yours. Note that
after the two players are
connected, the menu op-
tions New Game, Set Up
Game, and Load Game will send an entire new chess
board to both sides, dis-
carding the current game.
to Modem you can send text to your modem or op­ponent by pressing the
<F2> up a dialogue box in which you can enter a line of text.
The window will disap­pear when you press
center> and the line of text will be sent. This is the way you control your modem in Battle Chess II,
key You can use
Your modem will pick up
When you set one player
key. This will bring
key then
using the modem’s AT com­mands, and it is also the way you send messages to your opponent once you are connected. Press the
<F2>
key then type one
<
enter
line and press the key. A window will pop up
on your opponent’s screen with your message. After he or she dismisses the window, the game can con­tinue. You can receive these messages at any time except when a window is open on your screen. If you type modem com­mands in this way, the modems will act on them.
See your modem manual
for details on AT com­mands.
There are two steps to
break the connection and hang up the phone. First,
<F2>
press the type + + + (three plus
signs), press center>, and wait a moment. This will
get your modem’s atten­tion. Then press the key and type ATH to tell your modem to hang up.
This will close the connec-
tion between the two players.
Battle Chess II communi-
cates at 300 baud with 8 bits and no parity.
key, then
>
<F2>
Playing Battle Chess II With
Serial Cables
If you and an opponent have two IBM computers, you may play with one per-
son at each IBM. Hook up a null modem cable be­tween the IBMs’ serial ports. Then one person should pick Modem Plays Red and the other, Modem Plays Blue. You can proceed to play as if you
were connected by modem.
The only difference is that you never need to type any dialing commands.
Page 6
Brief History of Chinese Chess
Basics of Chinese Chess
A Brief History of
Chinese Chess
The central theme in all forms of chess is that chess is a representation of war without the randomness or
inequalities of real war Both sides begin the battle
of chess can be traced back to seventh century India, where the game was called ‘Chaturanga’. Soon, it spread to the nearby regions of Persia and
China. By the eleventh
century, the game had migrated throughout Europe by way of Spanish
and Italian traders. During this time, it underwent many modifications until it became the international version of chess that is
seen today.
While all this was happen­ing in Europe, chess was undergoing different chan-
ges in China. The Chinese version of chess differs from its western counter­part in that it more so
reflects the Chinese culture and philosophy. For in­stance, since the Chinese were the early developers of gunpowder, a piece rep­resenting a cannon was added to the set. Each piece has a unique history associated with it which reveals something of
Chinese culture. The river in the middle of the board represents the ‘Celestial River’ or the ‘Yellow River’
dividing the “Northern Ter­ritory” from the “Southern
Territory”.
All in all, Chinese Chess is perhaps a more colorful representation of war It combines a richer historical feeling characterized by the symbolic presence of each piece with a greater scope of movement al­lowed by the larger and more open board.
Basics of Chinese Chess
The goal of playing a game of Chinese Chess is identical to that of many
-
other games defeating your opponent. In Chinese Chess, this is done by placing your opponent’s King in check­mate or stalemate.
Here are the rules of Chinese Chess in a nut­shell:
l
Two opponents play against each other. One player is usually red, and the other, blue.
l
Each player has one Ring, two Rooks, two Can­nons, two Knights, two Ministers (blue Ministers
are sometimes replaced by Elephants), two lors (or guards), and five Pawns.
l
The object of the game is to put the opponent’s Ring in “checkmate” or
“stalemate”.
l
The red player moves
first and then the two players alternate moves. You must move when it is your turn.
- You may only move
one piece per turn. A move
specifically,
Counsel-
is when a piece moves
from one intersection to another intersection. Each kind of piece moves in its own individual way, described in the section of the manual titled, “The In­dividual Pieces.”
l
No piece (except the Cannon) may jump over or pass through any other piece on the board when it moves. Only one piece can be on an intersection at a time.
- Any piece may capture any of the opponent’s pieces by landing on the same point with it. The cap­tured piece is removed from the board and is out of the game. You may only capture one piece per turn.
l
When an opponent’s piece threatens the Ring and that piece could cap­ture the King on the next move, the King is said to be in “check”.
l
If your Ring is in check, you must either move the King out of check, block the attack with another piece, or capture the piece putting your Ring in check If you cannot escape check in one of these ways, the King is in “checkmate”, you lose, and the game is over.
