Novag EMERALD CLASSIC plus User manual

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NOVAG
EMERALD CLASSIC plus
INSTRUCTION

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TABLE OF CONTENTS
I. GENERAL HINTS
ll. SHORT INSTRUCTION
III. GAME FEATURES
a) Making a Move
b) Capturing a Piece
c) Impossible and Illegal Moves
d) Castling
e) En Passant
f) Pawn Promotion / Underpromotion
g) Stalemate and Draw
h) Check and Checkmate
i) Mate Announcement
j) Resignation
IV. SPECIAL FUNCTIONS
1) NEW GAME Key
2) SET LEVEL Key
3) SOLVE MATE FUNCTION
4) GO KEY
5) RANDOM Key
6) REFEREE Key
7) HINT Key
8) TRAINING Key
9) TAKE BACK Key
10) TRACE FORWARD Key
11) CHANGE COLOR Key
12) CLEAR Key
13) VERIFY Key
14) SET UP Key
15) RESTORE Key
16) SOUND Key
17) AUTOPLAY Key
18) INFO Key
19) EASY Key
20) NEXT BEST Key
V. APPENDIX
A. Care of the NOVAG Chess Computer
B. Trouble Shooting List
C. Technical Data and Features
D. Examples of the LCD Display
VI. RULES OF CHESS

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LCD DISPLAY OF THE NOVAG EMERALD CLASSIC plus
The LCD display of the EMERALD CLASSIC plus has a six character alphanumeric display. The listed symbols
below are used on the display for the EMERALD CLASSIC plus:
1. Figures
2. Letters and symbols
THE DISPLAY 4
5
6
7
8
1
2
3
1 = Indication for the color 5 = Symbol for En Passant
2 = 6 character alphanumeric display 6 = Symbol for Stalemate/Draw
3 = Separation for time indication 7 = Symbol for Check/Checkmate
4 = Symbols for chess pieces 8 = Symbol for captured figures
Symbols for the chess pieces on the display
Pawn
Knight
Bishop
Rook
Queen
King
Note: All LCD displays showing 3 bars " ≡"indicate that a function is ON or the function is now at value 3.
0123456789
ABCDEFGHI
X
LMN
OPRSTUV Y?
K

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I. GENERALHINTS
Playing with the NOVAG EMERALD CLASSIC plus is easy compared to other chess computers, however we
recommend reading the general instructions before starting to play. The detailed instructions are laid out in such a way
that each section is self-contained, so you do not have to read everything at once.
BATTERIES
The EMERALD CLASSIC plus runs on six 1,5V UM-2 type, or size 'C' alkaline or heavy duty batteries (not included).
Note: Do not use regular batteries, as they will result in irregular performance.
To insert the batteries open the BATTERY DOOR on the backside of the unit and place the batteries as indicated by the
+/- signs. A set of new alkaline batteries runs approx. 250 hours. (continuous operation). If you don't use your computer
over a long period of time, please remove the batteries.
ADAPTOR
The EMERALD CLASSIC plus uses the Novag adaptor Art. No. 8210 which is separately available. Before using the
adaptor check that the voltage of your electric output is within the range specified on the adaptor label. The adaptor socket
is located at the back panel of your computer. Please only use the adaptor specified for your computer. The use of any
other adaptor automatically invalidates the warranty.
Note: Make sure you first connect the adaptor with the computer before you plug it into the mains.
MEMORY
The EMERALD CLASSIC plus has a long-term memory and will retain the last board position. However, make sure that
there are batteries in the chess computer or an adaptor connected otherwise you will lose the memory contents.
II. SHORT INSTRUCTIONS
1. Before commencing to play set up the chess pieces in the opening position. White pieces on rank 1 and 2, Black
pieces on rank 7 and 8.
2. The power switch is a 2-position switch and is at the backside of the cabinet. It is marked ON/OFF. Push this switch
towards ON (towards the power socket). This switch operates both adaptor and batteries. If you use an adaptor, the
batteries will automatically be disabled.
3. Press NEW GAME. You will hear 3 beeps and the LCD will show [ ] with the white bar. You can now make
your opening move for White.
4. If you wish to increase the level of skill press the SET LEVEL key and select one of the two LEVEL GROUPS
before you press the square corresponding to the desired level (a1, a2, a3, up to h8). On the LCD display you will
see a number indicating the present level set. (See IV. 2. for level setting and their time controls).

