dwww Home | Manual pages | Find package

xboard(6)                        Games Manual                        xboard(6)

NAME
       xboard - X graphical user interface for chess

SYNOPSIS
       xboard [options]
       xboard -ics -icshost hostname [options]
       xboard -ncp [options]
       |pxboard
       cmail [options]

DESCRIPTION
       XBoard  is a graphical chessboard that can serve as a user interface to
       chess engines (such as GNU Chess), the Internet  Chess  Servers,  elec-
       tronic  mail  correspondence  chess,  or  your  own collection of saved
       games.

       This manual documents version 4.9.1 of XBoard.

MAJOR MODES
       XBoard always runs in one of four major modes.  You  select  the  major
       mode from the command line when you start up XBoard.

       xboard [options]
              As  an interface to GNU Chess or another chess engine running on
              your machine, XBoard lets you play a game against  the  machine,
              set  up  arbitrary positions, force variations, watch a game be-
              tween two chess engines, interactively analyze your stored games
              or  set up and analyze arbitrary positions.  To run engines that
              use the UCI standard XBoard will draw upon the Polyglot  adapter
              fully  transparently,  but  you  will  need to have the polyglot
              package installed for this to work.

       xboard -ics -icshost hostname [options]
              As Internet Chess Server (ICS) interface, XBoard lets  you  play
              against  other ICS users, observe games they are playing, or re-
              view games that have recently finished.  Most of the ICS  "wild"
              chess variants are supported, including bughouse.

       xboard -ncp [options]
              XBoard  can  also  be used simply as an electronic chessboard to
              play through games. It will read and write game files and  allow
              you  to  play  through  variations  manually.  You can use it to
              browse games off the net or review games you have saved.   These
              features are also available in the other modes.

       |pxboard
              If  you  want  to pipe games into XBoard, use the supplied shell
              script `pxboard'.  For example, from the news reader `xrn', find
              a  message  with one or more games in it, click the Save button,
              and type `|pxboard' as the file name.

       cmail [options]
              As an interface to electronic mail correspondence chess,  XBoard
              works with the cmail program. See CMail below for instructions.

BASIC OPERATION
       To move a piece, you can drag it with the left mouse button, or you can
       click the left mouse button once on the piece, then once  more  on  the
       destination  square.  To under-promote a Pawn you can drag it backwards
       until it morphs into the piece you want to promote to, after which  you
       drag that forward to the promotion square.  Or after selecting the pawn
       with a first click you can then click the promotion square and move the
       mouse  while  keeping the button down until the piece that you want ap-
       pears in the promotion square.  To castle you move the King to its des-
       tination  or,  in Chess960, on top of the Rook you want to castle with.
       In crazyhouse, bughouse or shogi you can drag and drop  pieces  to  the
       board from the holdings squares displayed next to the board.

       Old  behavior, where right-clicking a square brings up a menu where you
       can select what piece to drop on it can still be selected  through  the
       `Drop Menu' option.  Only in Edit Position mode right and middle click-
       ing a square is still used to put a piece on it, and the piece to  drop
       is selected by sweeping the mouse vertically with the button held down.

       The  default  function  of  the right mouse button in other modes is to
       display the position the chess program thinks it will end up in.  While
       moving  the  mouse vertically with this button pressed XBoard will step
       through the principal variation to  show  how  this  position  will  be
       reached.   Lines  of play displayed in the engine-output window, or PGN
       variations in the comment window can similarly be  played  out  on  the
       board, by right-clicking on them.  Only in Analysis mode, when you walk
       along a PV, releasing the mouse button might forward the game upto that
       point,  like  you entered all previous PV moves.  As the display of the
       PV in that case starts after the first move a simple  right-click  will
       play the move the engine indicates.

       In  Analysis mode you can also make a move by grabbing the piece with a
       double-click of the left mouse button (or while keeping the `Ctrl'  key
       pressed).  In this case the move you enter will not be played, but will
       be excluded from the analysis of the current position.  (Or included if
       it  was already excluded; it is a toggle.)  This only works for engines
       that support this feature.

       When connected to an ICS, it is possible to call up a graphical  repre-
       sentation  of  players seeking a game in stead of the chess board, when
       the latter is not in use (i.e. when you are not playing or  observing).
       Left-clicking  the  display  area will switch between this 'seek graph'
       and the chess board.  Hovering the mouse pointer over a dot  will  show
       the details of the seek ad in the message field above the board.  Left-
       clicking the dot will challenge that player.  Right-clicking a dot will
       'push  it  to the back', to reveal any dots that were hidden behind it.
       Right-clicking off dots will refresh the graph.

       Most other XBoard commands are available from the menu  bar.  The  most
       frequently  used commands also have shortcut keys or on-screen buttons.
       These shortcut keystrokes are mostly non-printable characters.   Typing
       a  letter  or  digit  while  the board window has focus will bring up a
       type-in box with the typed letter already in it.  You can use  that  to
       type a move in situations where it is your turn to enter a move, type a
       move number to call up the position after that move in the display, or,
       in  Edit  Position  mode,  type a FEN.  Some rarely used parameters can
       only be set through options on the command line used to invoke XBoard.

       XBoard uses a settings file, in which it can remember  any  changes  to
       the  settings  that  are made through menus or command-line options, so
       they will still apply when you restart XBoard for another session.  The
       settings  can  be saved into this file automatically when XBoard exits,
       or on explicit request of the user.  Note that the board window can  be
       sized by the user, but that this will not affect the size of the clocks
       above it, and won't be remembered in the  settings  file.   To  persis-
       tently  change  the size of the clocks, use the `size' command-line op-
       tion when starting XBoard.  The default name for the settings  file  is
       /etc/xboard/xboard.conf,  but  in  a standard install this file is only
       used as a master settings file that determines the system-wide  default
       settings,  and  defers  reading and writing of user settings to a user-
       specific file like ~/.xboardrc in the user's home directory.

       When XBoard is iconized, its graphical icon is a white knight if it  is
       White's turn to move, a black knight if it is Black's turn.

MENUS, BUTTONS, AND KEYS
   File Menu
       New Game
              Resets  XBoard  and  the  chess engine to the beginning of a new
              chess game. The `Ctrl-N' key is a keyboard equivalent. In Inter-
              net  Chess Server mode, clears the current state of XBoard, then
              resynchronizes with the ICS by sending a refresh command. If you
              want  to  stop playing, observing, or examining an ICS game, use
              an appropriate command from the Action  menu,  not  `New  Game'.
              See Action Menu.

       New Shuffle Game
              Similar  to  `New  Game', but allows you to specify a particular
              initial position (according to a standardized numbering  system)
              in  chess  variants which use randomized opening positions (e.g.
              Chess960).

       shuffle
              Ticking `shuffle' will cause the current variant  to  be  played
              with  shuffled  initial  position.   Shuffling will preserve the
              possibility to castle in the way allowed by the variant.

       Fischer castling
              Ticking `Fischer castling' will allow castling  with  Kings  and
              Rooks that did not start in their normal place, as in Chess960.

       Start-position number
       randomize
       pick fixed
              The  `Start-position number' selects a particular start position
              from all allowed shufflings, which will then be used  for  every
              new game.  Setting this to -1 (which can be done by pressing the
              `randomize' button) will cause a fresh  random  position  to  be
              picked  for  every  new  game.  Pressing the `pick fixed' button
              causes `Start-position number' to be set to a random  value,  to
              be used for all subsequent games.

       New Variant
              Allows  you  to select a new chess variant in non-ICS mode.  (In
              ICS play, the ICS is responsible for deciding which variant will
              be  played,  and  XBoard  adapts  automatically.)   The  shifted
              `Alt+V' key is a keyboard equivalent. If you play  with  an  en-
              gine,  the  engine must be able to play the selected variant, or
              the corresponding choice will be disabled.  XBoard supports  all
              major variants, such as xiangqi, shogi, chess, chess960, makruk,
              Capablanca Chess, shatranj, crazyhouse, bughouse.

              You can overrule the default board format of the selected  vari-
              ant, (e.g. to play suicide chess on a 6 x 6 board), in this dia-
              log, but normally you would not do that, and leave them at '-1',
              which means 'default' for the chosen variant.

       Load Game
              Plays  a game from a record file. The `Ctrl-O' key is a keyboard
              equivalent.  A pop-up dialog prompts you for the file  name.  If
              the  file  contains  more  than one game, a second pop-up dialog
              displays a list of games (with information drawn from their  PGN
              tags,  if  any),  and  you can select the one you want. Alterna-
              tively, you can load the Nth game in the file directly, by  typ-
              ing the number `N' after the file name, separated by a space.

              The  game-file  parser will accept PGN (portable game notation),
              or in fact almost any file that contains moves in algebraic  no-
              tation.  Notation of the form `P@f7' is accepted for piece-drops
              in bughouse games; this is a nonstandard extension to  PGN.   If
              the  file  includes  a  PGN  position (FEN tag), or an old-style
              XBoard position diagram bracketed by `[--' and `--]' before  the
              first move, the game starts from that position. Text enclosed in
              parentheses, square brackets, or curly braces is assumed  to  be
              commentary  and  is displayed in a pop-up window. Any other text
              in the file is ignored. PGN variations (enclosed in parentheses)
              also  are treated as comments; however, if you rights-click them
              in the comment window, XBoard will shelve the current line,  and
              load  the  the  selected  variation, so you can step through it.
              You can later revert to the previous line with the `Revert' com-
              mand.   This  way you can walk quite complex varation trees with
              XBoard.  The nonstandard PGN tag [Variant  "varname"]  functions
              similarly  to  the -variant command-line option (see below), al-
              lowing games in certain chess variants to be loaded.  Note  that
              it  must appear before any FEN tag for XBoard to recognize vari-
              ant FENs appropriately.  There is also a heuristic to  recognize
              chess  variants  from  the Event tag, by looking for the strings
              that the Internet Chess Servers put there  when  saving  variant
              ("wild") games.

       Load Position
              Sets  up  a  position  from  a  position  file.  A pop-up dialog
              prompts you for the file name.  The shifted `Ctrl-O'  key  is  a
              keyboard  equivalent.  If  the file contains more than one saved
              position, and you want to load the Nth one, type  the  number  N
              after  the  file name, separated by a space. Position files must
              be in FEN (Forsythe-Edwards notation), or in the format that the
              Save Position command writes when oldSaveStyle is turned on.

       Load Next Position
              Loads  the next position from the last position file you loaded.
              The shifted `PgDn' key is a keyboard equivalent.

       Load Previous Position
              Loads the previous position from  the  last  position  file  you
              loaded.  The  shifted  `PgUp' key is a keyboard equivalent.  Not
              available if the last position was loaded from a pipe.

       Save Game
              Appends a record of the current game to a  file.   The  `Ctrl-S'
              key  is  a keyboard equivalent.  A pop-up dialog prompts you for
              the file name. If the game  did  not  begin  with  the  standard
              starting  position, the game file includes the starting position
              used. Games are saved in the PGN (portable game  notation)  for-
              mat,  unless the oldSaveStyle option is true, in which case they
              are saved in an older format that is specific  to  XBoard.  Both
              formats  are  human-readable,  and  both can be read back by the
              `Load Game' command.  Notation of the form  `P@f7'  is  accepted
              for  piece-drops in bughouse games; this is a nonstandard exten-
              sion to PGN.

       Save Position
              Appends a diagram of  the  current  position  to  a  file.   The
              shifted  `Ctrl+S' key is a keyboard equivalent.  A pop-up dialog
              prompts you for the  file  name.  Positions  are  saved  in  FEN
              (Forsythe-Edwards notation) format unless the `oldSaveStyle' op-
              tion is true, in which case they are saved in an  older,  human-
              readable  format that is specific to XBoard. Both formats can be
              read back by the `Load Position' command.

       Save Selected Games
              Will cause all games selected for display in  the  current  Game
              List to be appended to a file of the user's choice.

       Save Games as Book
              Creates an opening book from the currently loaded game file, in-
              corporating only the games currently selected in the Game  List.
              The  book will be saved on the file specified in the `Common En-
              gine' options dialog.  The value of `Book  Depth'  specified  in
              that  same  dialog  will  be used to determine how many moves of
              each game will be added to the internal book buffer.  This  com-
              mand can take a long time to process, and the size of the buffer
              is currently limited.  At the end the buffer will be saved as  a
              Polyglot  book,  but the buffer will not be cleared, so that you
              can continue adding games from other game files.

       Mail Move
       Reload CMail Message
              See CMail.

       Exit   Exits from XBoard. The `Ctrl-Q' key is a keyboard equivalent.

   Edit Menu
       Copy Game
              Copies a record of the current game to an internal clipboard  in
              PGN format and sets the X selection to the game text. The `Ctrl-
              C' key is a keyboard equivalent. The game can be pasted  to  an-
              other  application  (such  as  a  text editor or another copy of
              XBoard) using that application's paste command.  In many  X  ap-
              plications, such as xterm and emacs, the middle mouse button can
              be used for pasting; in XBoard, you must use the Paste Game com-
              mand.

       Copy Position
              Copies the current position to an internal clipboard in FEN for-
              mat and sets the X selection to the position text.  The  shifted
              `Ctrl-C'  key  is  a  keyboard  equivalent.  The position can be
              pasted to another application (such as a text editor or  another
              copy of XBoard) using that application's paste command.  In many
              X applications, such as xterm and emacs, the middle mouse button
              can be used for pasting; in XBoard, you must use the Paste Posi-
              tion command.

       Copy Game List
              Copies the current game list to the clipboard, and  sets  the  X
              selection  to  this  text.   A format of comma-separated double-
              quoted strings is used, including all tags, so it can be  easily
              imported into spread-sheet programs.

       Paste Game
              Interprets  the  current  X selection as a game record and loads
              it, as with Load Game. The `Ctrl-V' key is  a  keyboard  equiva-
              lent.

       Paste Position
              Interprets  the  current X selection as a FEN position and loads
              it, as with Load Position. The shifted `Ctrl-V' key  is  a  key-
              board equivalent.

       Edit Game
              Allows you to make moves for both Black and White, and to change
              moves after backing up with the `Backward' command.  The  clocks
              do not run. The `Ctrl-E' key is a keyboard equivalent.

              In  chess engine mode, the chess engine continues to check moves
              for legality but does not participate in the game. You can bring
              the  chess  engine  into  the game by selecting `Machine White',
              `Machine Black', or `Two Machines'.

              In ICS mode, the moves are not sent  to  the  ICS:  `Edit  Game'
              takes  XBoard out of ICS Client mode and lets you edit games lo-
              cally.  If you want to edit games on ICS in a way that other ICS
              users  can  see,  use  the ICS `examine' command or start an ICS
              match against yourself.

       Edit Position
              Lets you set up an arbitrary board position.  The shifted `Ctrl-
              E'  key  is  a  keyboard equivalent.  Use mouse button 1 to drag
              pieces to new squares, or to delete a piece by dragging  it  off
              the board or dragging an empty square on top of it.  When you do
              this keeping the `Ctrl' key pressed, or start  dragging  with  a
              double-click,  you  will  move  a copy of the piece, leaving the
              piece itself where it was.  In variants where pieces can promote
              (such  as  Shogi),  left-clicking an already selected piece pro-
              motes or demotes it.  To drop a new piece  on  a  square,  press
              mouse button 2 or 3 over the square.  This puts a white or black
              pawn in the square, respectively, but you can change that to any
              other  piece  type by dragging the mouse down before you release
              the button.  You will then  see  the  piece  on  the  originally
              clicked  square  cycle  through  the available pieces (including
              those of opposite color), and can release the  button  when  you
              see the piece you want.  (Note you can swap the function of but-
              ton 2 and 3 by pressing the shift key, and that there is an  op-
              tion  `monoMouse'  to  combine al functions in one button, which
              then acts as button 3 over an empty square, and as button 1 over
              a  piece.)   To  alter the side to move, you can click the clock
              (the words White and Black above the board) of the side you want
              to give the move to.  To clear the board you can click the clock
              of the side that already has the move (which is  highlighted  in
              black).  If you repeat this the board will cycle from empty to a
              `pallette board' containing every piece once to the initial  po-
              sition to the one before clearing.  The quickest way to set up a
              position is usually to start with the pallette board,  and  move
              the  pieces to were you want them, duplicating them where neces-
              sary by using the `Ctrl' key, dragging those you don't want  off
              board,  and  use static button 2 or 3 clicks to place the Pawns.
              The old behavior with a piece menu can still be configured  with
              the  aid  of the `pieceMenu' option.  Dragging empty squares off
              board can create boards with holes (inaccessible black  squares)
              in them.  Selecting `Edit Position' causes XBoard to discard all
              remembered moves in the current game.

              In ICS mode, changes made to the position by `Edit Position' are
              not  sent  to  the ICS: `Edit Position' takes XBoard out of `ICS
              Client' mode and lets you edit positions locally. If you want to
              edit positions on ICS in a way that other ICS users can see, use
              the ICS `examine' command, or start an ICS match  against  your-
              self.  (See also the ICS Client topic above.)