Page 7
Basics of Chinese Chess
- If your King cannot make a legal move and is not in check, your op­ponent has achieved a vic-
a statlernate vic-
through check­mate.
l
A draw oc­curs when neither side is capable of achieving a vic-
tory in the ways herein.
described
The Board
The Board
As you can see by looking at your screen, the chessboard consists of nine vertical and ten horizontal lines. When you boot Chinese Chess, all the pieces are in their starting positions. All Chinese Chess games start from this initial position.
Each side has an Imperial Palace made up of nine points in the 3 x 3 square marked by the diagonal lines. The open section,
called the river, in the cen-
ter of the board divides
the northern territory from the southern. The mark­ings at some of the intersec­tions denote the starting positions of the pawns and the cannons.
Page 8
The Pieces
The Pieces
The Pieces Kings:
The King may move one point forward, back­ward, left, or right, but may never move diagonally He is also restricted to movement within the Imperial Palace. The King may never move so that he is in check or directly across the board from the enemy King with no pieces in be-
tween. Also, another piece may not move in such a way that the King will be
in check or that he will
directly facing the enemy
King.
Moves of the King
be
Counsellors:
Counsellors may move
one point in any diagonal
direction within the Im-
perial Palace.
Moves of the Counsellor
Ministers:
Ministers may move exact-
ly two points in a diagonal
direction along the same
line. They may never cross
the river and they cannot
jump over or through
obstructing pieces.
Knights:
Knights may move one point forward, backward, left, or right, fol­lowed by one point diagonal­ly left or right. Unlike conven­tional chess, the Knight may not leap over pieces
to make its
move. For ex-
ample, if a point directly ahead of the Knigh cupied, move forward in that direc­tion.
the Knight cannot
The Minister
The Knight
Page 9
The Pieces
The Pieces
Moves
Knight
of
Rooks:
Rooks may move any
number of unobstructed
points in a horizontal or vertical direc-
tion.
Cannons:
The Cannon moves much like the Rook It may move
any number of points in a
fhe
horizontal or vertical direc-
tion. However, in order to capture a piece, the Can-
non must first jump over a
single piece of either color. This piece is called a “bridge” or “screen”. The
Cannon then moves to the
point occupied by the cap-
tured piece.
The Rook
Moves
of the Rook
leap the blue cannon to
capture the knight. The red cannon cannot capture the blue cannon
Moves of the Cannon
The Cannon
Pawns:
Pawns may move a single point forward, until they cross the river. After cross­ing, they may move left or right in addition to for­ward. Pawns may never move backwards and they never promote upon reach­ing the far end of the board. Unlike conventional chess, they capture by moving straight ahead.
Roman Lettering
Each piece is represented with the following letter on the 2D Roman board:
K - Kings
G - Counsellors
(Guards)
M
-
Ministers N- Knights R - Rooks C- Cannons P- Pawns
The Pawn
I
Page 10
The Importance of Each Piece
The Importance of Each Piece
The Individual Importance
of
Each Piece
By now, you should be getting a sense of the power of each piece.
The Rook is considered
the most powerful piece be­cause of its ability to move swiftly from one side of the board to the other. It is considered to have rough­ly the power of a Knight and Cannon combined. Its power diminishes slightly toward the end of the game as it requires the help of other pieces to penetrate a well-established enemy defense.
The Cannon is con­sidered the second most powerful piece because of its ability to destroy from a
distance and its swift move­ment. Like the Rook, its power diminishes toward the end of the game be­cause its capturing power is reduced as more pieces
are eliminated from play. However, it is perhaps the most important piece
during the opening both
offensively and defensive-
ly.
The Knight is considered
only slightly less powerful
lors because the former can never cross the river and the latter cannot leave the Imperial Palace. For this reason, both are used lusively for defense. Mini­sters provide the outer
block attacks within the Im-
least powerful pieces be-
than
the cannon because of
its
restricted movement early in the game. During that time, it is used primari­ly for defense. Its power greatly increases toward the mid-game as fewer pieces get in its way
Ministers and
are extremely limited
defenses while Counsellors perial Palace.
Pawns are considered the
cause of their limited move­ment. Once across the river, however, the Pawn’s power increases as its movement abilities in­crease. Initially, a Pawn is used to block the enemy’s attacks and provide bridges for the cannons. Unlike conventional chess, Pawns are not promoted when reaching the far
horizontal line. Therefore, it is not always wise to ad­vance your pawns too far
across the board.