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5. Once you have set the level, press GO to exit the SET LEVEL mode. After this procedure you may enter your move
as White. Gently press down on the piece that you want to move and the two respective rank and file LEDs will light
up. Then set the piece down onto the square you wish to move to and gently press down again. (Your completed
move will be shown on the LCD). Once the EMERALD CLASSIC plus has registered your move it will immediately
start computing its counter move.
III. GAME FEATURES
a) Making a Move
The EMERALD CLASSIC plus has a Sensor-chessboard, which registers your moves automatically when the appropriate
squares are gently pressed. Moves to be executed for the computer are indicated by the 2x8 rank and file LEDs and on the
LCD display. Each square on the chessboard is named according to the standard adopted by the World Chess Federation
(F.I.D.E.), which are the coordinates of each square from a1 to h8, all moves are also shown on the LCD.
The color to move is indicated by the top row of the LCD and a white box indicating that White is to move whereas a
solid black box would indicate that it is Black's move. To make a move, gently press on the piece that you wish to move
(thereby pressing on the square that it stands on) and you will see the rank and file LEDs corresponding to this square
light up. To complete your move please lift that piece and place it on the square that you wish to move it to and gently
press down on that square. The completed move and color indication will be shown on the LCD display. The EMERALD
CLASSIC plus will then immediately start computing its counter-move.
To make a move for the computer when the counter-move has been computed, your computer will show on the LCD its
move and also light up the rank and file LEDs that correspond to this move. Gently press on the square indicated, lift up
this piece and complete the move as if making this move for yourself and put down the piece on the square indicated.
Please note to remove any captured pieces for the computer without applying any pressure on that square.
Note: When the EMERALD CLASSIC plus is computing (the black box will blink on the LCD ) all key presses will be
ignored except for the GO key which will interrupt its computing and force the current move being analyzed to
be played at once.
b) Capturing a Piece
If the EMERALD CLASSIC plus makes a capturing move it will show on the LCD the symbol "x" and in case of En
Passant pawn captures it will also show "ep". Please complete this move for the EMERALD CLASSIC plus and remove
the captured piece without applying any pressure. If you wish to make a capture, make this move as for a normal one and
remove the captured piece.
c) Impossible and Illegal Moves
The EMERALD CLASSIC plus is programmed in accordance with the International Chess Rules and does not accept nor
make illegal moves. Corrections of illegal moves or mistakes in executing computer moves are very simple.
• If you try to make an illegal move, you hear 3 beeps and the LCD display will show the "Error" sign. Retract your
move without pressing on any square. You can now make another legal move.
• If you try to move the wrong piece when executing a computer move, you hear 3 beeps and the rank and file LEDs of
the correct square will light up. To execute this move correctly, press gently on the square indicated.
d) Castling
According to the rules, a castling move is first made with the King then with the Rook. The computer will indicate all the
squares that you will need to press. The computer accepts and executes castlings in set-up board positions.
e) En Passant
If you make this special pawn capture you only have to enter the "from" and "to" squares of this move as in a normal
move. Please remember to remove the captured pawn from the board and to gently press that square. When the computer
makes an En Passant capture it will show the words "ep" along with an "x" on the LCD.

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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.
f) 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.
As soon as this happens, the rank and file LEDs of the square flash and the word "Pro ?" will be shown on the display.
You can now choose the pieces you want to promote to by pressing the respective Piece Symbol Key. The LEDs will
disappear and the computer will start computing its counter-move.
If a computer pawn reaches the opposite side of the board, the computer indicates on the LCD display into which piece the
pawn will be promoted/underpromoted.
The computer also accepts/executes pawn promotions in set-up board positions.
g) Stalemate and Draw
• The computer announces a Stalemate by the word "dr StL" on display.
The EMERALD CLASSIC plus recognizes the following special draw conditions as stated by the World Chess
Federation:
• Draw due to insufficient material is announced by the word "dr in5" on display.
• 50 moves without a capture or a pawn moves is displayed with "dr 50".
• And 3 times repetition of position is displayed with "dr 3rd".
h) Check and Checkmate
Check announcements will be shown as a "+" sign on the right corner of the LCD display. If this check is the last check of
the game i.e. checkmate, "MATE" will appear on the display along with the last move of the game and the winning color.
i) Mate Announcement
The EMERALD CLASSIC plus will always announce mate if it sees it and will show the numbers of moves to mate on
the LCD. Example: "n 4" means Mate-in-4.
j) Resignation
If the computer believes its position is hopeless, it will announce "rESiGn" for resign. If you wish you might finish the
game, however note, the computer will only once announce its resignation.
Note: If either side's time runs out, the LCD display will flash "FLAG". You may continue the game by entering the next
move.

