Novag TOURMALINE User manual

NOVAG®
TOURMALINE
INSTRUCTION

1
CONTENTS .................................................................. 1
1. GENERAL HINTS ................................................................................ 2
2. NOTES................................................................................................... 2
3. GETTING STARTED ........................................................................... 2
4. NOTATIONS......................................................................................... 3
5. MAKING A MOVE .............................................................................. 3
6. GAME FEATURES............................................................................... 4
a) Castling.......................................................................................... 4
b) En passant...................................................................................... 5
c) Pawn promotion/ - underpromotion .............................................. 5
d) Check / Mate / Stalemate............................................................... 6
SPECIAL FUNCTIONS..............................................................6
7. NEW GAME (New Game Key) ............................................................ 6
8. SETTING LEVEL OF SKILL (Level Key) .......................................... 6
9. TRAINING FUNCTION (Training Key) .............................................. 11
10. MOVE SUGGESTION (Hint Key) ....................................................... 11
11. TAKE BACK A MOVE (Take Back Key)............................................ 12
12. CHANGING SIDES (Enter Key) .......................................................... 12
13. VERIFYING POSITIONS (FP/EP Key)............................................... 12
14. SETTING UP A POSITION (FP/EP Key)............................................ 13
15. ENTER FUNCTION (Enter Key).......................................................... 15
16. MEMORY ............................................................................................. 16
17. CARE OF THE NOVAG CHESS COMPUTER ................................. 16
18. TECHNICAL INFORMATION ............................................................ 16
RULES OF CHESS .....................................................................17

2
1. GENERAL HINTS
Playing with this NOVAG chess computer is very simple. However we recommend
reading the instruction before starting to play.
The NOVAG TOURMALINE runs on 4 x 1,5V UM 4-type (or AAA) alkaline
batteries, which allow about 1000 hours of play. Do not use ordinary batteries as
they will result in irregular performance. To insert the batteries, open
the BATTERY DOOR on the underside of the unit and place the batteries as
indicated by the +/- signs.
2. NOTES
Symbols: Explanation:
H King
q Queen
r Rook
b Bishop
n Knight
P Pawn
x Capture
ep Capture en Passant
= Draw
+ Check
‡ Checkmate
White move indication
Black move indication
Error indication
3. GETTING STARTED
Set up the chess pieces on the chess board with yourself playing White. The White
pieces should be placed on the 1st and 2nd rows and the Black pieces on the 7th and
8th rows. (see Board Setup). Turn on the NOVAG chess computer with the switch
on the right side of the computer unit. The LCD should display " ", which
means you are ready to play and it is White's turn. If the display is not showing this,
press NEW GAME and it should appear. The computer is now waiting for you to
make a move, should you choose to play the White pieces. If you prefer Black, press
ENTER and the computer makes a move for White (probably something like "d2
d4").

3
Board Setup: The White pieces should be on the 1st and 2nd rows and the Black
pieces on the 7th and 8th rows.
4. NOTATIONS
The moves of your NOVAG TOURMALINE are indicated in standard algebraic
notation. The columns (known as files) are labeled A, B, C......, to H. The rows
(known as ranks) are labeled 1, 2, 3......, to 8. Each square is known by its column
and its row or its file and its rank in that order.
5. MAKING A MOVE
Each square on the board is represented in the computer by its respective letter
(column) and number (row) printed on the board's perimeter. To move a piece
within the computer memory from one square to another, you must press four keys.
The first two specify the column and row (in that order) of the square that the piece
starts "from". The third and fourth presses specify the square that the piece moves
"to".
Example:
To enter a move from the square "E2" to the square "E4", press the key with an "E"
on it (E5) then the key with "2" on it (B2). You have entered the first part of your
move and can now press "E" (E5) and then "4" (D4) to complete the move. The
moment that you press the last key, the chess computer will immediately begin to
compute its reply - if your entry is a legal one. The LCD will then show the "from"
and "to" squares of the computer's counter-move.
Note: Please move the pieces on the board (for yourself and the computer) as you
play.