A way of remembering all
of this is to think in terms
Counsel-
ex-
of points: a Rook is worth
about 9 points; a Cannon about 4.5; a Knight about 4; a Minister or Counsellor about 2; and a Pawn about
1. If the Pawn has crossed the river, however, it should be considered about 2 points.
Because of the King’s im­portance in winning the game, his value cannot be assigned a point value.
Keeping this in mind, you can see that you would come out well ahead in
power if you were able to
trade a Knight for a Rook
However, there will be times when you may want to sacrifice a high value piece for one of much
-
lower value stance, by trading a Rook for a Counsellor you can
set up for checkmate in the next move, then it doesn’t really matter how many points you have lost. What ultimately matters in the game of Chinese Chess is whether or not you win the game. Everything else, including points, is second.
if, for in-
Page 11
Winning the Game
Drawn Games
Winning the Game
Because of the limitations on many of the pieces’ movements, Chinese Chess games are generally shorter than conventional chess games. Basically, there are two ways to win:
1. Put your opponent in checkmate.
2. Stalemate your opponent.
A checkmate occurs when a King is in check and he has no way to escape the check A stalemate occurs when a player has no legal moves to make. A player is considered to be in check when his Ring can be cap­tured by an enemy piece
on his opponent’s next
move. A player can escape
check in one of three ways:
1. Move the Ring out of the way to a safe point.
2. Move another piece to
block the path of the
check
3. Capture the enemy piece putting the Ring in
check
A player who cannot es­cape check in one of these three ways is said to be in checkmate and the game is over. If a player is not in
check, but any move the player makes will put him in check (which is illegal), the player has been stalemated and loses the game.
Drawn Games
As in conventional chess,
if neither side is able to cap-
ture the opposing Ring, the game ends in a draw.
This often happens if neither side has any pieces remaining which can cross
the river. There are two
other rules, unique to
Chinese Chess, which help
prevent draws:
1. It is illegal for the same piece to put the opposing Ring in check three times
in a row. “Draw By Per­petual Check”, as it is
called, is NOT allowed.
2. It is illegal for a piece to
chase an opposing piece
back and forth. If either piece moves to more than two squares while the “chase” occurs, then it is legal to continually threaten that piece.
Also, if the threatened piece is protected at either point, the chase can con­tinue.
For example, a Rook moves from point A to point B to avoid capture by an enemy Knight. The enemy Knight then moves from point Y to point Z. If the Rook moves back to
point A, the Knight could
not move back to point Y unlesss the Rook is protected at either A or B.
Therefore, draws usually occur when both sides are reduced in power so that neither can penetrate the enemy’s defenses.
Page 12
Chinese Chess Notation
Strategy
123456789
987654321
Some
Moves
Opening
Chinese Chess
Notation
For the purposes of play-
ing Chinese Chess by
puter, algebraic notation is used to
enter and note
moves. The letters
“a” through “i” run across the bottom of the board from left to right, while the numbers “1” through “10” (or
for our purposes) run from
I
bottom to top. Therefore,
to move the red Cannon on the left to capture the
blue Knight on the first
move, you type
B3<enter> B0<enter>
Descriptive Notation is
more commonly used in
texts containing games, al­though it is rather awkward. The vertical lines are numbered “1” through blue pieces and right to left for red. Each move consists of a four letter code. The first letter is the piece’s designation (eg. “C” for
Cannon). the next place is the number of the file (line) that the piece is on. The third letter represents the type of movement
“9”,
left to right for
com-
“0”
(“F”
for forward, “B” for back­ward, and tal). The last digit represents one of two things: if the piece remains on the same vertical line, it is the number of steps
taken forward or back-
ward; if it changed lines,
then it is the new line the piece is on.
The four opening moves in Fig. 1 can be represented as follows:
“H”
for horizon-
Algebraic
H3-E3
Bl-C3
G4-G5
B3-B7
Descriptive
C2H5 N8F7
P3Fl C8F4
Strategy
The objective in Chinese
Chess is the same as in con­ventional chess, however, the strategies involved are
much different. In Chinese
Chess, a positional ad­vantage is very important,
since the Ring has such
limited mobility. Often, a
substantial material ad-
vantage can be offset by a
single Rook deep in enemy
territory Remember that
Chinese Chess is much
quicker and deadlier than
conventional chess. It’s
very common to win or
lose in the first few moves
of a game. Be aware of the
many ways a Ring can be
checkmated and watch for
these positions developing.
