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The Board: The board contains twenty-four positions (or points), a center bar, and an off-board region (seen on the far left of the screen). The upper half of the board is the white board and the lower half is the black board. The left half of the board is the home or inner board. The right half of the board is the outer board. Pieces and Movement: Dice govern the movement of pieces. The value on each die is used to move a chosen piece the indicated number of points in the appropriate direction: clockwise for black, and counterclockwise for white. Each die may be used to move a different piece. If possible, both die values must be used. If only one value can be used the higher die value must be used. When doubles are rolled, each die value is used twice, for a total of four moves in the turn. A destination point may contain a maximum of one opposing piece. That opposing piece is "hit" and removed to the center bar. Points containing more than one opposing piece may not be occupied. Note ChessMate automatically highlights the valid destination points for the selected piece. Hint: if you find you are unable to move many of your pieces, you probably have a piece on the center bar (see next rule). Center Bar: The center bar contains pieces of both sides that have been hit. Each player must move all his pieces from the center bar back to the board before any other pieces are moved. Pieces removed from the center bar enter the board in the opponent's home board. If there is no valid move for the piece(s) on the center bar (due to filled points on the opponent's home board) the turn is forfeited. Bearing Off: When a players pieces are all in his own home board, he may remove them from the game. To remove a piece the player must use the die roll to move the piece one space beyond the last point on the board. When a die roll is higher than may be used by any piece, the piece furthest from the edge of the board is removed. Gammon and Backgammon: A normal win in backgammon is worth one point. If a player removes all pieces from the board without their opponent removing any pieces, the winner has achieved a Gammon worth two points. If the opponent has a piece on the bar or in the winner's side of the board, the winner has achieved a Backgammon worth three points. Doubling Cube: The stakes in a backgammon game begin at one point. Either player may initially propose doubling the stakes to two points, by tapping the doubling cube. The opponent must accept the doubling or resign (lose). Once a player has doubled , he may not double again until the opponent has doubled. The values on the doubling cube are 1, 2, 4, 8, 16, 32, and 64. For scoring purposes, this value is multiplied by two or three in the case of a Gammon or Backgammon. The Rules of Chess Objective: The goal in chess is to checkmate the opponent's king. Check occurs whenever a king is threatened with capture. The threatened player must remove this check condition, by moving the king, capturing the attacking piece, or blocking the attack with an interposing piece. If the threatened player is unable to do so, checkmate has occurred and the attacking player wins. If a player is not in check but has no legal move available, a stalemate (draw, or tie) occurs. Pieces and Movement: All pieces except the knight may not move into or through squares containing friendly pieces. All pieces except the knight may only move into a square containing an enemy piece when performing a capture. All pieces except the pawn move in the same directions in capture and non-capture moves. Note