       Edit Tags
              Lets you edit the PGN (portable game notation) tags for the cur-
              rent game. After editing, the tags must still conform to the PGN
              tag syntax:

                  <tag-section> ::= <tag-pair> <tag-section>
                                          <empty>
                  <tag-pair> ::= [ <tag-name> <tag-value> ]
                  <tag-name> ::= <identifier>
                  <tag-value> ::= <string>

              See the PGN Standard for full details. Here is an example:

                  [Event "Portoroz Interzonal"]
                  [Site "Portoroz, Yugoslavia"]
                  [Date "1958.08.16"]
                  [Round "8"]
                  [White "Robert J. Fischer"]
                  [Black "Bent Larsen"]
                  [Result "1-0"]

              Any  characters  that  do not match this syntax are silently ig-
              nored. Note that the PGN standard requires all games to have  at
              least  the  seven  tags  shown  above. Any that you omit will be
              filled in by XBoard with `?' (unknown value), or `-' (inapplica-
              ble value).

       Edit Comment
              Adds or modifies a comment on the current position. Comments are
              saved by `Save Game' and are displayed by `Load Game', PGN vari-
              ations  will also be printed in this window, and can be promoted
              to main line by right-clicking them.  `Forward', and `Backward'.

       Edit Book
              Pops up a window listing the moves available  in  the  GUI  book
              (specified in the `Common Engine Settings' dialog) from the cur-
              rently displayed position, together with their weights and  (op-
              tionally  in  braces)  learn info.  You can then edit this list,
              and the new list will be stored back  into  the  book  when  you
              press  'save  changes'.   When  you  press  the button 'add next
              move', and play a move on the board, that move will be added  to
              the  list  with  weight 1.  Note that the listed percentages are
              neither used, nor updated when you change the weights; they  are
              just  there  as  an optical aid.  When you right-click a move in
              the list it will be played.

       Revert
       Annotate
              If you are examining an ICS game and Pause mode is  off,  Revert
              issues  the  ICS command `revert'.  In local mode, when you were
              editing or analyzing a game, and the `-variations'  command-line
              option  is switched on, you can start a new variation by holding
              the Shift key down while entering a move not at the end  of  the
              game.   Variations  can also become the currently displayed line
              by clicking a PGN variation displayed  in  the  Comment  window.
              This  can be applied recursively, so that you can analyze varia-
              tions on variations; each time you create a new variation by en-
              tering  an  alternative move with Shift pressed, or select a new
              one from the Comment  window,  the  current  variation  will  be
              shelved.   `Revert'  allows  you  to return to the most recently
              shelved variation.  The difference between `Revert'  and  `Anno-
              tate'  is  that with the latter, the variation you are now aban-
              doning will be added as a comment (in PGN variation syntax, i.e.
              between  parentheses)  to  the original move where you deviated,
              for later recalling.  The `Home' key is a keyboard equivalent to
              `Revert'.

       Truncate Game
              Discards all remembered moves of the game beyond the current po-
              sition. Puts XBoard into `Edit Game' mode if it  was  not  there
              already.  The `End' key is a keyboard equivalent.

       Backward
       <      Steps  backward through a series of remembered moves.  The `[<]'
              button and the `Alt+LeftArrow' key are equivalents, as is  turn-
              ing  the mouse wheel towards you.  In addition, pressing the ???
              key steps back one move, and releasing it steps forward again.

              In most modes, `Backward' only lets you look back at  old  posi-
              tions;  it  does  not retract moves. This is the case if you are
              playing against a chess engine, playing or observing a  game  on
              an  ICS,  or loading a game.  If you select `Backward' in any of
              these situations, you will not be allowed to  make  a  different
              move.  Use  `Retract  Move' or `Edit Game' if you want to change
              past moves.

              If you are examining an ICS game, the behavior of `Backward' de-
              pends  on whether XBoard is in Pause mode. If Pause mode is off,
              `Backward' issues the ICS backward command, which backs  up  ev-
              eryone's  view  of  the  game and allows you to make a different
              move. If Pause mode is on, `Backward' only backs up  your  local
              view.

       Forward
       >      Steps  forward through a series of remembered moves (undoing the
              effect of `Backward') or forward through a game file. The  `[>]'
              button and the `Alt+RightArrow' key are equivalents, as is turn-
              ing the mouse wheel away from you.

              If you are examining an ICS game, the behavior  of  Forward  de-
              pends  on whether XBoard is in Pause mode. If Pause mode is off,
              `Forward' issues the ICS forward command, which moves everyone's
              view  of  the game forward along the current line. If Pause mode
              is on, `Forward' only moves your local view forward, and it will
              not go past the position that the game was in when you paused.

       Back to Start
       <<     Jumps  backward  to  the  first remembered position in the game.
              The `[<<]' button and the `Alt+Home' key are equivalents.

              In most modes, Back to Start only lets you look back at old  po-
              sitions;  it does not retract moves. This is the case if you are
              playing against a local chess engine,  playing  or  observing  a
              game  on  a chess server, or loading a game. If you select `Back
              to Start' in any of these situations, you will not be allowed to
              make  different  moves. Use `Retract Move' or `Edit Game' if you
              want to change past moves; or use Reset to start a new game.

              If you are examining an ICS game, the behavior of @samp{Back  to
              Start} depends on whether XBoard is in Pause mode. If Pause mode
              is off, `Back to Start' issues the ICS  `backward  999999'  com-
              mand,  which  backs  up everyone's view of the game to the start
              and allows you to make different moves. If  Pause  mode  is  on,
              @samp{Back to Start} only backs up your local view.

       Forward to End
       >>     Jumps  forward  to the last remembered position in the game. The
              `[>>]' button and the `Alt+End' key are equivalents.

              If you are examining an ICS game, the behavior of  @samp{Forward
              to  End}  depends  on  whether XBoard is in Pause mode. If Pause
              mode is off, `Forward to End' issues the  ICS  `forward  999999'
              command,  which moves everyone's view of the game forward to the
              end of the current line. If Pause mode is on, `Forward  to  End'
              only  moves your local view forward, and it will not go past the
              position that the game was in when you paused.

   View Menu
       Flip View
              Inverts your view of the chess board for  the  duration  of  the
              current  game.  Starting a new game returns the board to normal.
              The `F2' key is a keyboard equivalent.

       Show Engine Output
              Shows or hides a window in which  the  thinking  output  of  any
              loaded  engines  is displayed. The shifted `Alt+O' key is a key-
              board equivalent.  XBoard will display lines of thinking  output
              of  the  same  depth  ordered  by score, (highest score on top),
              rather than in the order the engine produced them.  Usually this
              amounts  to  the  same, as a normal engine search will only find
              new PV (and emit it as thinking output) when it searches a  move
              with  a  higher score than the previous variation.  But when the
              engine is in multi-variation mode this needs not always be true,
              and it is more convenient for someone analyzing games to see the
              moves sorted by score.  The order in which the engine found them
              is  only  of interest to the engine author, and can still be de-
              duced from the time or node count printed with the line.  Right-
              clicking a line in this window, and then moving the mouse verti-
              cally with the right button kept down,  will  make  XBoard  play
              through  the  PV  listed  there.  The use of the board window as
              'variation board' will normally end when you release  the  right
              button,  or  when  the  opponent  plays  a move.  But beware: in
              Analysis mode, moves thus played out might be added to the game,
              depending  on  the  setting of the option 'Play moves of clicked
              PV', when you initiate the click left of the  PV  in  the  score
              area.   The  Engine-Output  pane  for each engine will contain a
              header displaying the multi-PV status and  a  list  of  excluded
              moves  in  Analysis  mode,  which  are also responsive to right-
              clicking: Clicking the words 'fewer' or 'more'  will  alter  the
              number  of  variations shown at each depth, through the engine's
              MultiPV option, while clicking in between those and  moving  the
              mouse  horizontally  adjust the option 'Multi-PV Margin'. (In so
              far the engines support those.)

       Show Move History
              Shows or hides a list of moves of the current game.  The shifted
              `Alt+H'  key  is a keyboard equivalent.  This list allows you to
              move the display to any earlier position in the game by clicking
              on the corresponding move.

       Show Evaluation Graph
              Shows or hides a window which displays a graph of how the engine
              score(s) evolved as a function of the move number.  The  shifted
              `Alt+E'  key  is a keyboard equivalent.  The title bar shows the
              score (and search depth at which it was obtained)  of  the  cur-
              rently  displayed  position  numerically.  Clicking on the graph
              will bring the corresponding position in the board  display.   A
              button  3  click  will toggle the display mode between plain and
              differential (showing the difference in score between successive
              half  moves).  Using the mouse wheel over the window will change
              the scale of the low-score region (from -1 to +1).

       Show Game List
              Shows or hides the list of games generated  by  the  last  `Load
              Game' command. The shifted `Alt+G' key is a keyboard equivalent.
              The line describing each game is built from a selection  of  the
              PGN  tags.   Which  tags  contribute,  and in what order, can be
              changed by the `Game list tags' menu dialog, which can be popped
              up  through  the `Tags' button below the Game List.  Display can
              be restricted to a sub-set of the games meeting  certain  crite-
              ria.  A text entry below the game list allows you to type a text
              that the game lines must  contain  in  order  to  be  displayed.
              Games can also be selected based on their Elo PGN tag, as set in
              the `Load Game Options' dialog, which can be popped  up  through
              the  `Thresholds'  button below the Game List.  Finally they can
              be selected based on containing a position similar  to  the  one
              currently  displayed  in the main window, by pressing the 'Posi-
              tion' button below the Game List,  (which  searches  the  entire
              list  for  the  position),  or  the  'Narrow' button (which only
              searches the already-selected games).  What  counts  as  similar
              enough to be selected can also be set in the `Load Game Options'
              dialog, and ranges from an exact match to just  the  same  mate-
              rial.

       Tags   Pops  up  a  window which shows the PGN (portable game notation)
              tags for the current game.  For now this is a duplicate  of  the
              `Edit Tags' item in the `Edit' menu.

       Comments
              Pops  up  a  window which shows any comments to or variations on
              the current move.  For now this is a duplicate of the `Edit Com-
              ment' item in the `Edit' menu.

       ICS Input Box
              If  this option is set in ICS mode, XBoard creates an extra win-
              dow that you can use for typing in ICS commands.  The input  box
              is especially useful if you want to type in something long or do
              some editing on your input, because output from ICS doesn't  get
              mixed  in with your typing as it would in the main terminal win-
              dow.

       ICS/Chat Console
              This menu item opens a window in which you can interact with the
              ICS,  so  you  don't  have to use the messy xterm from which you
              launched XBoard for that.  The window has a text  entry  at  the
              bottom  where you can type your commands and messages unhindered
              by the stream of ICS output.  The latter will be displayed in  a
              large  pane above the input field, the ICS Console.  Up and down
              arrow keys can be used to recall previous input  lines.   Typing
              an  <Esc>  character  in the input field transfers focus back to
              the board window (so you could operate the menus  there  through
              accelerator  keys).   Typing  a printable character in the board
              window transfers focus back to  the  input  field  of  the  `ICS
              Chat/Console' window.

       Chats  There  is  a row of buttons at the top of the `ICS Chat/Console'
              dialog, which can be used to navigate  between  upto  5  'chats'
              with  other ICS users (or channels).  These will switch the win-
              dow to 'chat mode', where the  ICS  output  pane  is  vertically
              split  to divert messages from a specific user or ICS channel to
              the lower half.  Lines typed in the input field will then be in-
              terpreted as messages to be sent to that user or channel, (auto-
              matically prefixed with the apporpriate  ICS  command  and  user
              name)  rather than as commands to the ICS.  Chats will keep col-
              lecting ICS output intended for them even  when  not  displayed,
              and  their  buttons will turn orange to alert the user there has
              been activity.  Typing <Tab> in the input field will  switch  to
              another  active  chat, giving priority to those with content you
              have not seen yet.

       New Chat
              Buttons for chats currently not assigned to a  user  or  channel
              will carry the text `New Chat', and pressing them will switch to
              chat mode, enabling you to enter the user name or channel number
              you  want  to use it for.  Typing Ctrl-N in the input field is a
              keyboard equivalent.

       Chat partner
              To (re-)assign a chat, write the name of your chat partner,  the
              channel  number, or the words 'shouts', 'whispers', 'cshouts' in
              the `Chat partner' text entry (ending  with  <Enter>!).   Typing
              Ctrl-O  in the input field at the bottom of the window will open
              a chat with the person that last sent  you  a  'tell'  that  was
              printed in the ICS Console output pane.  The `ICS text menu' can
              contain a button `Open Chat (name)' that can be used to  open  a
              chat  with  as  partner the word/number you right-clicked in the
              output pane to pop up this menu.

       End Chat
              This button, only visible when the chat pane is open, will clear
              the  `Chat partner' field, so that the chat can be assigned to a
              new user or channel.  Typing Ctrl-E in the input field is a key-
              board equivalent.

       Hide   This button, only visible when the chat pane is open, will close
              the latter, so you can use the input field to give  commands  to
              the  ICS  again.  Typing Ctrl-H in the input field is a keyboard
              equivalent.

       ICS text menu
              Brings up a menu that is user-configurable through the `icsMenu'
              option.   Buttons  in this menu can sent pre-configured commands
              directly to the ICS, or can put partial commands  in  the  input
              field of the `ICS Chat/Console' window, so that you can complete
              those with some text of your own before sending them to the  ICS
              by  pressing  Enter.   This  menu  item can also be popped up by
              right-clicking in the text memos of the ICS Chat/Console window.
              In  that  case  the word that was clicked can be incorporated in
              the message sent to the ICS. E.g. to challenge  a  player  whose
              name  you click for a game, or prepare for sending him a message
              through a 'tell' commands.

       Edit ICS menu
              Brings up an edit box with  the  definition  of  the  `ICS  text
              menu',  so you can adapt its appearance to your needs.  The menu
              is defined by a semi-colon-separated list, each button through a
              pair of items in it.  The first item of each pair is the text on
              the button, the second the text to be sent when  the  button  is
              pressed.   The  word  '$input' in the text will put that text in
              the input field of the `ICS Chat/Console'  with  the  cursor  in
              that place, the word '$name' will be replaced by the word right-
              clicked to pop up the text menu.

       Edit Theme List
              Brings up an edit box with the definitions of the  themes  shown
              in  the listbox of the `Board' dialog, so you can delete, re-or-
              der or alter themes defined previously.

       Board  Summons a dialog where you can customize the look of  the  chess
              board.

       White Piece Color
       Black Piece Color
       Light Square Color
       Dark Square Color
       Highlight Color
       Premove Highlight Color
              These  items  set  the  color  of pieces, board squares and move
              highlights (borders or arrow).  Square colors are only used when
              the  `Use  Board  Textures' option is off, the piece colors only
              when `Use piece bitmaps with their own colors' is off.  You  can
              type  the  color  as hexadecimally encoded RGB value preceded by
              '#', or adjust it through the R, G, B and D buttons to  make  it
              redder,  greener,  bluer  or  darker.   A sample of the adjusted
              color will be displayed behind its  text  description;  pressing
              this colored button restores the default value for the color.

       Flip Pieces Shogi Style
              With  this  option  on  XBoard will swap white and black pieces,
              when you flip the view of the board to make white play downward.
              This  should  be  used with piece themes that do not distinguish
              sides by color, but by orientation.

       Mono Mode
              This option sets XBoard to pure black-and-white display (no grey
              scales, and thus no anti-aliasing).

       Logo Size
              Specifies  the  width  of the engine logos displayed next to the
              clocks, in pixels.  Setting it to 0 suppresses  the  display  of
              such  logos.  The height of the logo will be half its width.  In
              the GTK build of XBoard any non-zero value  is  equivalent,  and
              the logos are always sized to 1/4 of the board width.

       Line Gap
              This  option specifies the width of the grid lines that separate
              the squares, which change color on highlighting the move.   Set-
              ting it to 0 suppresses these lines, which in general looks bet-
              ter, but hides the square-border highlights, so that  you  would
              have  to rely on other forms of highlighting.  Setting the value
              to -1 makes XBoard choose a width by itself,  depending  on  the
              square size.

       Use Board Textures
       Light-Squares Texture File
       Dark-Squares Texture File
              When  the  option  `Use Board Textures' is set, the squares will
              not be drawn as evenly colored surfaces, but will be cut from  a
              texture  image,  as  specified by the `Texture Files'.  Separate
              images can be used for light and dark squares.  XBoard will  try
              to cut the squares out of the texture image with as little over-
              lap as possible, so they all look different.  The  name  of  the
              texture  file  can contain a size hint, e.g. `xqboard-9x10.png',
              alerting XBoard to the fact that it contains a  whole-board  im-
              age,  out  of  which squares have to be cut in register with the
              nominal sub-division.

       Use external piece bitmaps with their own color
              When this option is on XBoard will ignore the  piece-color  set-
              tings,  and draw the piece images in their original colors.  The
              piece-color settings would only work  well  for  evenly  colored
              pieces, such as the default theme.

       Directory with Pieces Images
              When  a  directory is specified here, XBoard will first look for
              piece images (SVG or PNG files) in that directory, and fall back
              on  the  image  from the default theme only for images it cannot
              find there.  An image file called White/BlackTile in the  direc-
              tory  will  be prefered as fall-back for missing pieces over the
              default image, however.

       Selectable themes
       New name for current theme
              When a theme name is specified while pressing 'OK', the combina-
              tion  of  settings  specified  in  the  dialog will be stored in
              XBoard's list of themes, which will be saved with the other  op-
              tions  in  the settings file (as the `themeNames' option).  This
              name will then appear in the selection  listbox  next  time  you
              open  the  dialog, so that you can recall the entire combination
              of settings by double-clicking it.

