Chess
UK
Chess is a game of taking and defending. Chess is a good way of training your spirit to be flexible
and responsive. Can you checkmate your opponent's king?
CONTENTS
• Chess board (black edge)
• 2 x 16 Magnetic chess pieces
• Rules of the game
AIM OF THE GAME
The aim of the game is to checkmate your opponent's king. Checkmate
happens when the king is in a position to be taken (in check) and cannot
escape. The player whose king is checkmated loses the game.
PREPARATIONS
1. Position the chessboard – divided into 64 squares – on the table so
that the bottom right-hand square is white for both players. In order to
easily record the different moves, the squares are numbered from a1 to
h8 (see Figure A).
2. Each player has 16 chess pieces, white or black: 1 king, 1 queen, 2
rooks (or castles), 2 bishops, 2 knights and 8 pawns. Set up the pieces
as shown in Figure B.
HOW TO PLAY CHESS
White moves first. The players then alternate moves and may move a piece
or use it to take another.
MOVING AND TAKING
Each piece moves and takes in a different way:
• The king can only move or take one square in any direction – up, down,
to the sides and diagonally (see Figure C).
• The queen can move or take across multiple squares in any one straight
direction – forward, backward, sideways or diagonally (see Figure D).
• The rook may move or take across multiple squares, but only forward,
backward and to the sides (see Figure E).
• The bishop may move or take across multiple squares, but only diagonally
(see Figure F).
• The knight always jumps one field horizontally or vertically and one diago-
nally (see Figure G).
• Pawns can only move forward one square at a time, except for their very
first move where they can move forward two squares (see diagram H).
Pawns can only take diagonally forward (see Figure I).
A piece cannot be moved to a square that is occupied by one of your other
pieces.
If a chess piece is moved to a square occupied by the opponent's piece,
the opponent's piece is taken. The piece is removed from the board and the
attacking piece takes its place.
CASTLING
Castling involves moving the king two squares towards a rook, then placing
the rook on the other side of the king next to it. This can only be done once,
leaving the king protected by a row of pawns. Castling is not allowed if:
a) The king is in check;
b) The king has to pass through or end up on a square that is under attack
by an enemy piece;
c) Either the king or the rook concerned have already been moved.
PROMOTION
Pawns can only move forwards and never backwards. If a pawn reaches the
other side of the board it can become any other chess piece (queen, rook,
bishop or knight). The choice is not limited to those pieces that have already
been taken. Theoretically, it would be possible to get nine queens!
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EN PASSANT
Pawns can only take diagonally forwards. But there's an exception: If you
pawn is standing in the 5th row and your opponent moves his pawn two
spaces forward – either to the left or to the right – you may take their pawn
'in passing'. The pawn is taken off the board and your pawn is placed in
line with the captured pawn in the 6th row. En Passant can only be done
by a white pawn in the 5th row or a black pawn in the 4th row. And it must
be done directly during the next move. If you don't do so immediately, you
lose the chance.
CHECK
The aim of the game is to checkmate your opponent's king. Check happens
when the king is in a position to be taken during the next move; this must
always be clearly announced. The king can escape check by:
• Moving;
• Placing another piece between itself and the attacking piece;
• Taking the attacking piece.
If the king cannot move to safety in one of these three ways during the next
move, it is checkmated.
DRAW
If no clear and discernible advantage on the part of either player can be
reached in a game, it is declared a stalemate or undecided. This applies in
the following cases:
a) By stalemate. This is where the king is not in check, but can no longer
move without placing itself in check.
b) By a lack of chess pieces. Neither player can gain enough of an advan-
tage to checkmate their opponent. For example, a king and a knight or a
king and a bishop are not sufficient to checkmate the other king.
c) When the same positioning of pieces on the board is repeated three
times for the same player's turn. In this case, either player can declare
the game a draw.
d) By eternal check. This is when the opponent continuously placing the
king in check; although it can keep bringing itself to safety by moving
to an empty square, it cannot ultimately escape a subsequent check.
e) If both players agree mutually to declare the game a draw.
Draughts
UK
(also known as Checkers)
Draughts is one of the oldest games known to mankind. The rules of the game are easy to learn
(aged 5 and older) and the possibilities are endless. Can you capture all your opponent's pieces
first?
CONTENTS
• Game board (black edges)
• 2 x 12 Magnetic draught pieces
• Rules of the game
Aim of the game:
Can you capture all your opponent's pieces first?
PREPARATIONS
1. Place the board with 64 squares in such a way that both players have a
black corner square on their left-hand side.
2. Draw lots to see which player will play white, since white opens the
game.
3. Then each player puts his 16 pieces on the dark squares closest to him
on the board (see Figure 1A).
MOVING AND TAKING
• Only the dark fields are used for draughts. A piece may only move
forwards diagonally, one square at a time, but when attacking the piece
can jump both forward and backwards over the opponent's pieces. You
may never move backwards.
• White goes first and places one of his pieces in a square diagonally
forward. The players then alternate moves and may move a piece or use
it to take another.
• If the adjacent square contains an opponent's piece, and the square
immediately beyond it is vacant, the piece may be captured (and removed
from the game) by jumping over it. Capturing is mandatory and can be
done forwards or backwards.
• Once a player has captured a piece he can continue taking more pieces
until the square beyond the last captured piece is empty. A player can
therefore capture several pieces during a single turn (see Figure 2A). 90
degree corners may be taken.
• If you are faced with different options, you must make the move that
captures the most pieces.
Once you've touched a piece you must move that piece (touch and move
rule), unless clearly announced in order to straighten the piece.
CROWNING
The player receives a king when a piece reaches the top line (the king's
row) after a move or jump. In that case, the opponent must place one of
the pieces he captured previously onto that particular piece. This piece then
becomes a 'king'. However, the piece does not become a king if it only
reaches the top line in a capture turn that does not end on the king's line,
but is continued backwards.
A king enjoys the following advantages:
• A king can move across multiple squares in any diagonal direction.
• Kings can move forwards and backwards.
• When capturing, a king can jump across more than one open square at
a time (see Figure 3A).
If you can capture an enemy piece using either a normal piece or king, you
may choose which to use. A normal capture and a king's capture count for
the same. There is only one rule of preference: the jump where the player
can capture the most pieces comes first.
THE WINNER
The game is won by the player who first manages to take all his opponent's
pieces or renders them unable to move.
DRAW
If a player has made the same move three times in a row or has returned
twice to the same position, the game is a draw and is therefore over.
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