4
Impossible and Illegal moves:
The NOVAG TOURMALINE is programmed in accordance with the International
Chess Rules and does not accept nor make illegal moves. If you enter an illegal
move you will see this display " ". Simply re-enter your move correctly.
If you started wrongly and wish to cancel your move, simply press the CLEAR key
to clear the display. You may then enter your move again. If you accidentally enter
a move other than the move you intended the computer will immediately start to
compute its reply. Wait for the computer to reply and then use the TAKE BACK
facility (see section 11). You may now enter your move again.
Capturing a piece:
If you wish to capture an opponent's piece, simply enter the co-ordinates of the
"from" and "to" square.
If the computer makes a capturing move it will show on the LCD the symbol "x".
Example:
D5 x D4 means that the piece on square D5 captures the piece on square D4.
6. GAME FEATURES
The NOVAG TOURMALINE understands all the chess rules and will execute
them correctly. Please refer to chess literature for the full explanation of these chess
terms.
a) Castling
Castling is only indicated by the King's move, please move the Rook on your board
to its correct position.
Example:
Castling kingside for White E1G1.
Please move the Rook from square H1 to square F1.
Note: You may not castle your King into check, out of check or through check.
The NOVAG TOURMALINE accepts and executes castling in set-up board
positions.

5
b) En Passant
If you or the computer make an en passant capture, do not forget to remove the
captured pawn. When the computer makes an en passant capture it will show the
symbol "ep". You or the computer may capture en-passent in set-up board positions.
Official Rules of Chess:
A pawn attacking a square crossed by an enemy pawn which has been advanced two
squares in one move from its original square may capture this enemy pawn as
though the latter had been moved only one square. This capture may be made only
on the move immediately following such an advance and is called capturing "en
passant" .
c) Pawn Promotion / - Underpromotion
If one of your Pawns reaches the opposite side of the board, the chess computer will
allow you to promote or underpromote it to any desired piece.

6
As soon as this happens the following signs " c 8" will be shown on the LCD
display. (c8 in this case stands for the square to which your Pawn has advanced).
You can now choose the piece you wish to promote/underpromote to by pressing
the respective piece symbol key. The computer will then start computing its
counter-move.
If the computer Pawn reaches the opposite side of the board it would always
promote its Pawn to a Queen. To verify the computer's promotion, please use the
VERIFY function any time you wish. (See section 13.)
d) Check / Mate / Stalemate
− When the computer puts your King in check, you will see the symbol "+" on
the display.
− Checkmate is indicated by the symbol "‡" at the end of the game.
− If your computer cannot make a legal move the result will be a stalemate draw
and you will see the symbol "=" on the display.
SPECIAL FUNCTIONS
7. NEW GAME (New Game Key)
Press NEW GAME every time you switch the computer on or whenever you want to
commence a new game. The previous game is cancelled and in the computer
memory all pieces are now in the opening position and the display will show
"".
8. SETTING THE SKILL LEVEL (Level Key)
Your NOVAG chess computer has 56 playing levels plus 7 Solve Mate Levels. To
set the computer to any of these playing levels, press the key marked LEVEL and
you will see the current level setting. Each time you press the LEVEL key you can
select "L - A" position, "L - B" position, "L - C" position, .... "L - G" position.
If you are set on "L - A" position, press any key from A1 to H8
to choose level A1 - A8 and if you are on "L - B" position press any key from A1
to H8 to choose level B1 - B8 and so on. To exit the level setting mode press the
ENTER key within 3 seconds or if you wait longer, the computer will adjust itself
and you may continue with your game.