              Here you can specify  the  directory  from  which  piece  images
              should  be  taken, when you don't want to use the built-in piece
              images (see `pieceImageDirectory' option), external images to be
              used for the board squares (`liteBackTextureFile' and `darkBack-
              TextureFile' options), and square and piece colors for  the  de-
              fault  pieces.  The current combination of these settings can be
              assigned a 'theme' name by typing one in the text entry  in  the
              lower-left  of  the  dialog, and closing the latter with OK.  It
              will then appear in the themes listbox next time  you  open  the
              dialog,  where  you can recall the complete settings combination
              with a double-click.

       Fonts  Pops up a dialog where you can set the fonts used  in  the  main
              elements  of various windows.  Pango font names can be typed for
              each window type, and behind each text entry there  are  buttons
              to  adjust the point size, and toggle the 'bold' or 'italic' at-
              tributes of the font.

       Game List Tags
              a duplicate of the Game List dialog in the Options menu.

   Mode Menu
       Machine White
              Tells the chess engine to play White.  The  `Ctrl-W'  key  is  a
              keyboard equivalent.

       Machine Black
              Tells  the  chess  engine  to play Black.  The `Ctrl-B' key is a
              keyboard equivalent.

       Two Machines
              Plays a game between two chess engines.  The `Ctrl-T' key  is  a
              keyboard equivalent.

       Analysis Mode
              XBoard  tells  the  chess  engine to start analyzing the current
              game/position and shows you the  analysis  as  you  move  pieces
              around.   The `Ctrl-A' key is a keyboard equivalent.  Note: Some
              chess engines do not support Analysis mode.

              To set up a position to analyze, you do the following:

              1. Set up the position by any means. (E.g. using `Edit Position'
              mode,  pasing  a FEN or loading a game and stepping to the posi-
              tion.)

              2. Select Analysis Mode from the Mode Menu to start  the  analy-
              sis.

              You  can  now play legal moves to create follow-up positions for
              the engine to analyze, while the moves will be remembered  as  a
              stored  game,  and  then step backward through this game to take
              the moves back.  Note that you can also click on the  clocks  to
              set the opposite side to move (adding a so-called `null move' to
              the game).

              You can also tell the engine to exclude some moves  from  analy-
              sis.   (Engines  that  do  not support the exclude-moves feature
              will ignore this, however.)  The general way to do  this  is  to
              play  the  move you want to exclude starting with a double click
              on the piece.  When you use drag-drop moving, the piece you grab
              with  a double click will also remain on its square, to show you
              that you are not really making the move, but just forbid it from
              the  current  position.   Playing  a thus excluded move a second
              time will include it again.  Excluded moves will  be  listed  as
              text  in  a header line in the Engine Output window, and you can
              also re-include them by right-clicking them there.  This  header
              line will also contain the words 'best' and 'tail'; right-click-
              ing those will exclude the currently best move, or all moves not
              explicitly  listed  in the header line.  Once you leave the cur-
              rent position all memory of excluded moves will be lost when you
              return there.

              Selecting  this  menu item while already in `Analysis Mode' will
              toggle the participation of the second engine in  the  analysis.
              The  output  of this engine will then be shown in the lower pane
              of the Engine Output window.  The analysis function can also  be
              used when observing games on an ICS with an engine loaded (zippy
              mode); the engine then will analyze the positions as they  occur
              in the observed game.

       Analyze Game
              This  option  subjects  the  currently  loaded game to automatic
              analysis by the loaded engine.  The `Ctrl-G' key is  a  keyboard
              equivalent.   XBoard  will  start auto-playing the game from the
              currently displayed position, while the engine is analyzing  the
              current  position.   The game will be annotated with the results
              of these analyses.  In particlar, the score and  depth  will  be
              added as a comment, and the PV will be added as a variation.

              Normally  the  analysis would stop after reaching the end of the
              game.  But when a game is loaded from a  multi-game  file  while
              `Analyze  Game'  was already switched on, the analysis will con-
              tinue with the next game in the file until the end of  the  file
              is reached (or you switch to another mode).

              The  time  the  engine spends on analyzing each move can be con-
              trolled through the command-line option `-timeDelay', which  can
              also  be  set  from  the `Load Game Options' menu dialog.  Note:
              Some chess engines do not support Analysis mode.

       Edit Game
              Duplicate of the item in the Edit menu.  Note that  `Edit  Game'
              is  the  idle  mode of XBoard, and can be used to get you out of
              other modes. E.g. to stop analyzing, stop a game between two en-
              gines or stop editing a position.

       Edit Position
              Duplicate of the item in the Edit menu.

       Training
              Training  mode  lets you interactively guess the moves of a game
              for one of the players. You guess the next move of the  game  by
              playing  the  move  on the board. If the move played matches the
              next move of the game, the move is accepted and  the  opponent's
              response  is  auto-played.   If the move played is incorrect, an
              error message is displayed.  You can select this mode only while
              loading  a  game  (that is, after selecting `Load Game' from the
              File menu).  While XBoard is in `Training' mode, the  navigation
              buttons are disabled.

       ICS Client
              This  is  the  normal  mode  when XBoard is connected to a chess
              server.  If you have moved into Edit Game or Edit Position mode,
              you can select this option to get out.

              To  use  xboard  in  ICS mode, run it in the foreground with the
              -ics option, and use the terminal you started it  from  to  type
              commands  and receive text responses from the chess server.  See
              Chess Servers below for more information.

              XBoard activates some  special  position/game  editing  features
              when  you  use the `examine' or `bsetup' commands on ICS and you
              have `ICS Client' selected on the Mode menu.  First, you can is-
              sue  the  ICS  position-editing  commands  with the mouse.  Move
              pieces by dragging with mouse button 1.  To drop a new piece  on
              a  square,  press  mouse  button  2  or 3 over the square.  This
              brings up a menu of white pieces  (button  2)  or  black  pieces
              (button 3).  Additional menu choices let you empty the square or
              clear the board.  Click on the White or Black clock to  set  the
              side to play.  You cannot set the side to play or drag pieces to
              arbitrary squares while examining on ICC, but you can do  so  in
              `bsetup'  mode  on  FICS.   In addition, the menu commands `For-
              ward', `Backward', `Pause', and `Stop  Examining'  have  special
              functions in this mode; see below.

       Machine Match
              Starts  a  match  between  two  chess programs, with a number of
              games and other parameters set through the `Tournament  Options'
              menu  dialog.   When  a match is already running, selecting this
              item will make XBoard drop out of match mode after  the  current
              game finishes.

       Pause  Pauses  updates  to  the board, and if you are playing against a
              chess engine,  also  pauses  your  clock.  To  continue,  select
              `Pause'  again, and the display will automatically update to the
              latest position.  The `P' button and keyboard  `Pause'  key  are
              equivalents.

              If  you select Pause when you are playing against a chess engine
              and it is not your move, the chess engine's clock will  continue
              to  run  and it will eventually make a move, at which point both
              clocks will stop. Since board updates are paused,  however,  you
              will  not see the move until you exit from Pause mode (or select
              Forward).  This behavior is meant to simulate adjournment with a
              sealed move.

              If  you select Pause while you are observing or examining a game
              on a chess server, you can step backward and forward in the cur-
              rent  history  of  the examined game without affecting the other
              observers and examiners, and without having  your  display  jump
              forward  to the latest position each time a move is made. Select
              Pause again to reconnect yourself to the current  state  of  the
              game on ICS.

              If  you  select  `Pause'  while you are loading a game, the game
              stops loading. You can load more  moves  manually  by  selecting
              `Forward',  or  resume  automatic  loading  by selecting `Pause'
              again.

   Action Menu
       Accept Accepts a pending match offer.   The  `F3'  key  is  a  keyboard
              equivalent.   If  there is more than one offer pending, you will
              have to type in a more specific command instead  of  using  this
              menu choice.

       Decline
              Declines a pending offer (match, draw, adjourn, etc.).  The `F4'
              key is a keyboard equivalent. If there is more  than  one  offer
              pending,  you  will  have to type in a more specific command in-
              stead of using this menu choice.

       Call Flag
              Calls your opponent's flag, claiming a win on time, or  claiming
              a  draw if you are both out of time.  The `F5' key is a keyboard
              equivalent.  You can also call your opponent's flag by  clicking
              on his clock.

       Draw   Offers  a  draw  to  your opponent, accepts a pending draw offer
              from your opponent, or  claims  a  draw  by  repetition  or  the
              50-move rule, as appropriate. The `F6' key is a keyboard equiva-
              lent.

       Adjourn
              Asks your opponent to agree to adjourning the current  game,  or
              agrees  to  a pending adjournment offer from your opponent.  The
              `F7' key is a keyboard equivalent.

       Abort  Asks your opponent to agree to aborting  the  current  game,  or
              agrees  to  a  pending abort offer from your opponent.  The `F8'
              key is a keyboard equivalent. An aborted game  ends  immediately
              without affecting either player's rating.

       Resign Resigns  the  game  to your opponent. The `F9' key is a keyboard
              equivalent.

       Stop Observing
              Ends your participation in observing a game, by issuing the  ICS
              observe command with no arguments. ICS mode only.  The `F10' key
              is a keyboard equivalent.

       Stop Examining
              Ends your participation in examining a game, by issuing the  ICS
              unexamine  command.  ICS mode only.  The `F11' key is a keyboard
              equivalent.

       Upload to Examine
              Create an examined game of the proper variant on  the  ICS,  and
              send  the  game  there  that  is currenty loaded in XBoard (e.g.
              through pasting or loading from file).  You must be connected to
              an ICS for this to work.

       Adjudicate to White
       Adjudicate to Black
       Adjudicate Draw
              Terminate  an ongoing game in Two-Machines mode (including match
              mode), with as result a win for white, for black, or a draw, re-
              spectively.   The PGN file of the game will accompany the result
              string by the comment "user adjudication".

   Engine Menu
       Edit Engine List
              Opens a window that shows the list of engines registered for use
              by  XBoard,  together  with  the options that would be used with
              them when you would select them from the `Load Engine'  dialogs.
              You  can  then edit this list, e.g. for re-ordering the engines,
              or adding uncommon options needed by this engine (e.g.  to  cure
              non-compliant behavior).

              By  editing  you  can also organize the engines into collapsible
              groups.  By sandwiching a number of engine lines  between  lines
              "#  NAME"  and  "# end", the thus enclosed engines will not ini-
              tially appear in engine listboxes of other dialogs, but only the
              single  line "# NAME" (where NAME can be an arbitrary text) will
              appear in their place.  Selecting that line will then  show  the
              enclosed  engines  in the listbox, which recursively can contain
              other groups.  The line with the group name will  still  present
              as  a  header,  and  selecting that line will collapse the group
              again, and makes the listbox go back to displaying the surround-
              ing group.

       Load New 1st Engine
       Load New 2nd Engine
              Pops up a dialog where you can select or specify an engine to be
              loaded.  You can even replace engines  during  a  game,  without
              disturbing  that  game.   (Beware  that after loading an engine,
              XBoard will always be in Edit Game mode, so  you  will  have  to
              tell the new engine what to do before it does anything!)

       Select engine from list
              The listbox shows the engines registered for use with XBoard be-
              fore.  (This means XBoard has information on  the  engine  type,
              whether  it  plays  book  etc.  in the engine list stored in its
              settings file.)  Double-clicking an engine here will load it and
              close  the  dialog.  The list can also contain groups, indicated
              by a starting '#'  sign.   Double-clicking  such  a  group  will
              'open' it, and show the group contents in the listbox instead of
              the total list, with the group name as header.   Double-clicking
              the header will 'close' the group again.

       Nickname
       Use nickname in PGN player tags of engine-engine games
              When  a  `Nickname'  is  specified, the engine will appear under
              this name in the `Select Engine' listbox.   Otherwise  the  name
              there  will be a tidied version of the engine command.  The user
              can specify if the nickname is also to be used in PGN tags; nor-
              mally the name engines report theselves would be used there.

       Engine Command
              The  command  needed  to start the engine from the command line.
              For compliantly installed engine this is usually just  a  single
              word,  the  name of the engine package (e.g. 'crafty' or 'stock-
              fish').  Some engines need additional parameters on the  command
              line.   For  engines  that  are  not in a place where the system
              would expect them a full pathname can be specified, and  usually
              the  browse  button for this oprion is the easiest way to obtain
              that.

       Engine Directory
              Compliant engines could run from any directory, and  by  default
              this  option  is  proposed  as '.', the current directory.  If a
              (path)name is specified here, XBoard will start  the  engine  in
              that directory.  If you make the field empty, it will try to de-
              rive the directory from the engine command (if that was  a  path
              name).

       UCI    When  the `UCI' checkbox is ticked XBoard will assume the engine
              is of UCI type, and will invoke the  corresponding  adapter  (as
              specified  in the `adapterCommand' option stored in its settings
              file)to use it.  By default this adapter is Polyglot, which must
              be installed from a separate package!

       USI/UCCI
              Ticking  this  checkbox informs XBoard that the engine is of USI
              or UCCI type (as Shogi or  Xiangqi  engines  often  are).   This
              makes  XBoard invoke an adapter to run the engines, as specified
              by the `uxiAdapter' option stored in  its  settings  file.   The
              UCI2WB  program  is an adapter that can handle both these engine
              types, as well as UCI.

       WB protocol v1
              Ticking this checkbox informs XBoard the engine is using an  old
              version  (1) of the communication protocol, so that it won't re-
              spond to a request to interrogate its properties.   XBoard  then
              won't  even  try that, saving you a wait of several seconds each
              time the engine is started.  Do not use this on state-of-the-art
              engines, as it would prevent XBoard from interrogating its capa-
              bilities, so that many of its features might not work!

       Must not use GUI book
              By default XBoard assumes engines are responsible for their  own
              opening book, but unticking this option makes XBoard consult its
              own book (as per `Opening-Book Filename') on behalf of  the  en-
              gine.

       Add this engine to the list
              By  default  XBoard would add the engine you specified, with all
              the given options to its list of registered engines (kept in its
              settings  file),  when you press 'OK'.  Next time you could then
              simply select it from the listbox, or use  the  command  "xboard
              -fe  NICKNAME"  to start XBoard with the engine and accompanying
              options.  New engines are always added at the end of the  exist-
              ing  list,  or,  when you have opened a group in the `Select En-
              gine' listbox, at the end of that group.  But can be  re-ordered
              later  with  the  aid of the `Edit Engine List' menu item.  When
              you untick this checkbox before pressing 'OK' the engine will be
              loaded, but will not be added to the engine list.

       Force current variant with this engine
              Ticking this option will make XBoard automatically start the en-
              gine in the current variant, even when XBoard was set for a dif-
              ferent  variant when you loaded the engine.  Useful when the en-
              gine plays multiple variants, and you specifically want to  play
              one different from its primary one.

       Engine #1 Settings
       Engine #2 Settings
              Pop  up  a menu dialog to alter the settings specific to the ap-
              plicable engine.  For each parameter the  engine  allows  to  be
              set,  a  control  element will appear in this dialog that can be
              used to alter the value.  Depending on  the  type  of  parameter
              (text  string, number, multiple choice, on/off switch, instanta-
              neous signal) the appropriate control will appear,  with  a  de-
              scription  next  to  it.   XBoard  has no idea what these values
              mean; it just passes them on to the  engine.   How  this  dialog
              looks  is  completely  determined by the engine, and XBoard just
              passes it on to the user.  Many engines do not have any  parame-
              ters  that  can  be set by the user, and in that case the dialog
              will be empty (except for the OK and cancel buttons).   UCI  en-
              gines  usually have many parameters. (But these are only visible
              with a sufficiently  modern  version  of  the  Polyglot  adapter
              needed  to  run  UCI  engines,  e.g. Polyglot 2.0.1.) For native
              XBoard engines this is less common.

       Common Settings
              Pops up a menu dialog where you can set some  engine  parameters
              common to most engines, such as hash-table size, tablebase cache
              size, maximum number of processors that  SMP  engines  can  use.
              The  shifted  `Alt+U'  key  is  a  keyboard  equivalent.   Older
              XBoard/WinBoard engines might not respond to these settings, but
              UCI engines always should.

       Maximum Number of CPUs per Engine
              Specifies  the number of search threads any engine can maximally
              use.  Do not set it to a number larger than the number of  cores
              your  computer has.  (Or half of it when you want two engines to
              run simultaneously, as in a Two-Machines game with `Ponder  Next
              Move' on.)

       Polyglot Directory

       Hash-Table Size
              Specifies  the maximum amount of memory (RAM) each engine is al-
              lowed to use for storing info on positions it already  searched,
              so  it  would  not  have to search them again.  Do not set it so
              that it is more than half (or if you use two engines, more  than
              a quarter) of the memory your computer has, or it would slow the
              engines down by an extreme amount.

       EGTB Path
              Sets the value of the `egtFormats' option, which specifies where
              on  your  computer the files for End-Game Tables are stored.  It
              must be a comma-separated list of path names, the path for  each
              EGT  flavor  prefixed  with  the name of the latter and a colon.
              E.g. "nalimov:/home/egt/dtm,syzygy:/home/egt/dtz50".   The  path
              names  after the colon will be sent to the engines that say they
              can use the corresponding EGT flavor.

       EGTB Cache Size
              Specifies the amount of memory the engine should use  to  buffer
              end-game  information.  Together with the `Hash-Table Size' this
              determines how much memory the engine is allowed to use  in  to-
              tal.

       Use GUI Book
       Opening-Book Filename
              The  `Opening-Book  Filename' specifies an opening book in Poly-
              glot format (usually a .bin file), from which  XBoard  can  play
              moves  on  behalf  of the engine.  This is also the book file on
              which the `Edit Book' and `Save Games as Book' menu items  oper-
              ate.   A checkbox `Use GUI Book' can be used to temporarily dis-
              able the book without losing the setting.  (This does  not  pre-
              vent editing or saving games on it!)