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IV. SPECIAL FUNCTIONS
1) NEW GAME Key
Pressing NEW GAME will reset the computer's chessboard to the starting position. This key is effective even while in the
special modes like SET UP, VERIFY and SET LEVEL.
Press NEW GAME every time you switch the computer on, or whenever you wish to commence a new game.
Note: The SET LEVEL, RANDOM and SOUND values will be retained.
2) SET LEVEL Key
Your NOVAG EMERALD CLASSIC plus has 128 different level settings (including Solve Mate Levels) to choose from.
You can learn and improve your chess skills with this computer.
The levels are divided into 12 basic sections and are listed in 2 groups as described in this chapter. On the LCD you will
see the following abbreviations for these 12 level sections:
Tr = Tournament Level Section - At = Average Time Section - Ft = Fixed Time Section - Sd = Sudden Death
Section Fd = Fixed Depth Section - An = Analysis Section - EA = Easy Level Section - BE = Beginner
Section
IN = Solve Mate Section - Fn = Fun Level Section - EG = End Game Section and Gn = Classical Game Section
As shown on the charts of LEVEL GROUP I and LEVEL GROUP II, each playing level corresponds to one of the 64
board squares. To set the computer to any of the 128 level settings, press the SET LEVEL key to select either LEVEL
GROUP I or LEVEL GROUP II and then press the corresponding chess board square (A1, A2, to.....H8). On the LCD the
chosen level setting will be displayed. To confirm the level setting and exit this mode press the GO key.
For example, if you wish to set level 12 (= Tr 12 of LEVEL GROUP I - Tournament Level Section), press the SET
LEVEL key once or twice to select LEVEL GROUP I (the LCD will show "LEtr1") and then press square B4. This will
be indicated by the corresponding rank and file LEDs as well as on the LCD. Once you have set the desired level press
GO to exit this mode. Now you may enter your first move.
Note: You may check or change the playing levels at any time during a game, but not whilst the computer is
calculating. If you wish you could interrupt the computing time and call-off a computer move instantly by
pressing the GO key. This will be the best possible move the computer has calculated up to that moment.
If you switch the computer off to continue your game at a later time, or press the NEW GAME key, the previous
set playing level will be retained provided you have batteries in your computer or it is connected to the adaptor.
Numbering system to select the playing levels on the chessboard:
8 Tr8 Tr16 At8 At16 Ft8 Ft16 Sd8 Sd16
7 Tr7 Tr15 At7 At15 Ft7 Ft15 Sd7 Sd15
6 Tr6 Tr14 At6 At14 Ft6 Ft14 Sd6 Sd14
5 Tr5 Tr13 At5 At13 Ft5 Ft13 Sd5 Sd13
4 Tr4 Tr12 At4 At12 Ft4 Ft12 Sd4 Sd12
3 Tr3 Tr11 At3 At11 Ft3 Ft11 Sd3 Sd11
2 Tr2 Tr10 At2 At10 Ft2 Ft10 Sd2 Sd10
1 Tr1 Tr9 At1 At9 Ft1 Ft9 Sd1 Sd9
A B C D E F G H
L
EVEL GROUP I:

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8 Fd8 An8 EA8 BE8 IN8 Fn8 EG8 Gn8
7 Fd7 An7 EA7 BE7 IN7 Fn7 EG7 Gn7
6 Fd6 An6 EA6 BE6 IN6 Fn6 EG6 Gn6
5 Fd5 An5 EA5 BE5 IN5 Fn5 EG5 Gn5
4 Fd4 An4 EA4 BE4 IN4 Fn4 EG4 Gn4
3 Fd3 An3 EA3 BE3 IN3 Fn3 EG3 Gn3
2 Fd2 An2 EA2 BE2 IN2 Fn2 EG2 Gn2
1 Fd1 An1 EA1 BE1 IN1 Fn1 EG1 Gn1
A B C D E F G H
DESCRIPTION OF THE 12 BASIC LEVEL SECTIONS:
LEVEL GROUP I:
• TOURNAMENT LEVEL SECTION : Tr 1 - Tr 16
The Tournament Levels require you to make a specific number of moves within a given amount of time, which
simulates a tournament game. There are 40 moves pre-set which have to be played within a fixed time, e.g. 40 moves
in 120 min.
(Please note that level Tr 8 is the strongest of this section). If you or the computer exceeds the specified time, the
game will be declared lost.
Level Description
Tr 1 40 moves in 4 min.
2 40 moves in 5 min.
3 40 moves in 8 min.
4 40 moves in 10 min.
5 40 moves in 15 min.
6 40 moves in 20 min.
7 40 moves in 30 min.
8 40 moves in 40 min.
9 40 moves in 50 min.
10 40 moves in 60 min.
11 40 moves in 70 min.
12 40 moves in 80 min.
13 40 moves in 90 min.
14 40 moves in100 min.
15 40 moves in120 min.
16 40 moves in150 min.
• AVERAGE LEVEL SECTION: At 1 - At 16
The computer will use half of the specified time to calculate the counter-move and use the remaining time to
complete the search. The time varies in the opening game, the middle game and end game position accordingly. The
computer tends to play faster in the openings and endgame positions, but in complicated middle game positions it
may take longer to make its move. Depending on the position the computer may take up to four times the set time on
these levels.
L
EVEL GROUP II:

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Level Description
At 1 5 sec. permove
2 7 sec. permove
3 10 sec.per move
4 13 sec.per move
5 20 sec.per move
6 30 sec.per move
7 45 sec.per move
8 60 sec.per move
9 75 sec.per move
10 90 sec.per move
11 100 sec. per move
12 115 sec. per move
13 135 sec. per move
14 150 sec. per move
15 175 sec. per move
16 220 sec. per move
• FIXED TIME LEVEL SECTION: Ft 1 - Ft 16
The computer will only use the time selected to calculate each counter-move.
Level Description
Ft 1 2 sec.per move
2 4 sec.per move
3 6 sec.per move
4 8 sec.per move
5 10 sec. per move
6 15 sec. per move
7 20 sec. per move
8 25 sec. per move
9 30 sec. per move
10 35 sec. per move
11 40 sec. per move
12 45 sec. per move
13 50 sec. per move
14 55 sec. per move
15 60 sec. per move
16 90 sec. per move
• SUDDEN DEATH LEVEL SECTION: Sd 1 - Sd 16
On the Sudden Death Levels the computer will try to finish the game within the given time you have set. The time
the computer uses for each move depends on the time already used so far and the actual position.
If you or the computer exceeds the specified time control the game will be declared lost. To keep track of the
remaining time these levels use countdown clocks. The total time clock starts at the set level (e.g. 20:00 on level Sd
5) and counts down to 00:00. When the clock reaches 00:00 you will hear 3 beeps and the LCD will show "FLAG".
The side to move loses on time. If you wish you could continue to play and finish the game; in this case the total time
will be displayed and will be counted continuously.
Level Description
Sd 1 3min. per game
2 5min. per game
3 10 min. per game
4 15 min. per game
5 20 min. per game
6 25 min. per game
7 30 min. per game
8 35 min. per game
9 40 min. per game
10 45 min. per game
11 50 min. per game
12 55 min. per game