ChessMate automatically highlights the valid destination squares for the selected piece, making it easy to learn the movements of the different pieces. Hint: if you find you are unable to move many of your pieces, your king is probably in check. In this case the only valid moves are those which will eliminate the check condition. You DO have a valid move; otherwise ChessMate would have already informed you of your defeat! King: The king may move and capture 1 square in any direction: horizontally, vertically, and diagonally. It may move 2 squares left or right when castling with a rook (see below). Queen: The queen may move and capture any number of squares in any direction: horizontally, vertically, and diagonally. Rook: The rook may move and capture any number of squares horizontally and vertically. Bishop: The bishop may move and capture any number of squares diagonally. Knight: The knight move and capture is unique. It may move over intervening friendly and enemy pieces. Its move is shaped like an L: one square horizontal and 2 squares vertical, or two squares horizontal and one square vertical. Pawn: The pawn's move is different from its capture. The pawn normally moves one square forward. It captures diagonally forward (left and right). A pawn that has never moved may move forward one or two squares. If it moves two, it may be en-passant captured by an opposing pawn which it passes. In any other case, the pawn may move only one square. A pawn that reaches the opposite end of the board must be promoted to another piece type: usually queen is chosen, but all types are available except king and pawn. Castling: Castling is a special maneuver performed by the king and rook. If neither has moved yet in the game, all squares between them are empty, and the king and the squares through which it moves are not in check, then the king may move two squares toward the rook. To perform a castle move the king two squares toward the chosen rook. The rook will automatically be placed on the other side of the king (toward the center of the row). @Pp(8 @pPp8(8 @pPp8(8 @pPp8(8 @pPp8(8 @pPp8(8 @pPp8(8 @pP8( PHDBA@p$"! 8T*I$D "B !APHDBApp$"! 88T*I$D "B !APPHDBpp$"!T88T**I$D  "B !HPPHD$pp$"T88TI**I$$D  "  DHPPH"$pp$T88TI**ID$$"    BDHPP!"$ppT88TI**D$B"  ! ABDHP !"$ppT88I*D$B" A! @ABDHP !"$pT8I*D$B" A! @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @ P(D"A  @ @ @@@ PP((D"A  @ @ @ @@ PPD((D""A  @ @  @@ PPD((DA""A   @  @@ PPD((DA""A@    @@ PPD((DA""@  @   @@PPD((A"@  @ @  @PD(A"@  @ @  @PD("  @PDD("" @ @PP(DD(""  @ @PP(DD(""  @ @PP(DD(""  @ @PP(DD(""  @ P(DD"" @ P(D"  $-6? (08 %.7 !)19 &/ "*2:  ' #+3;   $,4<   %-5= !(&.6> ")0'/7?#*18 #,5> (08 $-6?!)19  %.7"*2:  &/#+3;  '$,4<!( %-5=")0 &.6>#*18 '/7?$+29 "+4= (08  #,5>!)19  $-6?"*2:    %.7#+3;!(   &/$,4<")0  '%-5=#*18 &.6>$+29'/7?%,3: !*3< (08  "+4=!)19   #,5>"*2:!(   $-6?#+3;")0  %.7$,4<#*18  &/%-5=$+29 '&.6>%,3: '/7?&-4; !"#$%&')2;(08   "#$%&'*3<)19(!   #$%&'+4=*2:)0"!  $%&',5>+3;*18#"!   %&'-6?,4<+29$#"!   &'.7-5=,3:%$#"!  '/.6>-4;&%$#"!  /7?.5< ! )*+,-./1:08( ! " *+,-./2;190)(!" #+,-./3<2:18*)("# $,-./4=3;29+*)(#$ %-./5>4<3:,+*)($ % &./6?5=4;-,+*)(% &'/76>5<.-,+*)(& '7?6=( )" 1234567980()! *#234567:9810) *" +$34567;:9210*!+# ,%4567<;:3210+",$ -&567=<;43210,#-% .'67>=<543210-$ .&/7?>=6543210.% /'?>0( 1*#9:;<=>?801)! 2+$:;<=>?981(2*" 3,%;<=>?:982) 3+# 4-&<=>?;:983*!4,$ 5.'=>?<;:984+"5-% 6/>?=<;:985,#6.&7?>=<;:986-$ 7/'                                                      %0 dz$:Pf|,Bbr$4DTdtChessMate%*$ OK%Q$ Cancel%GSoftware License Key% .0%!U$ 0%"*U$ 1%#QU$ 2%$xU$ 3%%d$ 4%&s$ 8%'$ C%(*d$ 5%)Qd$ 6%*xd$ 7%+*s$ 9%,Qs$ A%-xs$ B%.