       Book Depth
       Book Variety
              The  way  moves  are selected from the book can be controlled by
              two options.  `Book Depth' controls for how deep into  the  game
              the  book will be consulted (measured in full moves).  `Book Va-
              riety' controls the likelihood of playing  weaker  moves.   When
              the  variety  is set to 50, moves will be played with the proba-
              bility specified in the book.  When set to 0, only  the  move(s)
              with  the  highest probability will be played.  When set to 100,
              all listed moves will be played with  equal  pobability.   Other
              settings interpolate between that.

       Engine #1 Has Own Book
       Engine #2 Has Own Book
              These  checkboxes  control  on a per-engine basis whether XBoard
              will consult the opening book for them.  If ticked, XBoard  will
              never play moves from its GUI book, giving the engine the oppor-
              tunity to use its own.   These  options  are  automatically  set
              whenever  you  load an engine, based on the setting of `Must not
              use GUI book' when you installed that through the `Load  Engine'
              menu dialog.

       Hint   Displays a move hint from the chess engine.

       Book   Displays  a list of possible moves from the chess engine's open-
              ing book.  The exact format depends on what chess engine you are
              using.  With GNU Chess 4, the first column gives moves, the sec-
              ond column gives one possible response for each  move,  and  the
              third  column shows the number of lines in the book that include
              the move from the first column. If you select  this  option  and
              nothing happens, the chess engine is out of its book or does not
              support this feature.

       Move Now
              Forces the chess engine to move immediately. Chess  engine  mode
              only.   The `Ctrl-M' key is a keyboard equivalent.  Many engines
              won't respond to this.

       Retract Move
              Retracts your last move. In chess engine mode, you can  do  this
              only  after  the  chess  engine has replied to your move; if the
              chess engine is still thinking, use `Move  Now'  first.  In  ICS
              mode,  `Retract  Move' issues the command `takeback 1' or `take-
              back 2' depending on whether  it  is  your  opponent's  move  or
              yours.  The `Ctrl-X' key is a keyboard equivalent.

       Recently Used Engines
              At the bottom of the engine menu there can be a list of names of
              engines that you recently loaded through the  Load  Engine  menu
              dialog  in previous sessions.  Clicking on such a name will load
              that engine as first engine, so you won't have to search for  it
              in  your  list  of installed engines, if that is very long.  The
              maximum number of displayed engine names is set by  the  `recen-
              tEngines' command-line option.

   Options Menu
   Mute all Sounds
       Ticking  this  menu  item toggles all sounds XBoard can make on or off,
       without losing their definitions.

   General Options
       The following items to set option values appear in the dialog  summoned
       by the general Options menu item.

       Absolute Analysis Scores
              Controls  if  scores on the Engine Output window during analysis
              will be printed from the white  or  the  side-to-move  point-of-
              view.

       Almost Always Queen
              If  this  option is on, 7th-rank pawns automatically change into
              Queens when you pick them up, and when you drag them to the pro-
              motion square and release them there, they will promote to that.
              But when you drag such a pawn backwards first, its identity will
              start  to  cycle  through the other available pieces.  This will
              continue until you start to move it forward; at which point  the
              identity  of the piece will be fixed, so that you can safely put
              it down on the promotion square.  If this option  is  off,  what
              happens  depends  on  the  option  `alwaysPromoteToQueen', which
              would force promotion to  Queen  when  true.   Otherwise  XBoard
              would bring up a dialog box whenever you move a pawn to the last
              rank, asking what piece you want to promote to.

       Animate Dragging
              If Animate Dragging is on, while you are dragging a  piece  with
              the  mouse,  an image of the piece follows the mouse cursor.  If
              Animate Dragging is off, there is no visual feedback  while  you
              are dragging a piece, but if Animate Moving is on, the move will
              be animated when it is complete.

       Animate Moving
              If Animate Moving is on, all piece moves are animated.  An image
              of  the  piece  is  shown  moving from the old square to the new
              square when the move is completed (unless the move  was  already
              animated  by  Animate  Dragging).   If  Animate Moving is off, a
              moved piece instantly disappears from its old square  and  reap-
              pears  on its new square when the move is complete.  The shifted
              `Ctrl-A' key is a keyboard equivalent.

       Auto Flag
              If this option is on and one player runs out of time before  the
              other,  XBoard  will automatically call his flag, claiming a win
              on time.  The shifted `Ctrl-F' key is a keyboard equivalent.  In
              ICS  mode,  Auto  Flag  will only call your opponent's flag, not
              yours, and the ICS may award you a draw instead of a win if  you
              have  insufficient mating material.  In local chess engine mode,
              XBoard may call either player's flag.

       Auto Flip View
              If the Auto Flip View option is on when you start  a  game,  the
              board  will  be  automatically  oriented so that your pawns move
              from the bottom of the window towards the top.

              If you are playing a game on an ICS, the board  is  always  ori-
              ented  at the start of the game so that your pawns move from the
              bottom of the window towards the top.  Otherwise,  the  starting
              orientation is determined by the `flipView' command line option;
              if it is false (the default), White's pawns move from bottom  to
              top at the start of each game; if it is true, Black's pawns move
              from bottom to top. See User interface options.

       Blindfold
              If this option is on, XBoard displays the  board  as  usual  but
              does  not display pieces or move highlights.  You can still move
              in the usual way (with the mouse  or  by  typing  moves  in  ICS
              mode), even though the pieces are invisible.

       Drop Menu
              Controls  if  right-clicking  the board in crazyhouse / bughouse
              will pop up a menu to drop a piece on the clicked  square  (old,
              deprecated  behavior)  or allow you to step through an engine PV
              (new, recommended behavior).

       Enable Variation Trees
              If this option is on, playing a move in  Edit  Game  or  Analyze
              mode while keeping the Shift key pressed will start a new varia-
              tion.  You can then recall the previous line  through  the  `Re-
              vert'  menu  item.   When  off, playing a move will truncate the
              game and append the move irreversibly.

       Headers in Engine Output Window
              Controls the presence of column headers above the variations and
              associated  information  printed by the engine, on which you can
              issue button 3 clicks to open or close the  columns.   Available
              columns  are  search depth, score, node count, time used, table-
              base hits, search speed and selective search depth.

       Hide Thinking
              If this option is off, the chess engine's notion  of  the  score
              and  best line of play from the current position is displayed as
              it is thinking. The score indicates how many pawns ahead (or  if
              negative,  behind) the chess engine thinks it is. In matches be-
              tween two machines, the score is prefixed by `W' or `B' to indi-
              cate whether it is showing White's thinking or Black's, and only
              the thinking of the engine  that  is  on  move  is  shown.   The
              shifted `Ctrl-H' key is a keyboard equivalent.

       Highlight Last Move
              If Highlight Last Move is on, after a move is made, the starting
              and ending squares remain highlighted. In  addition,  after  you
              use  Backward  or Back to Start, the starting and ending squares
              of the last move to be unmade are highlighted.

       Highlight with Arrow
              Causes the highlighting described in Highlight Last Move  to  be
              done  by  drawing  an  arrow between the highlighted squares, so
              that it is visible even when the width of the grid lines is  set
              to zero.

       One-Click Moving
              If this option is on, XBoard does not wait for you to click both
              the from- and the to-square, or drag the piece, but  performs  a
              move as soon as it is uniqely specified.  This applies to click-
              ing an own piece that only has a single legal move, clicking  an
              empty square or opponent piece where only one of your pieces can
              move (or capture) to.  Furthermore, a double-click  on  a  piece
              that  can  only make a single capture will cause that capture to
              be made.  Promoting a Pawn by clicking its to-square  will  sup-
              press  the promotion popup or other methods for selecting an un-
              der-promotion, and make it promote to Queen.

       Periodic Updates
              If this option is off (or if you are using a chess  engine  that
              does  not  support  periodic  updates), the analysis window will
              only be updated when the analysis changes. If this option is on,
              the Analysis Window will be updated every two seconds.

       Play Move(s) of Clicked PV
              If  this  option is on, right-clicking on the first move of a PV
              or on the data fields left of it in  the  Engine  Output  window
              during  Analyze  mode will cause the first move of that PV to be
              played.  You could also play more than one (or no)  PV  move  by
              moving  the  mouse  to  engage in the PV walk such a right-click
              will start, to seek out another position along the PV where  you
              want  to  continue the analysis, before releasing the mouse but-
              ton.  Clicking on later moves of the PV  only  temporarily  show
              the  moves  for  as long you keep the mouse button down, without
              adding them to the game.

       Ponder Next Move
              If this option is off, the chess engine will think only when  it
              is  on  move.   If  the option is on, the engine will also think
              while waiting for you to make your move.  The  shifted  `Ctrl-P'
              key is a keyboard equivalent.

       Popup Exit Message
              If  this  option  is  on, when XBoard wants to display a message
              just before exiting, it brings up a modal dialog box  and  waits
              for  you  to  click  OK  before  exiting.  If the option is off,
              XBoard prints the message to standard error (the  terminal)  and
              exits immediately.

       Popup Move Errors
              If this option is off, when you make an error in moving (such as
              attempting an illegal move or moving the wrong color piece), the
              error  message  is displayed in the message area.  If the option
              is on, move errors are displayed in small  pop-up  windows  like
              other  errors.  You can dismiss an error pop-up either by click-
              ing its OK button or by clicking anywhere on the board,  includ-
              ing down-clicking to start a move.

       Scores in Move List
              If this option is on, XBoard will display the depth and score of
              engine moves in the Move List, in the format of a PGN comment.

       Show Coords
              If this option is  on,  XBoard  displays  algebraic  coordinates
              along the board's left and bottom edges.

       Show Target Squares
              If  this  option  is on, all squares a piece that is 'picked up'
              with the mouse can legally move to are  highighted  with  a  fat
              colored dot in yellow (non-captures) or red (captures).  Special
              moves might have other colors (e.g. magenta for promotion,  cyan
              for  a partial move).  Legality testing must be on for XBoard to
              know how the piece moves, but with legality testing off some en-
              gines would offer this information.

       Sticky Windows
              Controls  whether  the  auxiliary windows such as Engine Output,
              Move History and Evaluation Graph should keep touching  XBoard's
              main window when you move the latter.

       Test Legality
              If  this option is on, XBoard tests whether the moves you try to
              make with the mouse are legal and refuses to let you make an il-
              legal  move.  The shifted `Ctrl-L' key is a keyboard equivalent.
              Moves loaded from a file with `Load Game' are also checked.   If
              the  option is off, all moves are accepted, but if a local chess
              engine or the ICS is active,  they  will  still  reject  illegal
              moves.   Turning  off this option is useful if you are playing a
              chess variant with rules that XBoard does not understand.  (Bug-
              house,  suicide, and wild variants where the king may castle af-
              ter starting on the d file are generally supported with Test Le-
              gality on.)

       Top-Level Dialogs
              Controls  whether  the auxiliary windows will appear as icons in
              the task bar and independently  controllable,  or  whether  they
              open and minimize all together with the main window.

       Flash Moves
       Flash Rate
              If  this  option  is non-zero, whenever a move is completed, the
              moved piece flashes the specified number of times.   The  flash-
              rate setting determines how rapidly this flashing occurs.

       Animation Speed
              Determines  the  duration  (in  msec) of an animation step, when
              `Animate Moving' is swiched on.

       Zoom factor in Evaluation Graph
              Sets the value of the `evalZoom' option, indicating  the  factor
              by  which  the  score  interval (-1,1) should be blown up on the
              vertical axis of the Evaluation Graph.

   Time Control
       Pops up a sub-menu where you can set the time-control parameters inter-
       actively.  The shifted `Alt+T' key is a keyboard equivalent.

       classical
              Selects classical TC, where the game is devided into sessions of
              a certain number of moves, and after each session the start time
              is again added to the clocks.

       incremental
              Selects  a TC mode where the game will start with a base time on
              the clocks, and after every move an 'increment' will be added to
              it.

       fixed max
              Selects  a  TC  mode  where  you have to make each move within a
              given time, and any left-over time is not carried  over  to  the
              next move.

       Divide entered times by 60
              To  allow  entering of sub-minute initial time or sub-second in-
              crement, you can tick this checkbox.  The initial time can  then
              be  entered  in seconds, and the increment in units of 1/60 sec-
              ond.

       Moves per session
              Sets the duration of a session for classical time control.

       Initial time
              Time initially on the clock in  classical  or  incremental  time
              controls.   In  classical  time  controls this time will also be
              added to the clock at the start of ach new session.

       Increment or max
              Time to be added to the clock after every move in incremental TC
              mode.   Fore  'fixed  maximum' TC mode, the clock will be set to
              this time before every move, irrespective of how much  was  left
              on that clock.

       Time-Odds factors
              When  these  options are set to 1 the clocks of the players will
              be set according to the other specified TC parameters.   Players
              can  be given unequal times by specifying a time-odds factor for
              one of them (or a different factor for both of them).  Any  time
              received by that player will then be divided by that factor.

   Adjudications
       Pops  up  a  sub-menu where you can enable or disable various adjudica-
       tions that XBoard can perform  in  engine-engine  games.   The  shifted
       `Alt+J' key is a keyboard equivalent.

       Detect all Mates
              When this option is set XBoard will terminate the game on check-
              mate or stalemate, even if the engines would not  do  so.   Only
              works when `Test Legality' is on.

       Verify Engine Result Claims
              When this option is set XBoard will verify engine result claims,
              (forfeiting engines that make false claims), rather than naively
              beleiving the engine.  Only works when `Test Legality' is on.

       Draw if Insufficient Mating Material
              When  this option is set XBoard will terminate games with a draw
              result when so little material is left  that  checkmate  is  not
              longer  possible.   In normal Chess this applies to KK, KNK, KBK
              and some positions with multiple Bishops all on the same  square
              shade.  Only works when `Test Legality' is on.

       Adjudicate Trivial Draws
              When  this option is set XBoard will terminate games with a draw
              result in positions that could only be won against an idiot.  In
              normal  Chess  this  applies to KNNK, KRKR, KBKN, KNKN, and KBKB
              with Bishops on different square shades.  KQKQ will also be  ad-
              judicated  a draw (possibly unjustly so).  Only works when `Test
              Legality' is on.

       N-Move Rule
              When this option is set to a value  differnt  from  zero  XBoard
              will terminate games with a draw result after the specified num-
              ber of reversible moves (i.e. without captures or  pawn  pushes)
              is made.

       N-fold Repeats
              When  this  option  is set to a value larger than 1, XBoard will
              terminate games with a draw result when the  same  position  has
              occurred the specified number of times.

       Draw after N Moves Total
              When  this  option is set to a value different from zero, XBoard
              will terminate games with a draw result after  that  many  moves
              have been played.  Useful in automated engine-engine matches, to
              prevent one game between stubborn engines will soak up all  your
              computer time.

       Win / Loss Threshold
              When  this  option is set to a value different from zero, XBoard
              will terminate games as a win when both engines agree the  score
              is  above  the  specified  value (interpreted as centi-Pawn) for
              three successive moves.

       Negate Score of Engine #1
       Negate Score of Engine #2
              These options should be used with  engines  that  report  scores
              from  the  white point of view, rather than the side-to-move POV
              as XBoard would otherwise assume when adjudicating  games  based
              on  the engine score.  When the engine is installed with the ex-
              tra option `firstScoreIsAbs' true in the engine list the  option
              would  be  automatically  set when the engine is loaded throuhgh
              the Engine menu, or with the `fe' or `se' command-line option.

   ICS Options
       Pops up a menu dialog where options can  be  set  that  affect  playing
       against an Internet Chess Server.

       Auto-Kibitz
              Setting  this option when playing with or aginst a chess program
              on an ICS will cause the last line of thinking output of the en-
              gine  before its move to be sent to the ICS in a kibitz command.
              In addition, any kibitz message received through the ICS from an
              opponent  chess  program  will  be diverted to the engine-output
              window, (and suppressed in the  console),  where  you  can  play
              through its PV by right-clicking it.

       Auto-Comment
              If  this option is on, any remarks made on ICS while you are ob-
              serving or playing a game are recorded as a comment on the  cur-
              rent  move.   This  includes  remarks made with the ICS commands
              `say', `tell', `whisper',  and  `kibitz'.   Limitation:  remarks
              that you type yourself are not recognized; XBoard scans only the
              output from ICS, not the input you type to it.

       Auto-Observe
              If this option is on and you add a player to your `gnotify' list
              on  ICS,  XBoard will automatically observe all of that player's
              games, unless you are doing something else (such as observing or
              playing a game of your own) when one starts.  The games are dis-
              played from the point of view of  the  player  on  your  gnotify
              list;  that is, his pawns move from the bottom of the window to-
              wards the top.  Exceptions:  If both players in a  game  are  on
              your gnotify list, if your ICS `highlight' variable is set to 0,
              or if the ICS you are using does not properly support  observing
              from  Black's  point of view, you will see the game from White's
              point of view.

       Auto-Raise Board
              If this option is on, whenever a new game begins, the chessboard
              window is deiconized (if necessary) and raised to the top of the
              stack of windows.

       Auto Save
              If this option is true, at the end of every game XBoard  prompts
              you for a file name and appends a record of the game to the file
              you specify.  Disabled if the `saveGameFile' command-line option
              is  set,  as  in  that case all games are saved to the specified
              file.  See Load and Save options.