Openings:
There are many different openings in Chinese Chess. Whole volumes have been dedicated to this single facet of the game.
The most common open­ing is the “Central Cannon” opening. This consists of moving either Cannon directly behind the central Pawn. Subsequently, the Knights may be moved out to defend the central Pawn in case the opponent
decides to open similarly. Otherwise, the central Pawn can advance with
Other varia-
tions on this
seventh rank or, using the
Cannons to defend ranks adjacent to the river from attack
Other strategies involve moving pieces to free the most powerful piece, the Rook Carefully watch which pieces are
endangered and
which ones you
can capture.
It’s important to establish your­self offensively and defensively
from the start of the game. For example, you can cap­ture an enemy Knight with your Cannon on the very
first move. This is general-
ly not considered a good move since the resulting loss of your Cannon is
lit-
Page 13
Strategy
Strategy
usually devastating in the opening game. However, it is important to note that you can threaten many pieces within one or two
moves.
Though the opening game is important, it is not absolute­ly necessary to consume a vast knowledge of
opening moves
since the
Chinese Chess board is so much larger
and more open
than its western
cousin. Im-
agination and innovation in the opening game very often results in a far supe­rior position.
Midgame:
Like conventional chess, there is no single “formula” for success in the mid­game. There a several guidelines that may be helpful in forming your
own strategy:
l
Do not attack without
enough reinforcements.
l
Try to shift your point
of attack from one side of
valuable when attacking a
the board to the other in
order to keep your op­ponent off balance.
- Capture at least one Minister and/or Guard to help you set up your final blow.
l
Keep pressuring your opponent’s weakly protected pieces, even if they are only Pawns.
l
Move your Rooks out
into an attacking position
early, but not at the ex-
pense of your initiative.
l
If a piece cannot be protected from an attack very easily, it is often bet-
ter to use the ‘extra’ move to advance another piece to a much better posi­tion.
When deciding whether or not to sacrifice a piece, you must take into account how valuable that piece is at that point of the game. For instance, a Cannon is not worth as much later in the game simply because there aren’t that many pieces to jump over. Knights generally tend to become stronger later in the game because they
benefit from greater mobility. Also keep in mind that a Cannon is in-
well defended King, since
it is the only piece in the game that can ‘jump’ over other pieces.
Endgame:
The end-game in Chinese Chess is not quite as com­plicated as conventional chess because
a) the King is very limited in its mobility, and
b) a stalemate is con-
sidered a victory.
There are a few points to keep in mind when ap­proaching the end-game:
l
The King cannot move diagonally Therefore, a Rook can effectively limit the King to only a few moves without the risk of
being captured itself.
l
The King cannot direct­ly face the enemy King without another piece be­tween them. This rule can effectively be used to contain the enemy King to a smaller area.
l
Make sure you have enough pieces to overcome the defenses. Otherwise,
you should try to force a
draw by using your offensive pieces (ones that
can cross the river) in defense.
The side with the most pieces or points does not necessarily have the ad­vantage. Many strategies exist to win the game or at least force a draw when you are at the
disadvantage. Learning and practicing end
game strategies by setting up boards with only a few pieces will greatly improve your Chinese Chess playing.
Page 14
Appendix A
Appendix A
Fictional Games from History
1) Marco Polo (Red)
vs. Kublai Khan (Blue),
1275 AD
It is rumored that on one
of his visits to China,
Marco Polo engaged the
great Khan in a game of Chinese Chess. Although-
neither player was a
master, Kublai was the more experienced of the
two.
Marco Polo’s fast and furious attack on the Khan’s territory is at first successful, but he sacrifices too many pieces. The end result has Marco Polo with only one offensive piece remaining and a certain vic­tory for the Khan.
Red Blue
1. C2H5 N2F3
2. N2F3 C8H6
3.
RlH2
4. C8F4 C6F4
5.
P7Fl
6. R9H8 C6Hl
7. C8Fl
8. C8H3
9. N3F4
N8F7
C2F7
ClH7
C7B4 C7H5
10. R2F7 C5F4
11. C5F4
12. R2H5
13. N4F5
14. R2F7
15. N5F3
16. RSB4 C5B2
17. RSH4 R4H5
18. G6F5 C5F4
19. G4F5 G6F5
20. R4F5
21. K5H4
22. K4Fl R3H7
23. N4F4 R7Bl
24. K4Bl
25. R4B2
26. R4F3 K5Fl
27. R4Bl K5Bl R4Fl
28.