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13 60 min. per game
14 90 min. per game
15 100 min. per game
16 120 min. per game
LEVEL GROUP II:
• FIXED DEPTH LEVEL SECTION: Fd 1 - Fd 8
On these levels you set the computer’s search depth and it can only search to the depth you have entered.
Please note that the time the computer needs to reach the set search depth will vary with the board position. As a
general rule the computer needs 3 to 6 times as much time to reach the next depth as it is needed to reach the current
depth. Level Description
Fd 1 search only 1 half move
2 search only 2 half move
3 search only 3 half move
4 search only 4 half move
5 search only 5 half move
6 search only 6 half move
7 search only 7 half move
8 search only 8 half move
• ANALYSIS LEVEL SECTION: An 1 - An 8
These levels provide deeper searches for more complicated positions. On level An 8 the computer searches
indefinitely until a Check Mate is found or you stop the search by pressing the GO key.
If the search is halted the computer makes the move it currently thinks is the best. On this level it might be very
interesting to watch the computer analyze complicated positions four hours or even days!
Level Description
An1 searchonly 9halfmove
2 search only 10 half move
3 search only 11 half move
4 search only 12 half move
5 search only 13 half move
6 search only 14 half move
7 search only 15 half move
8 search INFINITELY
• NOVICE LEVEL SECTION: EA 1 - EA 8
&
• BEGINNER LEVEL SECTION: BE 1 - BE 8
These levels are designed for novice players. On these levels the computer restricts its search, which produces a
weaker play giving the beginners a better chance of winning against the computer. The computer tends to search for
more captures rather than trying to balance its game.
Level Description
EA 1 1 ply full search + 2 ply capture search
2 1 ply full search + 3 ply capture search
3 1 ply full search + 4 ply capture search
4 1 ply full search + 5 ply capture search
5 1 ply full search + 6 ply capture search
6 1 ply full search + 7 ply capture search
7 1 ply full search + 8 ply capture search
8 1 ply full search + 9 ply capture search

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Level Description
BE 1 2 ply full search + 2 ply capture search
2 2 ply full search + 3 ply capture search
3 2 ply full search + 4 ply capture search
4 2 ply full search + 5 ply capture search
5 2 ply full search + 6 ply capture search
6 2 ply full search + 7 ply capture search
7 2 ply full search + 8 ply capture search
8 2 ply full search + 9 ply capture search
• SOLVE MATE LEVELS SECTION: IN 1 - IN 8
If you have a position where there might be a mate and you want the computer to find it, set the computer on one of
the Solve Mate Levels. The EMERALD CLASSIC plus will search for the shortest possible solution to a mate
problem up to Mate-in-8. If the computer discovers a forced mate it will display a mate announcement. If there is no
mate present or the computer cannot find a mate you will see "nonE" on display.
Level Description
IN 1 Solve mate in 1 problem
2 Solve mate in 2 problem
3 Solve mate in 3 problem
4 Solve mate in 4 problem
5 Solve mate in 5 problem
6 Solve mate in 6 problem
7 Solve mate in 7 problem
8 Solve mate in 8 problem
Example: To solve a Mate-in-3 problem, setup the chess positions on your chessboard as shown on the diagram.
To set up the board position proceed as follows:
→NEW GAME key
→SET UP key →SET UP key
→CLEAR key
→COLOR key to select WHITE
→Set up all White pieces as described in section IV.14.
→COLOR key to select BLACK
→Set up all Black pieces as described in section IV.14.
→COLOR key, it is White to move
→GO key: to exit SET UP mode
→LEVEL key →Set Solve Mate Level In-3
→GO key: to exit LEVEL mode
→GO key: to start the mate search
Solution:
White Black
1. c2–d4 d3 x d4
2. e5–g3+ f7–e5
3. f5 x e5+ mate
• FUN LEVEL SECTION: Fn 1 - Fn 8
On these levels the computer makes some very human mistakes and plays almost instantaneously with very little
strategy or tactical insight. Even rank beginners should be able to beat the computer on these levels!
Level Description
Fn 1 2sec.permove
2 5sec.permove
3 10 sec. per move
4 20 sec. per move
5 30 sec. per move
6 60 sec. per move
7 120 sec. per move
8 180 sec. per move

