On the Subject of Not Chess
This ain’t chess, it’s a supercomputer with unnecessarily cryptic lore!
SEE APPENDIX KNGM3 FOR THE ORIENTATION MANUAL OF “CHECKERS”.
This module takes place on a 6×6 checkerboard, shown to the right. You play as white, while the computer plays as black.
Every 108 seconds, you must use the buttons to make your move. From the moment the alarm sounds, you will have 40 seconds to make any valid move on the checkerboard.
Enter your move by pressing the letter and number buttons to input the starting and ending coordinates. (Most moves require two coordinate entries, though additional inputs may be needed if multiple captures occur in the same turn.)
On every move after the first, your opponent will also move a piece. The start and end positions of the opponent’s move are indicated by the LEDs at the bottom of the module, with a short pause between them. The green LED shows the file (a–f), while the red LED shows the rank (1–6). If a yellow LED lights up, it indicates that the rank and file are the same (e.g., a1, b2, etc.).
When approximately 40% of the bomb’s modules are solved, when the timer reaches three minutes, or when either player has no remaining moves, the LEDs at the bottom of the module will light up solid. At this point, use the tables on the next page to enter two coordinates to disarm the module.