Keys "s"=save "l"=load "b"=back once
V R Parton, 1952. Checkmate either king. Move a yellow-marked and a blue-marked unit each turn. The first move may move you into, or leave you in, check. Be sure you can get out. A machine player may resign if he/she cannot escape check on the first move. I decided a double-stalemate would lose.
These are simple illustrations rather than strong opponents.
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Written by Ed Friedlander
WWW Page Added: Sunday, December 30, 2001