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• END GAME POSITION SECTION: EG 1 - EG 8
EG 1 - LUCENA Position:
This is the basic winning method for King, Rook and Pawn versus King and Rook.
This specific position and winning method was first described by Luis Ramirez de Lucena in 1497. He also provided
other helpful tips for playing chess such as 'Try to play soon after your opponent has eaten or drunk freely'.
Setting the END GAME POSITION EG 1:
− Press SET LEVEL key once or twice to select LEVEL GROUP II and then press square G1.
− Press GO to exit the level mode.
− "Ver – –" will appear on the display. Place the chess figures without applying pressure on the chessboard as
shown on the diagram below and verify the position as described in section IV.13. Press now GO again and make
the move for White.
− Should you make a move other than the indicated solution, the computer will show on the LCD "Off bH" .
Take back this wrong move (by applying pressure on the respective squares) and try again.
Solution:
1 f1f4 h2h1 2 f4e4 e8d7
3 g8f7 h1f1 4 f7g6 f1g1
5 g6f6 g1f1 6 f6g5 f1g1
7 e4g4
EG 2 - d5-OUTSIDE SQUARE:
This position comes from the famous book by Grand Master Ruben Fine "Basic Chess Endgames" (fig.51). The
position demonstrates how to create a passed Pawn, which is outside the reach of the opponent's King by sacrificing
a Pawn.
Setting the END GAME POSITION EG 2:
− Press SET LEVEL key once or twice to select LEVEL GROUP II and then press square G2.
− Press GO to exit the level mode.
− "Ver – –" will appear on the display. Place the chess figures without applying pressure on the chessboard as
shown on the diagram below and verify the position as described in section IV.13. Press now GO again and make
the move for White.
− Should you make a move other than the indicated solution, the computer will show on the LCD "Off bH" .
Take back this wrong move (by applying pressure on the respective squares) and try again.
Solution:
1 d4d5 c6d5 2 b4b5 d5d4
3 h4g3 d4d3 4 g3f2 d3d2
5 f2e2 h6g5 6 b5b6
EG 3 - b6 - SNEAKY PAWN:
This position also comes from “Basic Chess Endgames” (fig.61) and illustrates another method of forcing a passed
Pawn when the only advantage is that the White Pawns are more advanced than the Black Pawns.

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Setting the END GAME POSITION EG 3:
− Press SET LEVEL key once or twice to select LEVEL GROUP II and then press square G3.
− Press GO to exit the level mode.
− "Ver – –" will appear on the display. Place the chess figures without applying pressure on the chessboard as
shown on the diagram below and verify the position as described in section IV.13. Press now GO again and make
the move for White.
− Should you make a move other than the indicated solution, the computer will show on the LCD "Off bH" .
Take back this wrong move (by applying pressure on the respective squares) and try again.
Solution:
1 b5b6 a7b6 2 c5c6 b7c6
3 a5a6 b6b5 4 a6a7
EG 4 - KC2-IN FRONT OF PASSER:
This position is contrived to show the proper method of getting the King in front of a passed Pawn to aid the Pawn's
advancement. If the Pawn is played forward first, then the opponent's King will be able to block the Pawn from ever
queening.
Setting the END GAME POSITION EG 4:
− Press SET LEVEL key once or twice to select LEVEL GROUP II and then press square G4.
− Press GO to exit the level mode.
− "Ver – –" will appear on the display. Place the chess figures without applying pressure on the chessboard as
shown on the diagram below and verify the position as described in section IV.13. Press now GO again and make
the move for White.
− Should you make a move other than the indicated solution, the computer will show on the LCD "Off bH" .
Take back this wrong move (by applying pressure on the respective squares) and try again.
Solution:
1 d1c2 f8e7 2 c2b3 e7d6
3 b3b4 d6c6 4 b4c4 c6d6
5 c4c5 d6c7 6 6b5c 5c7d
7 c5b6 d7c8 8 b6c6 c8d8
9 c3c4 d8c8 10 c4c5 c8d8
11 c6b7 d8d7 12 c5c6 d7d6
13 c6c7
EG 5 - PAWN SACRIFICE FOR KING IN FRONT:
This position is also derived from Fine's book (fig 30). The winning method shows how to again sacrifice a Pawn in
order to force the King to be on the 6th rank in front of a passed Pawn. This wins no matter which side has the move.
Setting the END GAME POSITION EG 5:
− Press SET LEVEL key once or twice to select LEVEL GROUP II and then press square G5.
− Press GO to exit the level mode.
− "Ver – –" will appear on the display. Place the chess figures without applying pressure on the chessboard as
shown on the diagram below and verify the position as described in section IV.13. Press now GO again and make
the move for White.