*$ D%/Q$ E%0x$ F%1Enter Unlock Key:%2q.-%3v.0%4.UL-%5.0%6.0%7!.0%8&.-%9+.0%:0.0%;5.0%<:.0%=?.-%>D.0%?I.0%@N.0%AS.0%BX.-%C].0%Db.0%Eg.0%Fl.0%GxF$ <-%H{.0%I.0%J.0%K. (bUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUURules of Checkers Objective: The goal in checkers is to place the opponent in a position from which he has no valid move. This is done by capturing or blocking all the opponent's pieces. A draw or tie occurs when neither player is able to force a win. Pieces and Movement: There are two types of pieces in checkers: normal men and kings. Men move one square diagonally forward into unoccupied squares. They may capture opposing pieces by jumping diagonally forward over them, landing in an unoccupied square on the far side. A piece must take a jump if it is available, and must continue jumping until all jumps are exhausted. When jumps in more than one direction are available the player may freely choose any jump path. A man who reaches the far side of the board stops movement and becomes a king. Kings may move and jump diagonally forward and backward. Note ChessMate automatically highlights the valid destination squares for the selected piece. Hint: if you find you are unable to move many of your pieces, you probably have a jump available. Remember, you must take a jump if it is available.                         ! "! #"!$#"%$#&%$'&%'&!)( "*)(!#+*)"$,+*#%-,+$&.-,%'/.-&/. !)10( !"*210)!"#+321*"#$,432+#$%-543,$%&.654-%&'/765.&'76()1980()*2:981)*+3;:92*+,4<;:3+,-5=<;4,-.6>=<5-./7?>=6./?>0198012:9123;:234<;:345=><456>=567?>67                        ! "! #"!$#"%$#&%$'&%'&!)( "*)(!#+*)"$,+*#%-,+$&.-,%'/.-&/. !)10( !"*210)!"#+321*"#$,432+#$%-543,$%&.654-%&'/765.&'76()1980()*2:981)*+3;:92*+,4<;:3+,-5=<;4,-.6>=<5-./7?>=6./?>0198012:9123;:234<;345=<456>=567?>67 $-6? %.7 &/  '     !( ")0#*18#,5>$-6?%.7&/ '!(")0#*18$+29 "+4= #,5> $-6?  %.7!(  &/")0 '#*18 $+29%,3: !*3< "+4=  #,5>!(  $-6?")0 %.7#*18 &/$+29 '%,3: &-4; )2; *3<( +4=)0,5>*18 -6?+29 .7,3: /-4; .5<! 1: " 2;0!#3<18"$4=29#%5>3:$ &6?4;% '75<& 6=)" 9(*#:8) +$;9*!,%<:+"-&=;,#.'><-$ /?=.% >1*#02+$1(3,%2) 4-&3*!5.'4+"6/5,#76-$          ! "  #!  $" %# &$ '% & ") #*( $+)  %,*! &-+" '.,# /-$.%*1+20,31(-42).53*/64+75,6-"29#3:8 $4;90!%5<:1"&6=;2#'7><3$?=4%>5!*: "+;(!#,<8)"$-=9*#%.>:+$&/?;,%'<-&=)2(*30)+41*,52+-63,.74-/5. (08 !)19 "*2: #+3; $,4< %-5=&.6>'/7?  (08 !)19  "*2:  #+3;  $,4< %-5= &.6> '/7? (08 !)19 "*2: #+3; $,4< %-5=&.6>'/7? (08 !)19 "*2: #+3; $,4< %-5=&.6>'/7?!"#$%&'(08  "#$%&')19!  #$%&'*2:"!  $%&'+3;#"!  %&',4<$#"!  &'-5=%$#"! '.6>&%$#"! /7? )*+,-./08(! *+,-./19)(" +,-./2:*)(# ,-./3;+*)($ -./4<,+*)(% ./5=-,+*)(&/6>.-,+*)('7?( 123456780)! 234567910*" 34567:210+# 4567;3210,$ 567<43210-% 67=543210.&7>6543210/'?0( 9:;<=>?81)! :;<=>?982*" ;<=>?:983+# <=>?;:984,$ =>?<;:985-% >?=<;:986.&?>=<;:987/'                                                                                 @`0 @Ho:.]5u-@PGPW\pe|U 2222 2 2 2 2 ?y??߀?.UTUU@UUPU_UTUtUUԵU@WmU@WUP\UPp[UPUP[UPuWUPU[UPW@U[U@WU_UUPUU@UT }}222}}2 2 2 2 2 222Ĥ2 Ĥ2 Ĥ2 Ĥ2 2 @`0 @Ho:.]5u-@PGPW\pe|U 2222 2 2 2 2 ChromaGames Color Backgammon 1.0 ChromaGames includes chess and checkers for an additional charge. Visit whitehorsegames.com to get the complete set. Copyright 1999 Whitehorse Development LLC. All rights reserved. Whitehorse, WhitehorseGames and the Whitehorse logo are trademarks of Whitehorse Development LLC. Produced by Bill Mitchell. Design and Programming by the Relentless Minions of WhitehorseGames. AI by Eric Rollins. Art by Lefty Kognozzle. Playtesting by Steve Timson, Richard and Soah Hsu, and Cyndee Mitchell. Special thanks to the team at Palm Computing for their invaluable assistance. For technical support, email support@whitehorsegames.com. %0  UP UP UPUUPUUP %?0ppppppppppppppppppUUUUp? %?0ppppppp@p?p?p@ppppppppUUUUp? %?0ppppppppppppppppppUUUUp? %?0ppppppp@p?p?p@ppppppppUUUUp? %?0ppppppppppppppppppUUUUp? %?0ppppppp@p?p?p@ppppppppUUUUp? ddÄ$ ??9009 xx 0p0000 x8p 0p00000000 24 "6Jb~Players5 $2Human6<$2Computer7 J2Human8<J2Computer9White::Black; ( OK<=( Cancel=cComputer Skill> s 1?