7
If you want to change the level of skill during a game, use the above procedure
when it is your turn to move.
If you want to check which level the computer is set to press LEVEL and the
display will indicate the current skill level. Press ENTER to exit the level setting
mode without altering the level and the display will indicate which side is to make
the next move.
Note: If you switch the computer off to continue your game at a later time or if you
start a new game, the previous set skill level will be retained.
The 63 levels and their characteristics are shown below:
• Fixed Time Levels
Level Time per move Level Time per move
L - A1 2 sec. L - B1 60 sec.
L - A2 3 sec. L - B2 90 sec.
L - A3 5 sec. L - B3 120 sec.
L - A4 10 sec. L - B4 150 sec.
L - A5 15 sec. L - B5 180 sec.
L - A6 20 sec. L - B6 210 sec.
L - A7 30 sec. L - B7 230 sec.
L - A8 45 sec. L - B8 255 sec.
The first 16 levels are the Fixed Time Levels. When you select one of these levels,
you are asking the computer to make its counter-move within the specified time
limit.
• Average Time Levels
Level Time per move Level Time per move
L - C1 4 sec. L - D1 120 sec.
L - C2 6 sec. L - D2 180 sec.
L - C3 10 sec. L - D3 240 sec.
L - C4 20 sec. L - D4 300 sec.
L - C5 30 sec. L - D5 360 sec.

8
L - C6 40 sec. L - D6 420 sec.
L - C7 60 sec. L - D7 460 sec.
L - C8 90 sec. L - D8 500 sec.
On Average Time Levels, the computer uses half of the specified time to search for
its counter-move and continues until it finishes the current iteration.
Note: These are average times of a larger number of moves. In the opening and
endgame, the computer tends to play faster, but in complicated middle
game positions it may take longer for the computer to make its move.
• Fixed Depth Levels
Level Ply Level Ply
L - E1 1 ply L - F1 9 ply
L - E2 2 ply L - F2 10 ply
L - E3 3 ply L - F3 11 ply
L - E4 4 ply L - F4 12 ply
L - E5 5 ply L - F5 13 ply
L - E6 6 ply L - F6 14 ply
L - E7 7 ply L - F7 15 ply
L - E8 8 ply L - F8 infinite
On Fixed Depth Levels, the computer's search depth is limited to the number of ply
(halfmoves) corresponding to the current level. On these levels, especially on the
first few depth levels, the computer may overlook a capture. This results in a weaker
play, giving beginners and average players a better chance to win.
On the Infinite Level, the computer will search indefinitely, until it finds a forced
mate or you stop the search by pressing the ENTER key. If you halt the search, the
computer makes the move it currently thinks is the best. You can use this level to
have your Novag chess computer analyze complicated positions for hours or even
days.

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• Novice Levels
Level Capture Depth Search
L - G1 1 ply
L - G2 2 ply
L - G3 3 ply
L - G4 4 ply
L - G5 5 ply
L - G6 6 ply
L - G7 7 ply
L - G8 8 ply
The Novice Levels are especially for beginners. On these levels, the computer plays
like a human beginner for whom the computer's depth search is limited to 1 ply
search with various specified Capture Depth Searches.
• Problem Solving Levels
Level Problem
L - H1 Mate in 1
L - H2 Mate in 2
L - H3 Mate in 3
L - H4 Mate in 4
L - H5 Mate in 5
L - H6 Mate in 6
L - H7 Mate in 7
Your Novag chess computer can solve most chess problems as well as mate
problems up to Mate-in-7. Press New Game and set up the required board position
(see section 14.). Before you start with the mate search, it is advisable to verify the
Set-up board position via the VERIFY function and make sure that the colour to
move is correct, if not change this by pressing the BLACK/WHITE key ("G7" key).
Set now one of the Problem Solving Levels as described above.
Press ENTER once to exit the setting up of the mate search and then press ENTER a
second time and the computer begins with the mate search.

10
Mates-in-1 to Mates-in-4 are usually found quickly, whereas Mates-in-5 to Mates-
in-7 require quite a long time.
If there is a solution, the computer will show you first the move to execute then the
display will indicate the mate solution. If there is no solution, the computer will
display "no nE".
If you wish to continue the game, select another level and enter your next move.
Example:
If you wish to solve a Mate-in-2 problem, place the 3 pieces on your chess board as
shown on the diagram.
Proceed now as follows and press: -
NEW GAME
→LEVEL
→set the display to L - H2
→ENTER
→FP/EP
→FP/EP
→CL
→CL (CLEAR)
→King piece symbol →enter square F6
→Rook piece symbol
→enter square B4
→G7 to change colour
→King piece symbol →enter square G8
→G7 to change colour, it is White to move
→ENTER: to clarify the above setting
→ENTER: to start the mate search