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− Should you make a move other than the indicated solution, the computer will show on the LCD "Off bH" .
Take back this wrong move (by applying pressure on the respective squares) and try again.
Solution:
1 d6d7 d8d7 2 e5f6 d7d8
3 f6e6 d8c7 4 e6e7 c7c8
5 e7d6 c8b7 6 d6d7 b7b8
7 d7c6 b8a7 8 c6d7 a7a6
9 c5c6
EG 6 - DISTANT OPPOSITION:
This position is contrived to show the 'distant opposition'. The method is to not move the White King directly
forward but instead move sideways so that if the Black King moves forward. White can gain the ‘distant opposition’
or simply go and take the nearer Pawn. Such subtleties are what make chess endgames so interesting.
Setting the END GAME POSITION EG 6:
− Press SET LEVEL key once or twice to select LEVEL GROUP II and then press square G6.
− Press GO to exit the level mode.
− "Ver – –" will appear on the display. Place the chess figures without applying pressure on the chessboard as
shown on the diagram below and verify the position as described in section IV.13. Press now GO again and make
the move for White.
− Should you make a move other than the indicated solution, the computer will show on the LCD "Off bH" .
Take back this wrong move (by applying pressure on the respective squares) and try again.
Solution:
1 e2d2 d8e8 2 d2c3 e8d7
3 c3d3 d7e6 4 d3e4 e6f6
5 e4d5 f6f7 6 d5c5 f7e6
7 c5b5 e6d5 8 b5a5 d5c5
9 a5a6 c5c6 10 a4a5 c6c7
11 a6b5 c7b7 12 b5c5 b7a6
13 c5d5 a6a5 14 d5e5
EG 7 - QUEEN vs KING and KNIGHT PAWN:
This position is also derived from Fine's “Basic Chess Endings” (fig. 544). The method shows how the Queen is used
to check the opponent's King until the opponent's King blocks the advancement of the Pawn, at which point the other
King steps closer until finally mate is delivered. It should be noted that because of stalemate possibilities this method
does not work against a Pawn on the Rook or Bishop file on the 7th rank. Normally such positions will be drawn.
Setting the END GAME POSITION EG 7:
− Press SET LEVEL key once or twice to select LEVEL GROUP II and then press square G7.
− Press GO to exit the level mode.
− "Ver – –" will appear on the display. Place the chess figures without applying pressure on the chessboard as
shown on the diagram below and verify the position as described in section IV.13. Press now GO again and make
the move for White.
− Should you make a move other than the indicated solution, the computer will show on the LCD "Off bH" .
Take back this wrong move (by applying pressure on the respective squares) and try again.

15
Solution:
1 c8h3 h1g1 2 c7d6 g1f2
3 h3h4 f2f1 4 h4f4 f1e2
5 f4g3 e2f1 6 g3f3 f1g1
7 d6e5 g1h2 8 f3f4 h2h1
9 f4h4 h1g1 10 e5e4 g1f1
11 h4h3 f1f2 12 h3f3 f2g1
13 e4f4 g1h2 14 f3h5 h2g1
15 f4g3 g1f1 16 h5d1
EG 8 - KNIGHT and BISHOP MATE:
This position is again from “Basic Chess Endings” (fig 5) and shows the proper method to mate with Bishop and
Knight versus the lone King. This is the most difficult of the basic mates. To mate with Knight and Bishop it is
necessary to do so in the corner of the board, which is of the same color as the Bishop. The matter is complicated by
the fact that it is impossible to directly drive the King to one of the correct corners. Hence, the King must first be
driven to the corner, which is not the same color as the Bishop, then use this method to drive the King into the
correct corner where mate is administered.
Setting the END GAME POSITION EG 8:
− Press SET LEVEL key once or twice to select LEVEL GROUP II and then press square G8.
− Press GO to exit the level mode.
− "Ver – –" will appear on the display. Place the chess figures without applying pressure on the chessboard as
shown on the diagram below and verify the position as described in section IV.13. Press now GO again and make
the move for White.
− Should you make a move other than the indicated solution, the computer will show on the LCD "Off bH" .
Take back this wrong move (by applying pressure on the respective squares) and try again.
Solution:
1 d3e4 g8f8 2 e4h7 f8e8
3 f7e5 e8d8 4 f6e6 d8c7
5 e5d7 c7b7 6 h7d3 b7c6
7 d3a6 c6c7 8 a6b5 c7d8
9 d7b6 d8c7 10 b6d5 c7d8
11 e6d6 d8c8 12 d6e7 c8b7
13 e7d7 b7b8 14 b5a6 b8a7
15 a6c8 a7b8 16 d5e7 b8a7
17 d7c7 a7a8 18 c8b7 a8a7
19 e7c6
• CLASSIC GAME SECTION: Gn 1 - Gn 8
Gn 1 - LEGALS's MATE:
This pretty check mate idea comes down to us from M. de Kermur Legal (1702-1792). Many an unwary beginner
may be caught in this trap which is so exciting because of the sacrifice of the Queen.
Solution:
1 f3e5 g4d1 2 c4f7 e8e7
3 c3d5

16
Gn 2 - CLASSIC BISHOP SACRIFICE:
This position shows a variation of the classical Bishop's sacrifice which comes out of a French Opening. By
sacrificing the Bishop, White destroys the Black King position and then engages in what is known as a “King hunt”.
When Black plays the French defense in particular it is always wise to keep a lookout for the possibility of this
sacrifice.
Solution:
1 d3h7 g8h7 2 f3g5 h7g8
3 d1h5 f8d8 4 h5f7 g8h8
5 f2f4 c7d7 6 f1f3 e7f5
7 f3h3 f5h6 8 f7g6 h8g8
9 h3h6 c6d4 10 h6h8 g8h8
11 g6h7
and ...
2 h7g6 3 d1g4 f7f5
4 g4h4 f5f4 5 h4h7 g6g5
6 h2h4 g5g4 7 f2f3 g4g3
8 h7g7 e7g6 9 g7g6 g3h4
10 g6g4
Gn 3 - Qxc6 and Ba6 MATE:
A nice combination by Esteban Canal, White sacrifices both Rooks to allow a pretty Queen sacrifice ending in
checkmate.
Solution:
1 a3b4 a5a1 2 e1d2 a1h1
3 f3c6 b7c6 4 e2a6
Gn 4 - PHILIDOR's LEGACY:
This pretty mating idea has been known since the time of Philidor (late 18th Century). The finish is a pretty
smothered mate following the Queen sacrifice.
Ssolution:
1 f3d5 g8h8 2 g5f7 h8g8
3 f7h6 g8h8 4 d5g8 d8g8
5 h6f7
Gn 5 - MORPHY MATE:
This position comes from a famous game played by Paul Morphy versus the Duke of Brunswick and the Count
Isouard during a performance of “The Barber of Seville” in 1858. The culmination of the attack is a strong statement
of the importance of development. Paul Morphy's superior development crashes though in fine fashion.