       Background Observe while Playing
              Setting this option will make XBoard  suppress  display  of  any
              boards  from  observed games while you are playing.  Instead the
              last such board will be remembered, and shown to  you  when  you
              right-click the board.  This allows you to peek at your bughouse
              partner's game when you want, without disturbing your  own  game
              too much.

       Dual Board for Background-Observed Game
              Setting  this  option  in  combination with `Background Observe'
              will display boards of observed games while you are playing on a
              second board next to that of your own game.

       Get Move List
              If  this  option is on, whenever XBoard receives the first board
              of a new ICS game (or a different game from the one it  is  cur-
              rently displaying), it retrieves the list of past moves from the
              ICS.  You can then review  the  moves  with  the  `Forward'  and
              `Backward'  commands  or  save them with `Save Game'.  You might
              want to turn off this option if you are observing several  blitz
              games  at  once, to keep from wasting time and network bandwidth
              fetching the move lists over and over.  When you turn  this  op-
              tion  on from the menu, XBoard immediately fetches the move list
              of the current game (if any).

       Quiet Play
              If this option is on, XBoard will  automatically  issue  an  ICS
              `set shout 0' command whenever you start a game and a `set shout
              1' command whenever you finish one.  Thus, you will not be  dis-
              tracted by shouts from other ICS users while playing.

       Seek Graph
              Setting  this  option  will  cause XBoard to display an graph of
              currently active seek ads when you left-click  the  board  while
              idle and logged on to an ICS.

       Auto-Refresh Seek Graph
              In  combination with the `Seek Graph' option this will cause au-
              tomatic update of the seek graph while  it  is  up.   This  only
              works on FICS and ICC, and requires a lot of bandwidth on a busy
              server.

       Auto-InputBox PopUp
              Controls whether the ICS Input Box  will  pop  up  automatically
              when  you  type a printable character to the board window in ICS
              mode.

       Quit After Game
              Controls whether XBoard will automatically disconnect  from  the
              ICS and close when the game currently in progress finishes.

       Premove
       Premove for White
       Premove for Black
       First White Move
       First Black Move
              If  the  `Premove'  option is on while playing a game on an ICS,
              you can register your next planned move before it is your  turn.
              Move  the  piece  with  the  mouse  in the ordinary way, and the
              starting and ending squares will be highlighted with  a  special
              color  (red  by  default).  When it is your turn, if your regis-
              tered move is legal, XBoard will send it to ICS immediately;  if
              not,  it  will be ignored and you can make a different move.  If
              you change your mind about your premove, either make a different
              move, or double-click on any piece to cancel the move entirely.

              You  can also enter premoves for the first white and black moves
              of the game.

       Alarm
       Alarm Time
              When this option is on, an alarm sound is played when your clock
              counts  down  to  the `Alarm Time' in an ICS game.  (By default,
              the time is 5 seconds, but you can specify other values with the
              Alarm Time spin control.)  For games with time controls that in-
              clude an increment, the alarm will sound  each  time  the  clock
              counts down to the icsAlarmTime.  By default, the alarm sound is
              the terminal bell, but on some systems you can change  it  to  a
              sound file using the soundIcsAlarm option; see below.

       Colorize Messages
              Ticking  this options causes various types of ICS messages do be
              displayed with different foreground or background colors in  the
              console.  The colors can be individually selected for each type,
              through the accompanying text edits.

       -icsMenu string
              The string defines buttons for the `ICS text menu'.  Each button
              definition consists of two semi-colon-terminated pieces of text,
              the first giving the label to be written on the button, the sec-
              ond  the text that should be sent to the ICS when that button is
              pressed.  This second part (the  'message')  can  contain  line-
              feeds,  so that you can send multiple ICS commands with one but-
              ton.  Some message in the text, all starting with a $-sign,  are
              treated  special.   When  the message contains '$input', it will
              not be sent directly to the ICS, but will be put  in  the  input
              field of the `ICS Chat/Console', with the text cursor at the in-
              dicated place, so you can addsome text  to  the  message  before
              sending it off.  If such a message starts with '$add' it will be
              placed behind any text that is  already  present  in  the  input
              field,  otherwise  this  field  will be cleared first.  The word
              '$name' occurring in the message will be replaced  by  the  word
              that  was  clicked  (through  button 3) in the ICS Chat/Console.
              There are two special messages: '$chat' will  open  a  new  chat
              with  the  clicked word in the chat-partner field, while '$copy'
              will copy the text that is currently-selected in the ICS Console
              to  the  clipboard.  An example of a text menu as it might occur
              in your settings file (where you could edit it):

                  -icsMenu {copy;$copy;
                  list players;who;
                  list games;games;
                  finger (player);finger $name;
                  bullet (player);match $name 1 1 r;
                  blitz (player);match $name 5 1 r;
                  rapid (player);match $name 30 0 r;
                  open chat (player);$chat;
                  tell (player);tell $name $input;
                  ask pieces;ptell Please give me a $input;
                  P;$add Pawn $input;
                  N;$add Knight $input;
                  B;$add Bishop $input;
                  R;$add Rook $input;
                  Q;$add Queen $input;
                  }

   Tournament Options
       Summons a dialog where you can set options important for playing  auto-
       matic  matches  between  two  or more chess programs (e.g. by using the
       `Machine Match' menu item in the `Mode' menu).

       Tournament file
              To run a tournament, XBoard needs a file to record its progress,
              so  it  can resume the tourney when it is interrupted.  When you
              want to conduct anything more complex than a  simple  two-player
              match with the currently loaded engines, (i.e. when you select a
              list of participants), you must  not  leave  this  field  blank.
              When  you  enter the name of an existing tournament file, XBoard
              will ignore all other input specified in the  dialog,  and  will
              take the corresponding info from that tournament file.  This re-
              sumes an interrupted tournament, or adds  another  XBoard  agent
              playing games for it to those that are already doing so.  Speci-
              fying a not-yet-existing file will cause XBoard  to  create  it,
              according  to the tournament parameters specified in the rest of
              the dialog, before it starts the tournament on  ‘OK’.   Provided
              that  you  specify participants; without participants no tourna-
              ment file will be made, but other entered values (e.g.  for  the
              file with opening positions) will take effect.  Default: config-
              ured by the `defaultTourneyName' option.

       Sync after round
       Sync after cycle
              The sync options, when on, will cause WinBoard to  refrain  from
              starting  games  of  the next round or cycle before all games of
              the previous round or cycle are finished.  This guarantees  cor-
              rect  ordering  in the games file, even when multiple XBoard in-
              stances are concurrently playing games  for  the  same  tourney.
              Default: sync after cycle, but not after round.

       Select Engine
       Tourney participants
              From  the Select Engine listbox you can pick an engine from your
              list of engines registered in the settings file, to be added  to
              the  tournament.   The engines selected so far will be listed in
              the ‘Tourney participants’ memo.  The latter is  a  normal  text
              edit, so you can use normal text-editing functions to delete en-
              gines you selected accidentally, or change their order.   Typing
              names  here  yourself  is not recommended, because names that do
              not exactly match one of the names from  the  selection  listbox
              will lead to undefined behavior.

       Tourney type
              Here  you can specify the type of tournament you want.  XBoard’s
              intrinsic tournament manager support round-robins  (type  =  0),
              where  each  participant  plays  every  other  participant,  and
              (multi-)gauntlets, where one (or a few) so-called ‘gauntlet  en-
              gines’  play  an  independent  set  of opponents.  In the latter
              case, you specify the number of gauntlet engines.  E.g.  if  you
              specified  10 engines, and tourney type = 2, the first 2 engines
              each play the remaining 8.  A value of -1  instructs  XBoard  to
              play  Swiss; for this to work an external pairing engine must be
              specified through the `pairingEngine' option.  Each Swiss  round
              will be considered a tourney cycle in that case.  Default:0

       Number of tourney cycles
       Default Number of Games in Match
              You  can  specify  tourneys  where every two opponents play each
              other multiple times.  Such multiple games can be  played  in  a
              row,  as  specified  by the ‘number of games per pairing’, or by
              repeating the entire  tournament  schedule  a  number  of  times
              (specified by the ‘number of tourney cycles’).  The total number
              of times two engines meet will be the product of these two.  De-
              fault is 1 cycle; the number of games per pairing is the same as
              the default number of match games, stored in your settings  file
              through the `defaultMatchGames' option.

       Pause between Match Games
              Time  (in  milliseconds) XBoard waits before starting a new game
              after a previous match or  tournament  game  finishes.   Such  a
              waiting  period  is  important  for  engines that do not support
              'ping', as these sometimes still produce a move long  after  the
              game  finished because of the opponent resigning, which would be
              mistaken for a move  in  the  next  game  if  that  had  already
              started.

       Save Tourney Games on
              File where the tournament games are saved (duplicate of the item
              in the `Save Game Options').

       Game File with Opening Lines
       File with Start Positions
       Game Number
       Position Number
       Rewind Index after this many Games
              These items optionally specify the file with move  sequences  or
              board positions the tourney games should start from.  The corre-
              sponding numbers specify the number of the game or  position  in
              the  file.  Here a value -1 means automatic stepping through all
              games on the file, -2 automatic stepping every two  games.   The
              Rewind-Index  parameter  causes a stepping index to reset to one
              after reaching a specified value.  A setting of -2 for the  game
              number will also be effective in a tournament without specifying
              a game file, but playing from the GUI  book  instead.   In  this
              case  the  first (odd) games will randomly select from the book,
              but the second (even) games will select the same moves from  the
              book as the previous game.  (Note this leads to the same opening
              only if both engines use the GUI book!)  Default: No game or po-
              sition  file  will  be used. The default index if such a file is
              used is 1.

       Disable own engine books by default
              Setting this option reverses the default situation  for  use  of
              the  GUI  opening  book in tournaments from what it normally is,
              namely not using it.  So unless the engine is installed with  an
              option  to  explicitly  specify  it  should not use the GUI book
              (i.e. `-firstHasOwnBookUCI true'), it will be made  to  use  the
              GUI book.

       Replace Engine
       Upgrade Engine
              With  these two buttons you can alter the participants of an al-
              ready running tournament.  After opening the Match Options  dia-
              log  on  an XBoard that is playing for the tourney, you will see
              all the tourney parameters in the dialog fields.  You  can  then
              replace the name of one engine by that of another by editing the
              `participants' field.  (But preserve the order of  the  others!)
              Pressing  the  button  after  that  will cause the substitution.
              With the `Upgrade Engine' button the substitution will only  af-
              fect  future games.  With `Replace Engine' all games the substi-
              tuted engine has already played will be  invalidated,  and  they
              will  be  replayed  with  the substitute engine.  In this latter
              case the engine must not be playing when you do this, but other-
              wise  there is no need to pause the tournament play for making a
              substitution.

       Clone Tourney
              Pressing this button after you have specified an existing  tour-
              nament  file will copy the contents of the latter to the dialog,
              and then puts the originally proposed name for the tourney  file
              back.  You can then run a tourney with the same parameters (pos-
              sibly after changing the proposed name of the tourney  file  for
              the new tourney) by pressing 'OK'.

       Continue Later
              Pressing  the `Continue Later' button confirms the current value
              of all items in the dialog and closes it, but will not automati-
              cally  start  the  tournament.  This allows you to return to the
              dialog later without losing the settings you already entered, to
              adjust paramenters through other menu dialogs.  (The `Common En-
              gine Setting', `Time Control' and `General Options' dialogs  can
              be  accessed  without  closing  the  `Tournament Options' dialog
              through the respective buttons at the bottom of the latter.)

   Load Game Options
       Summons a dialog where you can set  options  that  control  loading  of
       games.

       Auto-Display Tags
              Setting this option causes a window to pop up on loading a game,
              displaying the PGN Tags for that game.

       Auto-Display Comment
              Setting this option causes a window to pop up whenever there  is
              a comment to (or variation on) the currently displayed move.

       Auto-Play speed of loaded games
              This  option  sets  the  number  of seconds between moves when a
              newly loaded game is auto-playing.  A decimal  fraction  on  the
              number  is  understood.   Setting  it  to -1 disables auto-play,
              staying in the start position of the game after the loading com-
              pletes.   Setting it to 0 will instantly move to the final posi-
              tion of the game.  The `Auto-Play speed' is also used to  deter-
              mine  the  analysis  time  for  each move during `Analyze Game'.
              Note that auto-playing (including game analysis) can be  stopped
              at any time through the `P' button above the board.

       options to use in game-viewer mode
              Specifies  the  options automatically set when XBoard is invoked
              with the option `-viewer' on its command line,  as  will  happen
              when it is started in response to clicking a PGN game file.  The
              default setting would start XBoard without engine  (due  to  the
              `-ncp'  option),  but if you want it to automatically start with
              your favorite engine, and  automatically  start  analyzing,  you
              could  include  the  necessary  options for that here (e.g. `-fe
              <engine> -initialMode analysis').

       Thresholds for position filtering in game list
              The following options can be set to limit the display  of  games
              in  the  `Game  List' window to a sub-set, meeting the specified
              criteria.

       Elo of strongest player at least

       Elo of weakest player at least
              Games with an Elo tag specifying a lower  rating  for  the  men-
              tioned player will not be diplayed in the `Game List'.

       No games before year
              Games  with  a  Date  tag  before the specified year will not be
              diplayed in the `Game List'.

       Final nr of pieces
              A single number or a range (like 8-10) can be entered here,  and
              will cause only games where the number of men in the final posi-
              tion is in the given range will be diplayed in the `Game List'.

       Minimum nr consecutive positions
              Specifies for how many consecutive positions the more fuzzy  po-
              sition-matching  criteria have to be satisfied in order to count
              as a match.

       Search mode
       find position
              XBoard can select games for display in the `Game List' based  on
              whether  (in  addition  to  the conditions on the PGN tags) they
              contain a position that matches the position currently displayed
              on  the  board, by pressing the `find position' or `narrow' but-
              tons in the `Game List' window.  The `Search mode'  setting  de-
              termines  what  counts  as  match.   You can search for an exact
              match, a position that has all shown material in the same place,
              but  might  contain additional material, a position that has all
              Pawns in the same place, but can have the  shown  material  any-
              where, a position that     can have all shown material anywhere,
              or a position that has material between certain limits anywhere.
              For  the  latter  you have to place the material that must mini-
              mally be present in the four lowest ranks of the board, and  op-
              tional  additional  material  in  the  four highest ranks of the
              board.  You can request the optional material  to  be  balanced,
              i.e. equal for white and black.

       narrow The  `narrow'  button  is similar in function to the `find posi-
              tion' button, but only searches in the already  selected  games,
              rather  than the complete game file, and can thus be used to re-
              fine a search based on multiple criteria.

       Also match reversed colors
       Also match left-right flipped position
              When looking for matching positions  rather  than  by  material,
              these  settings  determine  whether  mirror images (in case of a
              vertical flip in combination with color reversal) will  be  also
              considered  a match.  The left-right flipping is only useful af-
              ter all castling rights have expired (or in Xiangqi).

   Save Game Options
       Summons a dialog where you can specify whether XBoard should  automati-
       cally  save  files  of  games when they finish, and where and how to do
       that.

       Auto-Save Games
              When set XBoard will automatically save games on a file as  they
              finish.   (Not  when  you  abort  them  by  pressing `New Game',
              though!)  It will either prompt you for a filename, or  use  the
              file specified  by the `saveGameFile' option.

       Own Games Only
              Setting  this option will exclude games by others observed on an
              Internet Chess Server from automatic saving.

       Save Games on File
              Name of the file on which games should be  saved  automatically.
              Games  are always appended to the file, and will never overwrite
              anything.

       Save Final Position on File
              When a name is defined, the final position of each game  is  ap-
              pended to the mentioned file.

       PGN Event Header
              Specifies the name of the event used in the PGN event tag of new
              games that you create.

       Old Save Style
              Saves games in an obsolete and now long forgotten format, rather
              than as PGN. Never use this for orthodox Chess!

       Include Number Tag in tourney PGN
              When  on this option will cause the non-standard 'Number' tag to
              be written in any game saved in PGN format.  It will contain the
              unique  number  of  the game in the tourney.  (As opposed to the
              'Round' tag, which can be shared by many games.)

       Save Score/Depth Info in PGN
              When on this option will cause the score and depth at  which  it
              was  calculated by an engine, and (when available) thinking time
              to be saved with the move as a comment to the move, in the  for-
              mat  {score/depth  time}.  Here 'score'is in pawn units from the
              point of view of the player that made the move, with two  digits
              behind the decimal Pawn.

       Save Out-of-Book Info in PGN
              When  on  this option causes the score of the first move the en-
              gine made after coming out of book in an 'Annotator' PGN tag.

   Game List
       Pops up a dialog where you can select the PGN tags that  should  appear
       on the lines in the `Game List', and their order.

   Sound Options
       Summons a dialog where you can specify the sounds that should accompany
       various events that can occur in XBoard.  Most events are only relevant
       to  ICS  play,  but the move sound is an important exception.  For each
       event listed in the dialog, you can select  a  standard  sound  from  a
       menu.

       Sound Program
              Specifies  the command XBoard should invoke to play sounds.  The
              specified text will be suffixed by the name of the  sound  file,
              and then run as a command.

       Sounds Directory
              Specifies  the  directory  where XBoard will look for files with
              the names of the standard sounds.

       User WAV File
              When we type a filename here, it can be assigned to  the  events
              by selecting `Above WAV File' from the drop downs.