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TOURMALINE will answer with the first half move:
1. B4-H4. The Black King can only move G8-F8, please execute this move.
TOURMALINE will make its counter-move with 2. H4-H8 MATE!
9. TRAINING FUNCTION (Training Key)
This function is to help the novice player.
• When it is your turn to move press the TRAINING key and the display will
show the "from" square of the first piece with a legal move. If you continue to
press the TRAINING key the computer will show you the "from" square of all
pieces with at least one legal move. You may cycle through this step as often as
you wish.
• Once you have chosen a piece (square position is shown on display) press the
ENTER key to confirm this and then press the TRAINING key again, this time
the display will show each legal square to which the piece can be moved to.
• If you wish to make the move shown on the display press ENTER key and your
NOVAG TOURMALINE will make its counter-move. If you like to make any
other move simply key in the "from" and "to" square and the computer will
reply accordingly.
Note: To clear the display whilst in TRAINING mode press the CLEAR key and
the display will show " " or " " .
10. MOVE SUGGESTION (Hint Key)
The computer can suggest moves if you are not sure how to continue your game,
which is a great tutoring feature.
When it is your turn to move press the HINT key and the computer will show the
move it considers the best for the colour to move. You can accept any suggested
move or may make a move of your own choice. If you accept the suggested move
(shown on display) press the ENTER key and the computer will then reply with its
counter-move. If you decide to make a move of your own choice enter this move
and the computer will then show its counter-move.
Note: The suggested move is the best possible move in this position calculated by
the NOVAG TOURMALINE at the level preset by you.

12
11. TAKE BACK A MOVE (Take Back Key)
If you make a move which is legal but weak and you wish to retract it (not normally
allowed in chess but your computer is also a learning aid) this is achieved as
follows:
The computer will compute its response to your weak move. When it has finished
press the TAKE BACK key once to take back the computer move. Every time you
press TAKE BACK the computer will reverse the last move which is shown on the
LCD. The computer will also display any captured pieces on the LCD.
Press the TAKE BACK key a second time to take back your weak move. You may
now resume your game entering a new and hopefully stronger move - don't forget to
update your board position and to replace any captured pieces! Use the VERIFY
facility (see section 13.) to verify the position if in doubt.
Note: You may take back the last 32 halfmoves, this enables you to rectify an
earlier mistake or to play a different strategy.
12. CHANGING SIDES (Enter Key)
The computer is generally set to play Black and you White. If you want to begin
the game with the computer playing White and moving first, press the NEW GAME
key and then the ENTER key. The computer will compute the opening move for
White.
If you wish to change sides during a game, press ENTER when it is your turn to
move. The computer will compute for your colour and you may continue the game
playing the other side. This operation may be performed any number of times during
a game, but not whilst the computer is calculating.
Note: Repeated use of the ENTER key makes the computer play against itself.
13. VERIFYING A POSITION (FP/EP Key)
To verify that your board position is correct press the "FP/EP" key once, the display
will now show "FP – –".
You are now in the FP = FIND mode and this enables you to ask the computer the
position of any chosen piece.

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− Select now the type of piece(s) to be verified by using the keys labeled "A1" to
"F6" above which you will see corresponding piece symbols.
− The colour can be changed by pressing the BLACK/WHITE key ("G7" key).
− You can end the verification at any time by pressing the ENTER key and the
display will show the symbols for the colour to move.
Note: When in "FP" or "EP" mode the following keys represent the piece type:
P = Pawn
n = Knight
b = Bishop
r = Rook
q = Queen
H = King
Example:
If you wish to find the position of the White Queen press "FP" to select the FIND
mode. Press "E5" for Queen and if the pieces were in their initial positions you will
see the display " q d 1". The leading figure " " tells you the piece is White,
the "q" tells you it is a Queen and the "d1" tells you that the White Queen is on
square D1. Now press the "G7" key for Black and you will see the display " q
d8". The leading symbol " " indicates Black and the remaining display indicates
Black Queen on square D8.
Now press the key "A1", the display will change to " P H7" where now the "P"
indicates a Pawn and the whole display indicates Black Pawn on H7. Now press
"A1" again the display will change to " P G7" indicating a Black Pawn on G7
and each time you press the "A1" key you will find the position of any further Black
Pawn until the display changes to " P – –" indicating all Pawns displayed. Same
goes for White colour.
If there are no pieces left of the type for which you are searching, the display will
show " – – " for the piece position. To exit FIND mode press ENTER then make
your next move or call off a move from the computer.
14. SETTING UP A POSITION (FP/EP Key)
This mode allows you to create board positions for experimentation or practice. You
can also add or delete any piece at any time during the game.