17
Solution:
1 c3b5 c6b5 2 c4b5 b8d7
3 e1c1 a8d8 4 d1d7 d8d7
5 h1d1 e7e6 6 b5d7 f6d7
7 b3b8 d7b8 8 d1d8
Gn 6 - ED LASKER MATE:
The sparkling Queen sacrifice played by Edward Lasker shows how the opponent's King can be hunted down when
driven out from the protection of the castled king position.
Solution:
1 h5h7 g8h7 2 e4f6 h7h6
3 e5g4 h6g5 4 h2h4 g5f4
5 g2g3 f4f3 6 d3e2 f3g2
7 h1h2 g2g1 8 e1c1
Gn 7 - TORRE QUEEN SACRIFICE:
Actually, this brilliant series of Queen offers was made by the American amateur E.B. Adams against the Mexican
Grandmaster Carlos Torre ! The combination exploits the weakness of Black's back rank.
Solution:
1 d4g4 d7b5 2 g4c4 b5d7
3 c4c7 d7b5 4 a2a4 b5a4
5 e2e4 a4b5 6 c7b7
Gn 8 - LASKER 2 BISHOP SACRIFICE:
This excellent example of a double piece sacrifice to expose the enemy King position comes from a game played by
World Champion Emanuel Lasker against Bauer in 1889.
Solution:
1 d3h7 g8h7 2 e2h5 h7g8
3 e5g7 g8g7 4 h5g4 g7h7
5 f1f3 e6e5 6 f3h3 c6h6
7 h3h6 h7h6 8 g4d7

18
Note: If you exit the EG or Gn Level by pressing the GO key, the computer will change into verify mode which requires
you to set up the chess pieces according to the game position you have selected. Press the GO key again to exit the
Verify mode once you have checked that all chess pieces are correctly placed. Then execute your move. If your
move is correct, the computer will respond with its counter-move. However, if your move is not correct, the
computer will alert you with 2 beeps and the LCD display shows "oFF BH". You may then take back your
previous made move and try the next move or press the GO key to force the computer to calculate the counter-
move. At the end of the move list the computer displays "End BH".
At the "oFF BH" or "END BH" situation the INFINITE Level (An 8) time control setting will be used to calculate
the move infinitely. (Please refer to INFINITE Level (An 8) for details).
Whenever you press NEW GAME key and RESTORE key this will take you to the beginning of the selected game.
3) SOLVE MATE FUNCTION (use key marked SET LEVEL)
The NOVAG EMERALD CLASSIC plus can solve most chess problems as well as mate problems up to Mate-in-8 even
those that require castlings, en passant captures or pawn promotion / underpromotions. Press NEW GAME and set up the
required board position. Before you start the mate search, it is advisable to verify the set-up board position via the
VERIFY key and make sure that the color to move is correct, if not, change this by pressing the CHANGE COLOR key.
To set the depth of mate search press the SET LEVEL key until the correct indication "in 1" shows on the display. Select
now the number of moves to mate by pressing any of the squares G1 to G8.
Press the GO key once to exit the setting of the mate search and then press GO a second time and the computer begins
with the mate search.
If there is no solution you will see "no nE" on display. Whilst the computer is searching it will show the main variations
that it is presently considering and will rotate a variety of information on the LCD display in the following order:
a) Time used up so far (example : " 01 : 35 ")
b) First move of main line (example : " G5 G4 ", display of the most anticipated next move for Black).
c) Second move of main line (example : " F3 H4 ", display of the thereafter expected counter-move for White).
d) Third move of main line (example : " D6 D5 ", display of the anticipated counter-move for Black).
e) Evaluation of the position = score from computer's point of view (example : " 0 21 ", means + 0.21 pawns up).
f) Depth of search (d 6 means now searching 6 half moves).
g) Iterations not completed (29 30 means 29 out of 30 still to be calculated).
h) If there is no solution you will see "no nE" on display.
4) GO Key
The GO key is used to enter a command or to exit from the following special functions:
SET UP / VERIFY / SET LEVEL / AUTOPLAY or DEMO / SOLVE MATE. These functions are explained in their
respective paragraphs.
Furthermore the GO key is used:
• To make the EMERALD CLASSIC plus compute for the side to move, even if in REFEREE mode.
• To interrupt the computing time and call-off a computer move instantly. The computer will make the move it
currently considers the best. Please allow at least 5 seconds of search time before pressing this key in order to let the
computer calculate a reasonable move. The evaluations of these moves do not correspond with the evaluation of the
set-up level.
• To change sides during a game. Wait until it is your turn to move then press GO. The computer will now compute a
move for your color, and you will play the other color from now on.
• To let the computer play against itself, which might be of special interest at a certain point during the game or for
learning purposes. Every time you press GO the computer calculates for the side to move. All moves will be
computed according to the set skill levels.
• To accept a HINT. If a hint is shown on display, pressing GO accepts the hint as though keyed in.