       Try-Out Sound
       Play   The  'event'  triggering  the  Try-Out  sound is pressing of the
              `Play' button behind it.  This allows you to judge the sounds.

   Save Settings Now
       Selecting this menu item causes the current XBoard settings to be writ-
       ten  to  the settings file, (.xboardrc in your home directory), so they
       will also apply in  future  sessions.   Note  that  some  settings  are
       'volatile', and are not saved, because XBoard considers it too unlikely
       that you want those to apply next time.  In particular this applies  to
       the  Chess  program,  and all options giving information on those Chess
       programs (such as their directory, if they have their own opening book,
       if  they  are  UCI  or  native XBoard), or the variant you are playing.
       Such options would still be understood when they appear in the settings
       file  in  case  they  were put there with the aid of a text editor, but
       they would disappear from the file as soon as you save the settings.

       Note that XBoard no longer pays attention to options  values  specified
       in  the  .Xresources  file.   (Specifying key bindings there will still
       work, though.)  To alter the default of volatile options, you  can  use
       the  following  method:  Rename  your  ~/.xboardrc  settings  file  (to
       ~/.yboardrc, say), and create a new file ~/.xboardrc, which  only  con-
       tains the options

           -settingsFile  ~/.yboardrc
           -saveSettingsFile  ~/.yboardrc

       This will cause your settings to be saved on ~/.yboardrc in the future,
       so that ~/.xboardrc is no longer  overwritten.   You  can  then  safely
       specify  volatile  options  in  ~/.xboardrc, either before or after the
       settingsFile options.  Note that when you  specify  persistent  options
       after  the  settingsFile  options  in this ~/.xboardrc, you will essen-
       tially turn them into volatile options with the specified value as  de-
       fault,  because that value will overrule the value loaded from the set-
       tings file (being read later).

   Save Settings on Exit
       Setting this option has no immediate effect, but causes the settings to
       be saved when you quit XBoard. What happens then is otherwise identical
       to what happens when you use select "Save Settings Now", see there.

   Help Menu
       Info XBoard
              Displays the XBoard documentation in info format.  For this fea-
              ture  to  work,  you must have the GNU info program installed on
              your system, and the file `xboard.info' must either  be  present
              in  the current working directory, or have been installed by the
              `make install' command when you built XBoard.

       Man XBoard
              Displays the XBoard documentation in man page format.  The  `F1'
              key  is  a  keyboard  equivalent.  For this feature to work, the
              file `xboard.6' must have been installed by the  `make  install'
              command  when  you built XBoard, and the directory it was placed
              in must be on the search path for your system's `man' command.

       About XBoard
              Shows the current XBoard version number.

   Other Shortcut Keys
       Show Last Move
              By hitting `Enter' the last move will be re-animated.

       Load Next Game
              Loads the next game from the last game record file  you  loaded.
              The `Alt+PgDn' key triggers this action.

       Load Previous Game
              Loads  the  previous  game  from  the  last game record file you
              loaded.  The `Alt+PgUp' key triggers this action.  Not available
              if the last game was loaded from a pipe.

       Reload Same Game
              Reloads  the  last  game  you loaded.  Not available if the last
              game was loaded from a pipe.  Currently no keystroke is assigned
              to this ReloadGameProc.

       Reload Same Position
              Reloads the last position you loaded.  Not available if the last
              position was loaded from a pipe.  Currently no keystroke is  as-
              signed to this ReloadPositionProc.

       In  the  Xaw  build of XBoard you can add or remove shortcut keys using
       the X resources `paneA.translations'.  Here is an example of what could
       go into your `.Xdefaults' file:

           XBoard*paneA.translations: \
             Shift<Key>?: MenuItem(Help.About) \n\
             Ctrl<Key>y: MenuItem(Action.Accept) \n\
             Ctrl<Key>n: MenuItem(Action.Decline) \n\
             Ctrl<Key>i: MenuItem(Nothing)

       So  the  key  should always be bound to the action 'MenuItem', with the
       (hierarchical) name of the menu item as argument.  There are a few  ac-
       tions  available for which no menu item exists: Binding a key to `Noth-
       ing' makes it do nothing, thus removing it as  a  shortcut  key.  Other
       such functions that can be bound to keys are:

           AboutGame, DebugProc (switches the -debug option on or off),
           LoadNextGame, LoadPrevGame, ReloadGame, ReloadPosition.

OPTIONS
       This section documents the command-line options to XBoard.  You can set
       these options in two ways: by typing them on the shell command line you
       use  to  start  XBoard,  or  by  editing  the  settings  file  (usually
       ~/.xboardrc) to alter the value of the setting that  was  saved  there.
       Some  of  the options cannot be changed while XBoard is running; others
       set the initial state of items that can be  changed  with  the  Options
       menu.

       Most  of  the options have both a long name and a short name. To turn a
       boolean option on or off from the command line, either  give  its  long
       name  followed  by the value true or false (`-longOptionName true'), or
       give just the short name to turn the option on (`-opt'), or  the  short
       name preceded by `x' to turn the option off (`-xopt'). For options that
       take strings or numbers as values, you can use the long or short option
       names interchangeably.

   Chess Engine Options
       -tc or -timeControl minutes[:seconds]
              Each  player  begins with his clock set to the `timeControl' pe-
              riod.  Default: 5 minutes.  The additional options `movesPerSes-
              sion' and `timeIncrement' are mutually exclusive.

       -mps or -movesPerSession moves
              When  both  players  have  made  `movesPerSession'  moves, a new
              `timeControl' period is  added  to  both  clocks.   Default:  40
              moves.

       -inc or -timeIncrement seconds
              If  this option is specified, `movesPerSession' is ignored.  In-
              stead, after each player's  move,  `timeIncrement'  seconds  are
              added to his clock.  Use `-inc 0' if you want to require the en-
              tire game to be played in one `timeControl' period, with no  in-
              crement.  Default: -1, which specifies `movesPerSession' mode.

       -clock/-xclock or -clockMode true/false
              Determines whether or not to display the chess clocks. If clock-
              Mode is false, the clocks are not shown, but the side that is to
              play  next  is  still  highlighted. Also, unless `searchTime' is
              set, the chess engine still keeps track of the  clock  time  and
              uses it to determine how fast to make its moves.

       -shoMoveTime true/false
              When this option is set the time that has been thought about the
              current move will be displayed  behind  the  remaining  time  in
              parentheses (in seconds).  Default: false.

       -st or -searchTime minutes[:seconds]
              Tells the chess engine to spend at most the given amount of time
              searching for each of its moves. Without this option, the  chess
              engine  chooses its search time based on the number of moves and
              amount of time remaining until the next time  control.   Setting
              this option also sets clockMode to false.

       -depth or -searchDepth number
              Tells the chess engine to look ahead at most the given number of
              moves when searching for a move to make.  Without  this  option,
              the chess engine chooses its search depth based on the number of
              moves and amount of time remaining until the next time  control.
              With  the option, the engine will cut off its search early if it
              reaches the specified depth.

       -firstNPS number
       -secondNPS number
              Tells the chess engine to use an internal time standard based on
              its  node count, rather then wall-clock time, to make its timing
              decisions.  The time in virtual seconds should  be  obtained  by
              dividing  the node count through the given number, like the num-
              ber was a rate in nodes per  second.   Xboard  will  manage  the
              clocks  in  accordance with this, relying on the number of nodes
              reported by the engine in its thinking output. If the given num-
              ber  equals  zero, it can obviously not be used to convert nodes
              to seconds, and the time reported  by  the  engine  is  used  to
              decrement  the  XBoard clock in stead. The engine is supposed to
              report in CPU time it uses, rather than wall-clock time, in this
              mode.  This  option can provide fairer conditions for engine-en-
              gine matches on heavily loaded machines, or with very fast games
              (where  the  wall clock is too inaccurate).  `showThinking' must
              be on for this option to work. Default: -1 (off).  Not many  en-
              gines might support this yet!

       -firstTimeOdds factor
       -secondTimeOdds factor
              Reduces the time given to the mentioned engine by the given fac-
              tor.  If pondering is off, the effect is indistinguishable  from
              what would happen if the engine was running on an n-times slower
              machine. Default: 1.

       -timeOddsMode mode
              This option determines how the case is handled  where  both  en-
              gines  have  a  time-odds  handicap.  If mode=1, the engine that
              gets the most time will always get the nominal time,  as  speci-
              fied  by  the  time-control  options, and its opponent's time is
              renormalized accordingly.  If mode=0,  both  play  with  reduced
              time. Default: 0.

       -hideThinkingFromHuman true/false
              Controls  the  Hide  Thinking option. See Options Menu. Default:
              true.  (Replaces the Show-Thinking option of older  xboard  ver-
              sions.)

       -thinking/-xthinking or -showThinking true/false
              Forces the engine to send thinking output to xboard.  Used to be
              the only way to control if  thinking  output  was  displayed  in
              older  xboard versions, but as the thinking output in xboard 4.3
              is also used for several other purposes  (adjudication,  storing
              in  PGN file) the display of it is now controlled by the new op-
              tion Hide Thinking. See Options Menu. Default: false.   (But  if
              xboard  needs the thinking output for some purpose, it makes the
              engine send it despite the setting of this option.)

       -ponder/-xponder or -ponderNextMove true/false
              Sets the Ponder Next Move menu option.  See  Options  Menu.  De-
              fault: true.

       -smpCores number
              Specifies the maximum number of CPUs an SMP engine is allowed to
              use.  Only works for engines that support  the  XBoard/WinBoard-
              protocol cores feature.

       -mg or -matchGames n
              Automatically  runs  an  n-game match between two chess engines,
              with alternating colors.  If the  `loadGameFile'  or  `loadPosi-
              tionFile'  option is set, XBoard starts each game with the given
              opening moves or the given position; otherwise, the games  start
              with the standard initial chess position.  If the `saveGameFile'
              option is set, a move record for the match is  appended  to  the
              specified file. If the `savePositionFile' option is set, the fi-
              nal position reached in each game of the match  is  appended  to
              the  specified file. When the match is over, XBoard displays the
              match score and exits. Default: 0 (do not run a match).

       -mm/-xmm or -matchMode true/false
              Setting  `matchMode'  to   true   is   equivalent   to   setting
              `matchGames' to 1.

       -sameColorGames n
              Automatically  runs  an  n-game match between two chess engines,
              without alternating colors.  Otherwise the same applies  as  for
              the `-matchGames' option, over which it takes precedence if both
              are specified. (See there.)  Default: 0 (do not run a match).

       -epd   This option puts XBoard in a special mode for solving EPD  test-
              suites,  for  the  entire duration of the session.  In this mode
              games are aborted after a single move, and  that  move  will  be
              compared  with the best-move or avoid-move from the EPD position
              description from which the 'game' was started.  Playing  a  best
              move counts as a win, playing an avoid move as a loss, and play-
              ing any other move counts as a draw.  This option should be used
              in  combination with match mode, and an EPD file of starting po-
              sitions with an auto-incrementing index.  Color assignment  will
              be  such  that  the first engine plays all moves, and the second
              engine will be never involved.  The results for individual posi-
              tions,  as  well  as the time used for solving them, will be re-
              ported in the lower pane of the Engine Output window.

       -fcp or -firstChessProgram program
       -scp or -secondChessProgram program
              Name of first and second chess engine, respectively.   A  second
              chess engine is started only in Two Machines (match) mode, or in
              Analyze mode with two engines.  The second engine is by  default
              the  same  as  the first.  Default for the first engine: `fairy-
              max'.

       -fe or -firstEngine nickname
       -se or -secondEngine nickname
              This is an alternative to the `fcp' and `scp' options for speci-
              fying the first and second engine, for engines that were already
              registered (using the `Load Engine' dialog) in XBoard's settings
              file.   It  will  not only retrieve the real name of the engine,
              but also all options configured with it.  (E.g. if  it  is  UCI,
              whether it should use book.)

       -fb/-xfb or -firstPlaysBlack true/false
              In  games  between two chess engines, firstChessProgram normally
              plays white.  If this option is  true,  firstChessProgram  plays
              black.   In  a  multi-game match, this option affects the colors
              only for the first game;  they  still  alternate  in  subsequent
              games.

       -fh or -firstHost host
       -sh or -secondHost host
              Hosts  on  which  the  chess engines are to run. The default for
              each is `localhost'. If you specify another  host,  XBoard  uses
              `rsh'  to run the chess engine there. (You can substitute a dif-
              ferent remote shell program for rsh using the `remoteShell'  op-
              tion described below.)

       -fd or -firstDirectory dir
       -sd or -secondDirectory dir
              Working  directories  in  which the chess engines are to be run.
              The default is "", which means to run the chess  engine  in  the
              same  working directory as XBoard itself.  (See the CHESSDIR en-
              vironment variable.)  This option is  effective  only  when  the
              chess engine is being run on the local host; it does not work if
              the engine is run remotely using the -fh or -sh option.

       -initString string or -firstInitString
       -secondInitString string
              The string that is sent to initialize each chess  engine  for  a
              new game.  Default:

                  new
                  random

              Setting this option from the command line is tricky, because you
              must type in real newline characters, including one at the  very
              end.  In most shells you can do this by entering a `\' character
              followed by a newline.  Using the character sequence `\n' in the
              string should work too, though.

              If you change this option, don't remove the `new' command; it is
              required by all chess engines to start a new game.

              You can remove the `random' command if you  like;  including  it
              causes  GNU  Chess 4 to randomize its move selection slightly so
              that it doesn't play the same moves in every game.  Even without
              `random',  GNU  Chess  4 randomizes its choice of moves from its
              opening book.  Many other chess engines ignore this command  en-
              tirely and always (or never) randomize.

              You  can  also  try adding other commands to the initString; see
              the documentation of the chess engine you are using for details.

       -firstComputerString string
       -secondComputerString string
              The string that is sent to the chess engine if its  opponent  is
              another  computer  chess  engine.   The default is `computer\n'.
              Probably the only useful alternative is the empty  string  (`'),
              which  keeps  the engine from knowing that it is playing another
              computer.

       -reuse/-xreuse or -reuseFirst true/false
       -reuse2/-xreuse2 or -reuseSecond true/false
              If the option is false, XBoard kills off the chess engine  after
              every game and starts it again for the next game.  If the option
              is true (the default), XBoard starts the chess engine only  once
              and  uses  it repeatedly to play multiple games.  Some old chess
              engines may not work properly when reuse is turned on, but  oth-
              erwise games will start faster if it is left on.

       -firstProtocolVersion version-number
       -secondProtocolVersion version-number
              This option specifies which version of the chess engine communi-
              cation protocol to use.  By default, version-number  is  2.   In
              version  1,  the  "protover"  command is not sent to the engine;
              since version 1 is a subset of version 2, nothing else  changes.
              Other values for version-number are not supported.

       -firstScoreAbs true/false
       -secondScoreAbs true/false
              If this option is set, the score reported by the engine is taken
              to be that in favor of white, even when the engine plays  black.
              Important  when  XBoard  uses the score for adjudications, or in
              PGN reporting.

       -niceEngines priority
              This option allows you to lower the priority of the engine  pro-
              cesses,  so that the generally insatiable hunger for CPU time of
              chess engines does not interfere so much with  smooth  operation
              of  XBoard  (or the rest of your system).  Negative values could
              increase the engine priority, which is not recommended.

       -firstOptions string
       -secondOptions string
              The given string is a comma-separated list of  (option  name=op-
              tion  value)  pairs,  like  the  following  example: "style=Kar-
              pov,blunder rate=0".  If an option announced by  the  engine  at
              startup through the feature commands of the XBoard/WinBoard pro-
              tocol matches one of the option names (i.e. "style" or  "blunder
              rate"),  it would be set to the given value (i.e. "Karpov" or 0)
              through a corresponding option command to the engine.  This pro-
              vided  that  the  type of the value (text or numeric) matches as
              well.

       -firstNeedsNoncompliantFEN string
       -secondNeedsNoncompliantFEN string
              The castling rights and e.p. fields of the FEN sent to the  men-
              tioned  engine with the setboard command will be replaced by the
              given string. This can for instance be used to run engines  that
              do not understand Chess960 FENs in variant fischerandom, to make
              them at least understand the opening position,  through  setting
              the  string  to  "KQkq  -". (Note you also have to give the e.p.
              field!)  Other possible applications are to provide work-arounds
              for  engines  that want to see castling and e.p. fields in vari-
              ants that do not have castling or e.p.  (shatranj, courier,  xi-
              angqi,  shogi) so that XBoard would normally omit them (string =
              "- -"), or to add variant-specific fields that are not yet  sup-
              ported  by  XBoard  (e.g.  to  indicate  the number of checks in
              3check).

       -shuffleOpenings
              Forces shuffling of the opening setup in variants that  normally
              have  a  fixed  initial  position.  Shufflings are symmetric for
              black and white, and exempt King and Rooks in variants with nor-
              mal castling.  Remains in force until a new variant is selected.

       -fischerCastling
              Specifies Fischer castling (as in Chess960) should be enabled in
              variants that normally would not have it.  Remains in force  un-
              til a new variant is selected.

   UCI + WB Engine Settings
       -fUCI or -firstIsUCI true/false
       -sUCI or -secondIsUCI true/false
              Indicates  if  the mentioned engine executable file is a UCI en-
              gine, and should be run with the aid  of  the  Polyglot  adapter
              rather  than  directly.  Xboard will then pass the other UCI op-
              tions and engine name to Polyglot on its command line, according
              to the option `adapterCommand'.