14
The procedure is as follows:
Press "FP/EP" key twice. The display will show "EP – –", you are now in the EP
= ENTER mode. If you now merely wish to alter a position by adding pieces or
deleting pieces proceed as follows.
A. To Add:
1. Select the colour ("G7") of the piece.
2. Select the piece by using keys "A1" through "F6".
3. Select the letter and number of the square corresponding to the position
on the board.
4. Repeat for each piece/position desired.
5. Press ENTER to exit the EP mode to begin to play.
Example:
To create a White Rook on square C1. Press "G7" key to select the colour for
White, then "D4" for the Rook and "C3" followed by "A1" for the square.
The display will show "r c1". You can tell the computer about all the
other pieces with choosing Black/White and piece symbols independently until
your position is complete. To exit this mode press ENTER. We recommend to
verify your set-up position before you start to play.
B. To Delete A Piece:
In the EP mode press CLEAR key then use the keys "A1" through "H8" to
address the square you wish to clear.
Example:
To clear square C7 press always CLEAR key then "C3" and "G7". The display
will show " c7" indicating no piece on C7. Press ENTER to exit the EP
mode to begin to play.
Note: For a single piece you do not have to specify the type or colour of the
piece deleted, simply enter the letter and number co-ordinates
associated with the square on which the piece stands. Repeat for any
additional pieces to be deleted.
C. Clearing The Board:
In the EP mode press CLEAR key. You see " – – ". When this display is
showing, you have to press CLEAR once more to clear the entire board and the
display will show "EP – – " again.

15
Note: This procedure can be followed any time in EP mode. For example to
restart position entry if you have made a mistake.
Example:
If you wish to set up a new position, you have to clear first the entire board
otherwise the NOVAG TOURMALINE will retain the last board position in its
memory and then you can enter any board position you like.
This is the procedure step by step:
→FP/EP key
→FP/EP key
→CL key
→CL key
→piece symbol key →coordinates of square
→piece symbol key →coordinates of square →etc.
→G7 key (Black/White)
→piece symbol key →coordinates of square →etc.
→G7 key (Black/White): to continue the game
→ENTER
D. Continuing The Game:
When you have entered your position and are satisfied that it is correctly
entered, press the ENTER key to return to the PLAY mode, the display will
show " " indicating White's turn to move. You may now either enter a
move or press the ENTER key again to cause the computer to make the move
for White.
If you wish to resume play from your entered position with Black to make the
next move press "G7" and ENTER. The display will show " "
indicating Black's turn to move. You may either move for Black or press
ENTER to have the computer move for Black.
15. ENTER FUNCTION (Enter Key)
The ENTER key is generally used to enter a command (LEVEL, FP/EP function) or
to exit from a function:
Furthermore it is used:
− To change sides during the game.
− To make the NOVAG TOURMALINE compute for the side to move. Repeated
press on the ENTER key will make the computer play against itself.
− To change sides at the beginning of the game. Press NEW GAME and ENTER
and the computer will play with the White pieces.