19
5) RANDOM Key
Every time you switch the computer on automatically the move with the highest rating is chosen, based on the depth of the
search which is determined by the skill level. This is always the case after the opening is finished. However, this may not
always provide the desired variety.
If you press the RANDOM key you can choose various levels of randomness (rAnd /r And - / rAnd = / rAnd ≡) Level
"rAn" is the least random. The computer will select a move at random from a list of possible moves, which are similar in
their evaluation.
6) REFEREE Key
In this mode you disable the computing of moves by the computer so you may make moves for White and Black, while
the computer still checks their legality. This feature may be used to enter particular book openings or to allow 2 players to
challenge each other.
You may enter into this mode at the beginning or during a game before you make your next move. Press the REFEREE
key and the LCD will show "rEF ≡" if REFEREE mode is on and just "rEF" when it is off. Press REFEREE while
displayed to change the current status. The following features are still available whilst in this mode:
TAKE BACK / CHANGE COLOR / HINT / SET UP / VERIFY / SOUND / GO.
7) HINT Key
The EMERALD CLASSIC plus can suggest moves if you are not sure how to continue your game which is a great
tutoring feature. When it is your turn press the HINT key and the computer will show the move it considers the best for
the color to move (the move will be shown on display). You can accept any suggested move or may make a move of your
choice even whilst a HINT is being displayed. If you accept the suggested move simply press GO and the computer will
immediately reply with its counter-move.
If you press the HINT key whilst the computer is calculating, the display will show the move the computer would play if
the GO key was pressed. Press CLEAR key to clear the LCD display and go back to the rotating info display.
The suggested move is the best possible move in this position computed by the computer at the level preset by you.
8) TRAINING Key
This function is to help the novice player:
Step One :
When it is your turn to move press the TRAINING key and the computer will show the "from" square (indicated by the lit
up LEDs and on the LCD) of the first piece with a legal move.
If you continue to press the TRAINING key, the EMERALD CLASSIC plus will show you all pieces with at least one
legal move. You may cycle through this step as often as you wish.
Step Two :
Once you have selected a piece, press GO to have this square accepted as though keyed in. If a "from" square has been
entered then each press of the TRAINING key will show now each legal "to" square by this piece.
Step Three :
If you accept the move as displayed, press the CLEAR key to clear the display and then key in this move. The computer
will then make its counter-move.
If you wish to make a move other than displayed clear first the display by pressing the CLEAR key and then execute the
move of your choice.
Should you wish to go back to Step One, use the CLEAR key to reset the LCD display and then press the TRAINING key
to go to Step One.

20
9) TAKE BACK Key
The EMERALD CLASSIC plus allows you to take back 112 half moves to enable you to rectify an earlier mistake or to
play a different strategy.
Wait until it is your turn to move. Press the TAKE BACK key and the move is shown on display and the LEDs of the "to"
square are on. Execute this move as any other ordinary one, i.e. by applying pressure on both squares as indicated.
Every time you press TAKE BACK the computer will reverse the last move. If a captured piece has to be replaced, the
rank and file LEDs of that square light up and the piece type and square is also shown on the LCD. Place the captured
piece on that square by applying gently pressure and the LEDs will disappear. To exit this mode makes your next move or
ask for the computer's next move by pressing the GO key.
For your convenience and additional option the EMERALD CLASSIC plus offers a direct Take Back feature:
You do not have to press each time the TAKE BACK key before taking back your last move. Wait until it is your turn and
then simply take your last move back by pressing the last "to" and "from" squares of the chess piece you wish to take
back.
The next move to be taken back will be indicated on the LCD display as well as by flashing LEDs. Using this method you
may take back up to 112 half moves. You can continue the game any time by either making a move for your side or
pressing the GO key to recall a computer move.
Note: If you select the CHANGE COLOR or SET UP function to alter the position of any of the pieces, all prior moves
will be deleted and you may not TAKE BACK moves before the change of color or position. If no moves are in the
game history the LCD will show "bEG in".
10) TRACE FORWARD Key
This key is mainly used for tracing forward all moves after using the TAKE BACK or RESTORE function. Every press of
this key will replay a move of the current game until all moves in memory have been replayed. This is indicated by the
word "En d" on the LCD.
11) CHANGE COLOR Key
The computer is generally set to play Black and you White. If you wish to play Black in a new game, set up the Black
pieces on rank 1 and 2 and the White ones on rank 7 and 8, in that case disregard the notations along the chessboard.
Now press: NEW GAME key - CHANGE COLOR key - GO key
The computer will make its opening move for White from the top of the board and you will have your Black pieces in
front of you.
The CHANGE COLOR key can be pressed at any time during a game and the color to move will be reversed. Any moves
made prior to pressing this key will be erased and the game history will begin with this position.
If you are in the SET UP mode you can choose the color to move first via the CHANGE COLOR key (see section IV.14.).
Should you wish to take over the computer's game simply press the GO key. The computer will now compute a move for
your color and you will play the other color from now on.
12) CLEAR Key
This key has several uses:
• In SET UP mode this key clears the board of all the pieces.
• If there are messages on the LCD display like "rAnd ≡", "EASY ≡" etc. You can clear them by pressing this key.
• If you start entering a move and wish to cancel it you may press this key to clear the LCD display and start over again.
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