$s 2@?s 3AZs 4Bus 5    ! !"!"#"#$#$%$%&%&'&'( )()!*)*"+*+#,+,$-,-%.-.&/./'0101212323434545656767     ! "! #"!$#"%$#&%$'&%'&)(*)(+*),+*-,+.-,/.-/.102103214325436547657698:98;:9<;:=<;>=<?>=?>@P( @P( @P( @P( @P( @P( @P( @P( @P( @P( @P( @P( @P( @P( #( n :ChessMate#)GSoftware License Key#*%Register at www.whitehorsegames.com with the following User Id:#+OUID-#,O00#-&( Continue#.Q$ Cancel# bx&ChessMate#GSoftware License Key#This application is currently unlicensed. It is being used on a 30-day trial basis.#(P License Software#2< Play Demo2PN nPromote Pawn %! Queen.%! BishopP%! Knightr%! Rook Promote your pawn to: =$ DonerA$ d*X!(/ LNMNOPQRRUIPGameNew Game-Add Checkers...Add Chess...-Rules...About Backgammon...OptionsUndo MoveHintPlayers...# \rChessMate#GSoftware License Key#This application is currently unlicensed. The 30-day trial period has expired.#(P License Software2PN \tBoard Setup Continue play beginning with which player's turn? :$ White8:$ BlackSaved Game ErrorThe saved game is being reset due to an internal error. This may have been caused by a dead battery, unexpected removal of a memory card, or by pressing the reset pin while the game is running.Continue2d: \vWhite DoublesWhite wishes to double. Accept?'( AcceptA'( Retire2d:x \vBlack DoublesyBlack wishes to double. Accept?z'( Accept{A'( Retire 1 330L330330L330 1   00\0 p U 222222 2 2 2 2 2 2 2 2  W5?T? Storage Memory LowNot enough storage memory to save game progress. The application will now quit. Delete some files from your handheld and you will be able to resume play.OKDynamic Memory LowThe application is nearly out of memory. Now disabling detec-tion of draws in Chess resulting from repeated board configuration or 50 move rule.OKLow Storage MemoryNot enough storage space to create your saved game file. Delete some applications or records and try again.OKЈQSPXL~www.whitehorsegames.comUpdate RequiredThis game is designed to run only on PalmOS version 3.5. Update at whitehorsegames.com.OKNo Valid Move ExistsThere is no valid move for this die roll. Advancing to next player's turn.OKBoard Setup ModeDrag pieces to any location, then select the "Return to Play" menu.OKCancelSystem IncompatibleSystem Version 3.0 or greater is required to run this application.OKm % JBRPSetupReturn to PlayHdÄ$Add More GamesTo add checkers and chess, please visit whitehorsegames.com.OKDrawn GameAfter 50 moves without a capture or castle, a draw is called.OKJLJJ `JInsufficient MemoryNot enough free memory to launch the application.OKROM IncompatiblePalm ROM version 3.5 is required to play this game.OKDrawn GameAfter 3 repeated board configurations, a draw is called.OKDrawn GameAfter 40 moves without a capture, a draw is called.OKWinnerBlack declines White's request to double. White wins!OKWinnerWhite declines Black's request to double. Black wins!OKWhite Moves FirstWhite wins the die roll and moves first.OKBlack Moves FirstBlack wins the die roll and moves first.OKExpiredThis Beta trial verion of ChessMate has expired.OKKey AcceptedSoftware License Key Accepted.OKKey InvalidSoftware License Key Invalid.OKStalemateThe game ends by stalemate.OKWinnerWhite Wins!OKWinnerBlack wins!OKH4 ?<0Gammon1.0