16
16. MEMORY
The NOVAG TOURMALINE has a long term memory and will retain the last board
position. However, make sure that there are batteries in the chess computer
otherwise you will lose the memory contents.
17. CARE OF THE NOVAG CHESS COMPUTER
♦ Handle the game carefully.
♦ Store the game away from dusty or dirty areas.
♦ Keep the game away from moisture or temperature extremes.
♦ Do not disassemble the game. If a problem occurs, remove and replace the
batteries to reset the computer.
WARRANTY: For details please refer to the enclosed warranty card.
18. TECHNICAL INFORMATION
• Program Size 4 KByte ROM, 768 Byte RAM
• CPU Clock Speed 8 Mhz
• Conductive Rubber Keyboard 16 Keys
• Power Consumption 6V DC 5ma
• Battery Operated 4 x 1,5V UM-4 type (or AAA size)
• 56 Levels + 7 Solve Mate Levels
• Take Back Function 32 halfmoves
• Large LCD Display showing:
Moves, Checkmate, Check,
En Passant, Capture, Draw.......etc.
• Set Up and Verify Function
• Hint and Training Function
Miniature Size 198 x 176 x 31 mm
All data subject to change without notice.

17
RULES OF CHESS
I. GENERAL MOVES
1. The two players must alternate 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 (section II.1.), a move is the transfer of a piece from one square
to another square which is either vacant or occupied by an enemy piece.
3. No piece, except the Rook when castling and the Knight (section II.5) 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 a piece into a position whereby he can attack the King, the King is in
"Check" (displayed on the computer by "+") and must either
a) move the King,
b) block the path of the attacking piece with another piece,
c) or attack 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" (displayed by " ‡ ").
II. INDIVIDUAL MOVES
1. KING
Except when castling, the King can move only one space to any adjoining square (including
diagonally) which cannot be attacked by an enemy piece.
Castling is a move of both the King and either Rook which counts as a single move (of the King)
and is executed as follows:
a) the King is moved from its original square two squares toward either Rook on the same row,
and
b) the Rook is moved to the opposite side of the King.
Castling cannot occur if:
a) the King has already been moved.
b) the Rook has already been moved.
c) the King's original square or the square which the King must cross or the one which it is to
occupy is attacked by an enemy piece.
d) there is any piece between the King and the Rook.
2. QUEEN
The Queen can move to any square along the same row, column or diagonal on which it stands
(except as limited by Article I.3).

18
3. ROOK
The Rook can move to any square along the same row or column on which it stands (except as
limited by Article I.3).
4. BISHOP
The Bishop can move to any square along the same diagonal on which it stands (except as limited
by Article 1.3).
5. KNIGHT
The Knight's move is in the shape of an "L", moving two squares horizontally vertically, and then
one square at 90° angle from the first move. These two moves can be reversed (one square and then
two) if desired.
6. PAWN
The Pawn can move either one or two squares forward on its original move, and then one square
forward at any time afterward. When capturing, it advances one square diagonally (forward). When
a Pawn reaches the last row, it must be immediately exchanged for a Queen, Rook, Bishop, or a
Knight of the same colour as the Pawn, at the player's choice and without taking into account the
other pieces still remaining on the chessboard. This exchange is called a "promotion".
A Pawn can attack a square crossed by an enemy Pawn which has been advanced two squares in
one move from its original square as though the latter had been moved only one square. This
capture may be made only on the move immediately following such an advance and is called
capturing "en passant". (When your computer makes an en passant capture it will display the
symbol "ep".) The en passant moves is also described under section 6.b in this instruction.
III. HINTS & TIPS
Get a feel for the values of different pieces, which will be useful when making decisions on
captures and exchanges. In general, try to capture the more valuable pieces. Some important
principles:
− Castle your King into safety as soon as possible.
− If you control the center squares, this will give you the advantage. To do this, move your
center pawns and develop your Bishops and Knights early in the game.
− Take advantage of capture situations, particularly if you will gain material.
− Concentrate – don't be caught off guard by your opponent!
This chess computer has been manufactured under the traditionally high quality and safety standards of
Novag Industries Ltd. and complies with the European standard which is guaranteed by the importer
whose name is marked on the enclosed warranty card. Not suitable for children under 36 months due to
inclusion of small parts.
NOVAG®
PERFECT TECHNOLOGY LTD.
Room 406, Yu Yuet Lai Building
43-55 Wyndham Street, Central
Hong Kong
Tel: (852) 28108202
Fax: (852) 28108177
Web Site: http://www.novag.com
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