29. R4Bl K5Bl
30. resigns
2) Xi Tsung (Red)
vs. Emperor Chao (Blue),
975 AD
Tai Tsung is one of the early masters of the game of Chinese Chess. His strategy is unusual and worthy of observation. Un-
N3F5 M3F5 R9Fl R9H4
R4F4
R5H3 R3F4
R7H5 G5B6
K5Fl
like many players, Tai Tsung used his Pawns as of­fensive spearheads for his attacks. Here is one of his rumored games against the Emperor.
Tai
Notice sacrifice of one of his Can­nons for position. Then he slowly advances his Pawn along the seventh rank to secure his victory.
Red
1. C8F4
2. NSF7
3. C2F5
4. N2F3 RlH2
5.
6. R2F6
7. R2Fl
8. R2F2
9. M3F5
10.
11. N7F6
12. N6F7
13. M7F9
14. R9H7
15.
16.
17. R7F3
18. N3F5
19. P7H6
Tsung’s early
P7F1
P7Fl PlFl
Blue C8H5
N2F3
NSF7 C5H8
C8H9 P7F1 R9H8 N7B8
C9H7
c7F4 M3F5 K5F1 C7H1 R1F1 N7F6 RlH4
ClH5 R4F6 R4H5
vs. Tai 989 AD
aging master Tai Tsung put his undefeated record on the line against the poet Su Hsun.
his Pawns out early, but Su Hsun reacts well to this movement. It is Su Hsun’s Rooks, however, that move in for the kill to give Tai Tsung his only recorded defeat.
20. G6F5 R5Hl
21.
P6Fl RlF2
22.
G5B6
23.
C7B3
24.
P6Fl
25.
C8H9 R2H4
26.
K5H4 C2F6
27.
P6Fl
28.
C9F5 C2H6
29.
C9Fl G4F5
30.
P6Fl
mate
3) Su Hsun (Red) Sung
It is rumored that the
Tai Tsung as usual moves
Red
C8H5
1.
2. C2F4
3. N2F3
4. N3F5
RlH2
C2Fl
N3Bl
K5Bl
(Blue),
Blue N8F7
C2H5 C5F4 N2F3
-.
Page 15
Appendix A
Appendix A
5.
C5H3
6. C3F4
7. P3Fl
8. P7Fl
9. P9Fl
10.
P9Fl
11.
P3Fl
12. NSF7 N7F5
13.
14. NSF6
15. C3H6 N7F6
16. C6H5
17. C2H4 P3Fl
18.
19. C5Bl
20.
C5H4 K6H5
21.
RlH2 RlH6
22. R2F8
23.
C6H5
24.
C5H8
25.
R9F4
26. R2H6 C4H7
27.
R9F5
28. K5Fl
29.
K5H6
30. R9H6 mate
M3F5 P3Fl N3F2
P5Fl P5Fl PlFl M5F3 PlFl M7F5 K5Fl
K5H6
C8H4 N6F4 RlF3
K5Bl ses. Through careful R6H5 N4B2 M5F7
C7F7
P5H6
C7H4
4) Dmur (Red)
vs.
Yung Le Ti
1395 AD
The great general of Southeast Asia, Timur, is rumored to have avoided a conflict with the Ming Dynasty in China by lenging the best Chinese
player at the time, Yung Le ‘Ii, to a game of Chinese Chess. The winner would
be allowed
ritories in Indochina
without interference from
the loser. One can only guess at how the history of that region might be dif­ferent if the outcome of this game had been dif­ferent.
Timur moves into attack position early, while Yung Le Ii establishes his defen-
sacrifices, it is the great general and strategist, Timur, who comes out with a victory. Note Timur’s use of both Rooks to achieve his checkmate.
Red Blue
1. C2H3 C2H3
2. RlF2
3.
N8F7
4.
C3F4
5. P3Fl P3Fl
(Blue),
all
of the ter-
also
CSHS
C3F4
P3Fl
chal-
6.
PlFl
7.
R9H7
8.
P3Fl
9.
C8F5
10.
C8Hl
11. P3H4
12.
P4Fl
13. K5H4
14.
P4Fl
15. C3H5
16. P4H5
17.
P5Fl
18.
RlH6
19. R4F6
20.
R4Fl
21. R4H5
22.
C5H7
23. R7F3
24. R7F2
25.