       -fUCCI
       -sUCCI
       -fUSI
       -sUSI  Options  similar  to `fUCI' and `sUCI', except that they use the
              indicated engine with the protocol adapter specified in the `ux-
              iAdapter'  option.   This  can  then be configured for running a
              UCCI or USI adapter, as the need arises.

       -adapterCommand string
              The string contains the command that should be issued by  XBoard
              to  start  an  engine  that is accompanied by the `fUCI' option.
              Any identifier following a percent sign  in  the  command  (e.g.
              %fcp)  will  be  considered the name of an XBoard option, and be
              replaced by the value of that option at the time the  engine  is
              started.   For  starting  the  second engine, any leading "f" or
              "first" in the option name will first  be  replaced  by  "s"  or
              "second",  before  finding its value.  Default: 'polyglot -noini
              -ec "%fcp" -ed "%fd"'

       -uxiAdapter string
              Similar to `adapterCommand', but used for engines accompanied by
              the  `fUCCI' or `fUSI' option, so you can configure XBoard to be
              ready to handle more than one flavor  of  non-native  protocols.
              Default: ""

       -polyglotDir filename
              Gives  the  name  of the directory in which the Polyglot adapter
              for UCI engines resides.  Default: "".

       -usePolyglotBook true/false
              Specifies if the Polyglot book should be used as GUI book.

       -polyglotBook filename
              Gives the filename of the opening book.  The book is  only  used
              when the `usePolyglotBook' option is set to true, and the option
              `firstHasOwnBookUCI' or `secondHasOwnBookUCI'  applying  to  the
              engine  is  set to false.  The engine will be kept in force mode
              as long as the current position is in book, and XBoard will  se-
              lect the book moves for it. Default: "".

       -fNoOwnBookUCI or -firstXBook or -firstHasOwnBookUCI true/false
       -sNoOwnBookUCI or -secondXBook or -secondHasOwnBookUCI true/false
              Indicates  if  the  mentioned engine has its own opening book it
              should play from, rather than using the  external  book  through
              XBoard.   Default: depends on setting of the option `discourage-
              OwnBooks'.

       -discourageOwnBooks true/false
              When set, newly loaded engines will be assumed to  use  the  GUI
              book,  unless  they  explicitly  specify differently.  Otherwise
              they will be assumed to not use the GUI book, unless the specify
              differently (e.g. with `firstXBook').  Default: false.

       -bookDepth n
              Limits  the  use  of  the  GUI book to the first n moves of each
              side.  Default: 12.

       -bookVariation n
              A value n from 0 to 100 tunes the choice of moves from  the  GUI
              books from totally random to best-only. Default: 50

       -mcBookMode
              When this volatile option is specified, the probing algorithm of
              the GUI book is altered to always select the move that  is  most
              under-represented  based on its performance.  When all moves are
              played in approximately the right proportion, a book  miss  will
              be  reported,  to  give  the engine opportunity to explore a new
              move.  In addition score of the moves will be kept track of dur-
              ing  the  session in a book buffer.  By playing an match in this
              mode, a book will be built from scratch.  The  only  output  are
              the saved games, which can be converted to an actual book later,
              with the `Save Games as Book' command.  The latter  command  can
              also be used to pre-fill the book buffer before adding new games
              based on the probing algorithm.

       -fn string or -firstPgnName string
       -sn string or -secondPgnName string
              Indicates the name that should be used for  the  engine  in  PGN
              tags  of  engine-engine games.  Intended to allow you to install
              versions of the same engine with different settings,  and  still
              distinguish them.  Default: "".

       -defaultHashSize n
              Sets  the  size  of the hash table to n MegaBytes. Together with
              the EGTB cache size this number is also used  to  calculate  the
              memory  setting  of XBoard/WinBoard engines, for those that sup-
              port the memory feature of  the  XBoard/WinBoard  protocol.  De-
              fault: 64.

       -defaultCacheSizeEGTB n
              Sets  the  size  of the EGTB cache to n MegaBytes. Together with
              the hash-table size this number is also used  to  calculate  the
              memory  setting  of XBoard/WinBoard engines, for those that sup-
              port the memory feature of  the  XBoard/WinBoard  protocol.  De-
              fault: 4.

       -defaultPathEGTB filename
              Gives  the  name  of the directory where the end-game tablebases
              are   installed,   for   UCI   engines.    Default:    "/usr/lo-
              cal/share/egtb".

       -egtFormats string
              Specifies  which  end-game tables are installed on the computer,
              and where.  The argument is a  comma-separated  list  of  format
              specifications,  each specification consisting of a format name,
              a colon, and  a  directory  path  name,  e.g.  "nalimov:/usr/lo-
              cal/share/egtb".  If the name part matches that of a format that
              the engine requests through a feature command, xboard will relay
              the  path  name for this format to the engine through an egtpath
              command.  One egtpath command for each matching format  will  be
              sent.   Popular  formats  are "nalimov" and "gaviota" DTM table-
              bases, syzygy DTZ tablebases and "scorpio"  bitbases.   Default:
              "".

       -firstChessProgramNames={names}
              This  option  lets  you  customize the listbox with chess-engine
              names that appears in the `Load Engine' and `Tournament Options'
              dialog.   It  consists of a list of strings, one per line.  When
              an engine is loaded, the corresponding  line  is  prefixed  with
              "-fcp  ",  and  processed  like it appeared on the command line.
              That means that apart from the engine command,  it  can  contain
              any  number  of XBoard options you want to use with this engine.
              (Commonly used options here are -fd, -firstXBook, -fUCI,  -vari-
              ant.)

              The  value of this option is gradually built as you load new en-
              gines through the `Load Engine' menu dialog, with `Add to  list'
              ticked.   To  change  it in other ways, (e.g. deleting engines),
              use the menu item `Edit Engine List' in the `Engine' menu.

   Tournament options
       -defaultMatchGames n
              Sets the number of games that will be used for a  match  between
              two  engines  started from the menu to n. Also used as games per
              pairing in other tournament formats.  Default: 10.

       -matchPause n
              Specifies the duration of the pause between two games of a match
              or tournament between engines as n milliseconds.  Especially en-
              gines that do not support ping need this option, to prevent that
              the  move they are thinking on when an opponent unexpectedly re-
              signs will be counted for the next  game,  (leading  to  illegal
              moves there).  Default: 10000.

       -tf filename or -tourneyFile filename
              Specifies  the name of the tournament file used in match mode to
              conduct a multi-player tournament.  This file is a special  set-
              tings  file, which stores the description of the tournament (in-
              cluding progress info), through normal options  (e.g.  for  time
              control,  load and save files), and through some special-purpose
              options listed below.

       -tt number or -tourneyType number
              Specifies  the  type  of  tourney:  0  =  round-robin,   N>0   =
              (multi-)gauntlet with N gauntlet engines, -1 = Swiss through ex-
              ternal pairing engine.  Volatile option, but stored  in  tourney
              file.

       -cy number or -tourneyCycles number
              Specifies  the  number of cycles in a tourney.  Volatile option,
              but stored in tourney file.

       -participants list
              The list is a multi-line text string that specifies engines  oc-
              curring in the `firstChesProgramNames' list in the settings file
              by their (implied or explicitly given) nicknames, one engine per
              line.  The mentioned engines will play in the tourney.  Volatile
              option, but stored in tourney file.

       -results string
              The string of +=- characters lists  the  result  of  all  played
              games  in  a  tourney.  Games currently playing are listed as *,
              while a space indicates a game that is not yet played.  Volatile
              option, but stored in tourney file.

       -defaultTourneyName string
              Specifies  the name of the tournament file XBoard should propose
              when the `Match Options' dialog is opened.  Any %y, %M, %d,  %h,
              %m,  %s  in  the string are replaced by the current year, month,
              day of the month, hours, minutes, seconds of the  current  time,
              respectively,  as  two-digit  number.  A %Y would be replaced by
              the year as 4-digit number. Default: empty string.

       -pairingEngine filename
              Specifies the external program to be used to pair  the  partici-
              pants  in  Swiss tourneys.  XBoard communicates with this engine
              in the same way as it communicates with Chess engines.  The only
              commands  sent  to  the  pairing  engine are “results N string”,
              (where N is the number of participants, and string  the  results
              so  far  in  the format of the results option), and “pairing N”,
              (where N is the number of the tourney game).  To the latter  the
              pairing  engine should answer with “A-B”, where A and B are par-
              ticipant numbers (in the range 1-N).  (There should be no  reply
              to the results command.) Default: empty string.

       -afterGame string
       -afterTourney string
              When  non-empty,  the  given string will be executed as a system
              command after each tournament game, or after  the  tourney  com-
              pletes, respectively.  This can be used, for example, to autmat-
              ically run a cross-table generator on the PGN file  where  games
              are saved, to update the tourney standings.  Default: ""

       -syncAfterRound true/false
       -syncAfterCycle true/false
              Controls whether different instances of XBoard concurrently run-
              ning the same tournament will wait for  each  other.   Defaults:
              sync after cycle, but not after round.

       -seedBase number
              Used  to store the seed of the pseudo-random-number generator in
              the tourneyFile, so that separate instances of XBoard working on
              the  same  tourney can take coherent 'random' decisions, such as
              picking an opening for a given game number.

   ICS options
       -ics/-xics or -internetChessServerMode true/false
              Connect with an Internet Chess Server to play chess against  its
              other  users,  observe  games  they are playing, or review games
              that have recently finished. Default: false.

       -icshost or -internetChessServerHost host
              The Internet host name or address of the chess server to connect
              to  when in ICS mode. Default: `chessclub.com'.  Another popular
              chess server to try is `freechess.org'.  If  your  site  doesn't
              have a working Internet name server, try specifying the host ad-
              dress in numeric form.  You may also need to specify the numeric
              address  when using the icshelper option with timestamp or time-
              seal (see below).

       -icsport or -internetChessServerPort port-number
              The port number to use when connecting to a chess server in  ICS
              mode. Default: 5000.

       -icshelper or -internetChessServerHelper prog-name
              An  external  helper  program used to communicate with the chess
              server.  You would set it to "timestamp" for ICC (chessclub.com)
              or "timeseal" for FICS (freechess.org), after obtaining the cor-
              rect version of timestamp or timeseal for  your  computer.   See
              "help  timestamp"  on ICC and "help timeseal" on FICS.  This op-
              tion is shorthand for `-useTelnet -telnetProgram program'.

       -telnet/-xtelnet or -useTelnet true/false
              This option is poorly named; it should be called useHelper.   If
              set  to  true, it instructs XBoard to run an external program to
              communicate with the Internet Chess Server.  The program to  use
              is  given  by  the telnetProgram option.  If the option is false
              (the default), XBoard opens a TCP socket and uses its own inter-
              nal  implementation  of  the telnet protocol to communicate with
              the ICS. See Firewalls.

       -telnetProgram prog-name
              This option is poorly named; it should be called  helperProgram.
              It  gives  the  name  of  the telnet program to be used with the
              `gateway' and `useTelnet' options.  The default is `telnet'. The
              telnet   program   is   invoked   with   the  value  of  `inter-
              netChessServerHost' as its first argument and the value of  `in-
              ternetChessServerPort' as its second argument.  See Firewalls.

       -gateway host-name
              If  this  option is set to a host name, XBoard communicates with
              the Internet Chess Server by using `rsh' to run the  `telnetPro-
              gram'  on  the given host, instead of using its own internal im-
              plementation of the telnet protocol. You can substitute  a  dif-
              ferent  remote  shell  program for `rsh' using the `remoteShell'
              option described below.  See Firewalls.

       -internetChessServerCommPort or -icscomm dev-name
              If this option is set, XBoard communicates with the ICS  through
              the  given character I/O device instead of opening a TCP connec-
              tion.  Use this option if your system does not have any kind  of
              Internet  connection itself (not even a SLIP or PPP connection),
              but you do have dial-up access (or a hardwired terminal line) to
              an  Internet  service  provider from which you can telnet to the
              ICS.

              The support for this option in XBoard is minimal.  You  need  to
              set  all communication parameters and tty modes before you enter
              XBoard.

              Use a script something like this:

                  stty raw -echo 9600 > /dev/tty00
                  xboard -ics -icscomm /dev/tty00

              Here replace `/dev/tty00' with the name of the device that  your
              modem  is  connected  to. You might have to add several more op-
              tions to these stty commands. See the man pages for  `stty'  and
              `tty' if you run into problems. Also, on many systems stty works
              on its standard input instead of standard output, so you have to
              use `<' instead of `>'.

              If  you  are  using  linux,  try starting with the script below.
              Change it as necessary for your installation.

                  #!/bin/sh -f
                  # configure modem and fire up XBoard

                  # configure modem
                  (
                    stty 2400 ; stty raw ; stty hupcl ; stty -clocal
                    stty ignbrk ; stty ignpar ; stty ixon ; stty ixoff
                    stty -iexten ; stty -echo
                  ) < /dev/modem
                  xboard -ics -icscomm /dev/modem

              After you start XBoard in this way, type whatever  commands  are
              necessary  to  dial  out  to  your Internet provider and log in.
              Then telnet to ICS, using a command like  `telnet  chessclub.com
              5000'.   Important:  See the paragraph below about extra echoes,
              in Limitations.

       -icslogon or -internetChessServerLogonScript file-name
              Whenever XBoard connects to the Internet  Chess  Server,  if  it
              finds  a  file  with the name given in this option, it feeds the
              file's contents to the ICS as commands. The default file name is
              `.icsrc'.   Usually  the  first  two lines of the file should be
              your ICS user name and password.  The  file  can  be  either  in
              $CHESSDIR, in XBoard's working directory if CHESSDIR is not set,
              or in your home directory.

       -msLoginDelay delay
              If you experience trouble logging on to an ICS  when  using  the
              `-icslogon'  option,  inserting some delay between characters of
              the logon script may help. This option adds `delay' milliseconds
              of delay between characters. Good values to try are 100 and 250.

       -icsinput/-xicsinput or -internetChessServerInputBox true/false
              Sets  the  ICS  Input  Box  menu option. See Mode Menu. Default:
              false.

       -autocomm/-xautocomm or -autoComment true/false
              Sets the Auto Comment menu option. See  Options  Menu.  Default:
              false.

       -autoflag/-xautoflag or -autoCallFlag true/false
              Sets  the  Auto  Flag  menu  option.  See Options Menu. Default:
              false.

       -autobs/-xautobs or -autoObserve true/false
              Sets the Auto Observe menu option.  See Options  Menu.  Default:
              false.

       -autoKibitz
              Enables  kibitzing  of  the engines last thinking output (depth,
              score, time, speed, PV) before it moved to  the  ICS,  in  zippy
              mode. The option `showThinking' must be switched on for this op-
              tion to work.  Also diverts similar kibitz information of an op-
              ponent engine that is playing you through the ICS to the engine-
              output window, as if the engine was playing locally.

       -seekGraph true/false or -sg
              Enables displaying of the seek graph by left-clicking the  board
              when  you  are logged on to an ICS and currently idle.  The seek
              graph show all players currently seeking games on the ICS, plot-
              ted  according  to their rating and the time control of the game
              they seek, in three different colors  (for  rated,  unrated  and
              wild  games).   Computer ads are displayed as squares, human ads
              are dots.  Default: false.

       -autoRefresh true/false
              Enables automatic updating of the seek graph, by having the  ICS
              send  a running update of all newly placed and removed seek ads.
              This consumes a substantial amount of  communication  bandwidth,
              and is only supported for FICS and ICC.  Default: false.

       -backgroundObserve true/false
              When  true, boards sent to you by the ICS from other games while
              you are playing (e.g. because you are observing them)  will  not
              be automatically displayed.  Only a summary of time left and ma-
              terial of both players will appear in the  message  field  above
              the  board.  XBoard will remember the last board it has received
              this way, and will display it instead of the  position  in  your
              own game when you press the right mouse button.  No other infor-
              mation is stored on such games observed in the  background;  you
              cannot  save such a game later, or step through its moves.  This
              feature is provided solely for the benefit of bughouse  players,
              to  enable them to peek at their partner's game without the need
              to logon twice.  Default: false.

       -dualBoard true/false
              In combination with -backgroundObserve true,  this  option  will
              display  the board of the background game side by side with that
              of your own game, so you can have it in view  permanently.   Any
              board  or  holdings info coming in will be displayed on the sec-
              ondary board immediately.  This feature  is  still  experimental
              and  largely  unfinished.  There is no animation or highlighting
              of moves on the secondary board.  Default: false.

       -disguisePromotedPieces true/false
              When set promoted Pawns  in  crazyhouse/bughouse  are  displayed
              identical  to  primordial  pieces  of the same type, rather than
              distinguishable.  Default: true.

       -moves/-xmoves or -getMoveList true/false
              Sets the Get Move List menu option.  See Options Menu.  Default:
              true.

       -alarm/-xalarm or -icsAlarm true/false
              Sets  the  ICS  Alarm  menu  option.  See Options Menu. Default:
              true.

       -icsAlarmTime ms
              Sets the time in milliseconds for the  ICS  Alarm  menu  option.
              See Options Menu. Default: 5000.

       lowTimeWarning true/false
              Controls  a  color change of the board as a warning your time is
              running out.  See Options Menu. Default: false.

       -pre/-xpre or -premove true/false
              Sets the Premove menu option. See Options Menu. Default: true.

       -prewhite/-xprewhite or -premoveWhite
       -preblack/-xpreblack or -premoveBlack
       -premoveWhiteText string
       -premoveBlackText string
              Set the menu options for specifying the first  move  for  either
              color.   See Options Menu. Defaults: false and empty strings, so
              no pre-moves.