R7Fl
26. R7H6 mate
5) Morphy (Red)
vs. Ching Ti (Blue),
1860 AD
The great American
chessmaster, Palos Morphy, is rumored to have agreed to play the Chinese master, Ching
Ti,
one game of
C3F3 NSF9
R8H8 R8F9 M7F9 R8H7 R7H6 P5Fl
C5H3 P3Fl G4H5 K5Fl C3F5
K5Fl N2F3 K5H4
C3B4 C3Fl
RlF2 M3F5
Chinese Chess and one game of European Chess.
After soundly defeating his
opponent in the European game, Morphy was quite
shocked to lose the Chinese game in only eleven moves.
Morphy attempts one of the standard openings in Chinese Chess, but his ex­perienced opponent uses it to set up the kill. Notice the power Ching ‘Ii has
when his Cannons are lined up together. Morphy
can move out of the way
briefly, but not for long.
Red Blue
1. C8H5
2. P5Fl
3.
C2F4
4.
N2F3 C5F3
5.
C5F4 N7F5
6.
C2H5 C7H6
7.
RlH2
8. K5Fl
9.
K5H4 C5B3
10. N3F4 C5H6
11. N4F3 C5H6 mate
N8F7 C2H5 K5Fl
C6F4 C6H5
Page 16
Index
Index
Loading Instructions
Movement
Battle Chess II Menus 4 Load Game Save Game New Game Set Up Board
Quit Force Move Take Back Replay
Suggest Move
Show Layout
Help Move
Sound On/Off
Music On/Off
3D Board
2D Roman
2D Chinese
Human/IBM/Modem
Levels
Set Time Shortcut Keys Check
Playing By Modem
History of Chinese Chess Basics of Chinese Chess The Board The Pieces The King The Counsellor The Minister The Knight The Rook The Cannon The Pawn Importance of the Pieces Winning the Game Drawn Games
Chinese Chess Notation Strategy Openings Midgame Endgame Appendix A Fictional Games
1
Technical Support
2 3
4 5
5 5 5 5 6 6 6 6 6 6 6 6
6 6 6 7 7 7 7 8
10 11 13 14 14 14 15 15
16 16 17
18 20 21 22 23 23 24 25
26
26
If you are having problems getting the game to function properly, you
can call Customer Support
from 10:30 AM to 6:OOPM
(Pacific Time Zone) at
1-714-549-2411
INTERPLAY PRODUCTIONS LIMITED 90-DAY WARRANTY
Interplay Productions warrants to the original consumer pur­chaser of this computer software product that the recording medium on which the software programs are recorded will be free from defects in material and workmanship for 90 days from the date of purchase. If the recording medium is found defective within 90 days of original purchase, Inter­play Productions agrees to replace, free of charge, any product dis-
covered to be defective within such period upon receipt at its Fac-
tory Service Center of the
product, postage paid, with proof of date of purchase. This warranty is limited to the recording medium containing the software program originally provided by Interplay Productions and is not applicable to normal wear and tear. This war­ranty shall not be applicable and shall be void if the defect has arisen through abuse, mistreat­ment, or neglect. Any implied war­ranties applicable to this product
are limited to the
described above. If the recording medium should fail after the original
90-day warranty period has expired, you may return the software program to Interplay Productions at the address noted below with a check or money
90-
day period
order for $7.50 (U.S. currency), which includes postage and han­dling, and Interplay will mail a re­placement to you. To receive a replacement, you should enclose the defective medium (including the original product . label) in protective packaging accompanied
by: (1) a $7.50 check (2)
a brief statement describing the defect, and (3) your return ad-
dress. EXCEPT AS SET FORTH ABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR WRITTEN, EX­PRESSED OR IM­PLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PUR­POSE, AND NO OTHER REPRESENTATION OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE INTERPLAY PRODUCTIONS. IN NO EVENT WILL INTERPLAY PRODUC­TIONS BE LIABLE FOR SPECIAL INCIDENTAL, OR CONSEQUEN­TIAL DAMAGE RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF THIS
PRODUCT INCLUDING
DAMAGE TO PROPERTY AND,
TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PER-
SONAL
INJURY, EVEN IF INTER­PLAY PRODUCTIONS HAS BEEN ADVISED OF THE POS­SIBILITY OF SUCH DAMAGES.
SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED RANTY LASTS AND/OR THE EX­LUSION OR LIMITATION OF
WAR-
Loading...