       -quiet/-xquiet or -quietPlay true/false
              Sets the Quiet Play menu option.  See  Options  Menu.   Default:
              false.

       -colorizeMessages or -colorize/-xcolorize
              Setting  colorizeMessages  to  true tells XBoard to colorize the
              messages received from the ICS.  Colorization works only if your
              xterm  supports ISO 6429 escape sequences for changing text col-
              ors.  Default: true.

       -colorShout foreground,background,bold
       -colorSShout foreground,background,bold
       -colorCShout foreground,background,bold
       -colorChannel1 foreground,background,bold
       -colorChannel foreground,background,bold
       -colorKibitz foreground,background,bold
       -colorTell foreground,background,bold
       -colorChallege foreground,background,bold
       -colorRequest foreground,background,bold
       -colorSeek foreground,background,bold
       -colorNormal foreground,background,bold
              These options set the colors used when colorizing ICS  messages.
              All  ICS  messages  are  grouped  into  one of these categories:
              shout, sshout, channel 1, other  channel,  kibitz,  tell,  chal-
              lenge, request (including abort, adjourn, draw, pause, and take-
              back), or normal (all other messages).

              Each foreground or background argument can be one of the follow-
              ing:  black,  red, green, yellow, blue, magenta, cyan, white, or
              default.  Here ``default'' means the default foreground or back-
              ground  color of your xterm.  Bold can be 1 or 0.  If background
              is omitted, ``default'' is assumed; if bold is omitted, 0 is as-
              sumed.

       -soundProgram progname
              If  this  option  is  set to a sound-playing program that is in-
              stalled and working on your system, XBoard can play sound  files
              when  certain  events  occur, listed below.  The default program
              name is "play".  If any of the sound options is set to "$",  the
              event rings the terminal bell by sending a ^G character to stan-
              dard output, instead of playing a sound file.  If an  option  is
              set to the empty string "", no sound is played for that event.

       -soundDirectory directoryname
              This  option  specifies  where XBoard will look for sound files,
              when these are not given as an absolute path name.

       -soundShout filename
       -soundSShout filename
       -soundCShout filename
       -soundChannel filename
       -soundChannel1 filename
       -soundKibitz filename
       -soundTell filename
       -soundChallenge filename
       -soundRequest filename
       -soundSeek filename
              These sounds are triggered in the same way as  the  colorization
              events described above.  They all default to "", no sound.  They
              are played only if the colorizeMessages is on.  CShout  is  syn-
              onymous with SShout.

       -soundMove filename
              This  sound  is played when a player other than yourself makes a
              move.  Default: "$".

       -soundRoar filename
              This sound is played when a Lion makes a hit-and-run  or  double
              capture/ Default: "" (no sound).

       -soundIcsAlarm filename
              This sound is used by the ICS Alarm menu option.  Default: "$".

       -soundIcsWin filename
              This  sound is played when you win an ICS game.  Default: "" (no
              sound).

       -soundIcsLoss filename
              This sound is played when you lose an ICS game.  Default: "" (no
              sound).

       -soundIcsDraw filename
              This sound is played when you draw an ICS game.  Default: "" (no
              sound).

       -soundIcsUnfinished filename
              This sound is played when an ICS game that you are participating
              in is aborted, adjourned, or otherwise ends inconclusively.  De-
              fault: "" (no sound).

   Load and Save options
       -lgf or -loadGameFile file
       -lgi or -loadGameIndex index
              If the `loadGameFile' option is set, XBoard loads the  specified
              game  file  at startup. The file name `-' specifies the standard
              input. If there is more than one game in the file,  XBoard  pops
              up  a  menu  of the available games, with entries based on their
              PGN (Portable Game Notation) tags.  If the  `loadGameIndex'  op-
              tion  is  set  to  `N', the menu is suppressed and the N th game
              found in the file is loaded immediately.  The menu is also  sup-
              pressed if `matchMode' is enabled or if the game file is a pipe;
              in these cases the first game in the file is loaded immediately.
              Use  the `pxboard' shell script provided with XBoard if you want
              to pipe in files containing multiple games  and  still  see  the
              menu.  If the loadGameIndex specifies an index -1, this triggers
              auto-increment of the index in `matchMode', which means that af-
              ter  every  game  the  index is incremented by one, causing each
              game of the match to be played from the next game in  the  file.
              Similarly,  specifying  an index value of -2 causes the index to
              be incremented every two games, so that each game in the file is
              used  twice  (with  reversed  colors).  The `rewindIndex' option
              causes the index to be reset to the first game of the file  when
              it has reached a specified value.

       -rewindIndex n
              Causes  a position file or game file to be rewound to its begin-
              ning after n positions or games in  auto-increment  `matchMode'.
              See  `loadPositionIndex'  and  `loadGameIndex'.   default: 0 (no
              rewind).

       -td or -timeDelay seconds
              Time delay between moves during `Load Game' or  `Analyze  File'.
              Fractional  seconds  are  allowed;  try `-td 0.4'.  A time delay
              value of -1 tells XBoard not to step through game files automat-
              ically. Default: 1 second.

       -sgf or -saveGameFile file
              If  this  option  is  set, XBoard appends a record of every game
              played to the specified file. The file name  `-'  specifies  the
              standard output.

       -autosave/-xautosave or -autoSaveGames true/false
              Sets  the  Auto  Save  menu option.  See Options Menu.  Default:
              false.  Ignored if `saveGameFile' is set.

       -onlyOwnGames true/false
              Suppresses auto-saving of ICS observed games. Default: false.

       -lpf or -loadPositionFile file
       -lpi or -loadPositionIndex index
              If the `loadPositionFile' option is set, XBoard loads the speci-
              fied  position  file at startup. The file name `-' specifies the
              standard input. If the `loadPositionIndex' option is set  to  N,
              the  Nth  position  found  in  the file is loaded; otherwise the
              first position is loaded.  If the loadPositionIndex specifies an
              index  -1,  this triggers auto-increment of the index in `match-
              Mode', which means that after every game  the  index  is  incre-
              mented  by one, causing each game of the match to be played from
              the next position in the file. Similarly,  specifying  an  index
              value  of -2 causes the index to be incremented every two games,
              so that each position in the file is used twice  (with  the  en-
              gines playing opposite colors).  The `rewindIndex' option causes
              the index to be reset to the first position of the file when  it
              has reached a specified value.

       -spf or -savePositionFile file
              If this option is set, XBoard appends the final position reached
              in every game played to the specified file. The  file  name  `-'
              specifies the standard output.

       -positionDir directory
              Specifies  the  directory  where file browsing should start when
              using the `Load Position' menu item.

       -pgnExtendedInfo true/false
              If this option is set, XBoard saves depth, score and  time  used
              for  each  move  that  the  engine found as a comment in the PGN
              file.  Default: false.

       -pgnTimeLeft true/false
              If this option is set, XBoard will save the remaining clock time
              for  the player that has just moved as part of the `pgnExtended-
              Info', rather than the time that player thought about his latest
              move.  Default: false.

       -pgnEventHeader string
              Default:  false.   Sets  the  name  used in the PGN event tag to
              string.  Default: "Computer Chess Game".

       -pgnNumberTag true/false
              Include the (unique) sequence number of a tournament  game  into
              the saved PGN file as a 'number' tag.  Default: false.

       -saveOutOfBookInfo true/false
              Include  the  information  on  how the engine(s) game out of its
              opening book in a special 'annotator' tag  with  the  PGN  file.
              Default: true.

       -oldsave/-xoldsave or -oldSaveStyle true/false
              Sets  the  Old  Save  Style menu option.  See Options Menu.  De-
              fault: false.

       -gameListTags string
              The character string lists the PGN tags that should  be  printed
              in  the  Game List, and their order. The meaning of the codes is
              e=event, s=site, d=date, o=round, p=players,  r=result,  w=white
              Elo, b=black Elo, t=time control, v=variant, a=out-of-book info,
              c=result comment.  Default: "eprd"

       -ini or -settingsFile filename
       -saveSettingsFile filename
       @filename
              When XBoard encounters an  option  -settingsFile  (or  -ini  for
              short),  or  @filename, it tries to read the mentioned file, and
              substitutes the contents of it (presumaby more command-line  op-
              tions)  in  place  of  the option.  In the case of -ini or -set-
              tingsFile, the name of a successfully read settings file is also
              remembered as the file to use for saving settings (automatically
              on exit, or on user command).  An option of the  form  @filename
              does not affect saving.  The option -saveSettingsFile does spec-
              ify a name of the file to use for saving,  without  reading  any
              options  from  it,  and is thus also effective when the file did
              not exist yet.  So the settings will be saved to the file speci-
              fied  in the last -saveSettingsFile or succesful -settingsFile /
              -ini command, if any, and in /etc/xboard/xboard.conf  otherwise.
              Usualy  the latter is only accessible for the system administra-
              tor, though, and will be used  to  contain  system-wide  default
              settings,  amongst  which  a -saveSettingsFile and -settingsFile
              options to specify a settings file accessible to the  individual
              user, such as ~/.xboardrc in the user's home directory.

       -saveSettingsOnExit true/false
              Controls  saving  of  options on the settings file.  See Options
              Menu.  Default: true.

   User interface options
       -noGUI Suppresses all GUI functions of XBoard (to  speed  up  automated
              ultra-fast  engine-engine games, which you don't want to watch).
              There will be no board or clock updates, no printing  of  moves,
              and no update of the icon on the task bar in this mode.

       -logoSize N
              This  option  controls  the  drawing of player logos next to the
              clocks.  The integer N specifies the width of the logo  in  pix-
              els; the logo height will always be half the width.  When N = 0,
              no logos will be diplayed.  Default: 0.

       -firstLogo imagefile
       -secondLogo imagefile
              Specify the images to be used as player logos when `logoSize' is
              non-zero, next to the white and black clocks, respectively.

       -autoLogo true/false
       -logoDir filename
              When  `autoLogo' is set, XBoard will search for a PNG image file
              with the name of the engine or ICS in the directory specified by
              `logoDir'.   For  a  human player it will look for a file <user-
              name>.png in this directory, but only when ~/.logo.png does  not
              provide one.

       -recentEngines number
       -recentEngineList list
              When  the number is larger than zero, it determines how many re-
              cently used engines will be appended at the bottom of  the  `En-
              gines' menu.  The engines will be saved in your settings file as
              the option `recentEngineList', by their nicknames, and the  most
              recently used one will always be sorted to the top.  If the list
              after that is longer than the specified number, the last one  is
              discarded.   Changes  in  the  list will only become visible the
              next session, provided you saved the settings.  Default: 6.

       -oneClickMove true/false
              When set, this option allows you to enter moves by only clicking
              the to- or from-square, when only a single legal move to or from
              that square is possible.  Double-clicking a piece  (or  clicking
              an  already selected piece) will instruct that piece to make the
              only capture it can legally do.  Default: false.

       -monoMouse true/false
              When set button 1 clicks on empty squares in Edit Position  mode
              will  be  interpreted as button 3 clicks, so they place a piece.
              Default: false.

       -movesound/-xmovesound or -ringBellAfterMoves true/false
              Sets the Move Sound menu option.  See  Options  Menu.   Default:
              false.  For compatibility with old XBoard versions, -bell/-xbell
              are also accepted as abbreviations for this option.

       -analysisBell N
              When N is non-zero, the Move Sound will be played whenever a new
              PV  arrives in analysis mode after more than N seconds of analy-
              sis.  Default: 0.

       -exit/-xexit or -popupExitMessage true/false
              Sets the Popup Exit Message menu option.  See Options Menu.  De-
              fault: true.

       -popup/-xpopup or -popupMoveErrors true/false
              Sets  the  Popup Move Errors menu option.  See Options Menu. De-
              fault: false.

       -queen/-xqueen or -alwaysPromoteToQueen true/false
              Sets the Always Queen menu option.  See Options Menu.   Default:
              false.

       -sweepPromotions true/false
              Sets  the `Almost Always Promote to Queen' menu option.  See Op-
              tions Menu.  Default: false.

       -legal/-xlegal or -testLegality true/false
              Sets the Test Legality menu option.  See Options Menu.  Default:
              true.

       -size or -boardSize (sizeName | n1,n2,n3,n4,n5,n6,n7)
              Determines  how  large the board will be, by selecting the pixel
              size of the pieces and setting a few  related  parameters.   The
              sizeName  can  be  one of: Titanic, giving 129x129 pixel pieces,
              Colossal 116x116, Giant 108x108, Huge 95x95,  Big  87x87,  Large
              80x80, Bulky 72x72, Medium 64x64, Moderate 58x58, Average 54x54,
              Middling 49x49, Mediocre 45x45, Small 40x40, Slim 37x37,  Petite
              33x33, Dinky 29x29, Teeny 25x25, or Tiny 21x21.  Xboard installs
              with a set of scalable (svg) piece images, which  it  scales  to
              any of the requested sizes.  The square size can further be con-
              tinuously scaled by sizing  the  board  window,  but  this  only
              adapts the size of the pieces, and has no effect on the width of
              the grid lines or the font choice (both of which would depend on
              he selected boardSize).  The default depends on the size of your
              screen; it is approximately the largest size that will fit with-
              out clipping.

              You  can  select  other sizes or vary other layout parameters by
              providing a list of comma-separated values (with no  spaces)  as
              the  argument.   You  do not need to provide all the values; for
              any you omit from the end of the list, defaults are  taken  from
              the nearest built-in size.  The value `n1' gives the piece size,
              `n2' the width of the black border between squares, `n3' the de-
              sired  size for the clockFont, `n4' the desired size for the co-
              ordFont, `n5' the desired size for  the  messageFont,  `n6'  the
              smallLayout  flag  (0  or 1), and `n7' the tinyLayout flag (0 or
              1).  All dimensions  are  in  pixels.   If  the  border  between
              squares  is  eliminated (0 width), the various highlight options
              will not work, as there is nowhere to draw  the  highlight.   If
              smallLayout  is 1 and `titleInWindow' is true, the window layout
              is rearranged to make more room for the title.  If tinyLayout is
              1,  the  labels on the menu bar are abbreviated to one character
              each and the buttons in the button bar are made narrower.

       -overrideLineGap n
              When n >= 0, this forces the width of the black  border  between
              squares  to n pixels for any board size. Mostly used to suppress
              the grid entirely by setting n = 0, e.g. in xiangqi or just get-
              ting  a  prettier  picture.  When  n < 0 this the size-dependent
              width of the grid lines is used. Default: -1.

       -coords/-xcoords or -showCoords true/false
              Sets the Show Coords menu option.  See Options  Menu.   Default:
              false.  The `coordFont' option specifies what font to use.

       -autoraise/-xautoraise or -autoRaiseBoard true/false
              Sets  the  Auto Raise Board menu option.  See Options Menu.  De-
              fault: true.

       -autoflip/-xautoflip or -autoFlipView true/false
              Sets the Auto Flip View menu option.   See  Options  Menu.   De-
              fault: true.

       -flip/-xflip or -flipView true/false
              If  Auto  Flip  View is not set, or if you are observing but not
              participating in a game, then the positioning of  the  board  at
              the  start  of  each  game  depends  on the flipView option.  If
              flipView is false (the default), the board is positioned so that
              the  white  pawns  move from the bottom to the top; if true, the
              black pawns move from the bottom to the top.  In any  case,  the
              Flip  menu  option  (see  Options  Menu) can be used to flip the
              board after the game starts.

       -title/-xtitle or -titleInWindow true/false
              If this option is true, XBoard displays player  names  (for  ICS
              games)  and  game  file  names (for `Load Game') inside its main
              window. If the option is false (the default),  this  information
              is  displayed only in the window banner. You probably won't want
              to set this option unless the information is not showing  up  in
              the banner, as happens with a few X window managers.

       -buttons/-xbuttons or -showButtonBar True/False
              If  this option is False, xboard omits the [<<] [<] [P] [>] [>>]
              button bar from the window, allowing  the  message  line  to  be
              wider.   You  can still get the functions of these buttons using
              the menus or their keyboard shortcuts.  Default: true.

       -evalZoom factor
              The score interval (-1,1) is blown up on the  vertical  axis  of
              the Evaluation Graph by the given factor.  Default: 1

       -evalThreshold n
              Score  below  n  (centiPawn)  are plotted as 0 in the Evaluation
              Graph.  Default: 25

       -mono/-xmono or -monoMode true/false
              Determines whether XBoard displays its pieces and  squares  with
              two colors (true) or four (false). You shouldn't have to specify
              `monoMode'; XBoard will determine if it is necessary.

       -showTargetSquares true/false
              Determines whether XBoard can highlight the squares a piece  has
              legal  moves  to,  when you grab that piece with the mouse.  De-
              fault: false.

       -flashCount count
       -flashRate rate
       -flash/-xflash
              These options enable flashing of pieces when they land on  their
              destination square.  `flashCount' tells XBoard how many times to
              flash  a  piece  after  it  lands  on  its  destination  square.
              `flashRate' controls the rate of flashing (flashes/sec).  Abbre-
              viations: `flash' sets flashCount to 3.   `xflash'  sets  flash-
              Count to 0.  Defaults:  flashCount=0 (no flashing), flashRate=5.

       -highlight/-xhighlight or -highlightLastMove true/false
              Sets  the Highlight Last Move menu option. See Options Menu. De-
              fault: false.

       -highlightMoveWithArrow true/false
              Sets the Highlight with Arrow menu option. See Options Menu. De-
              fault: false.

       -blind/-xblind or -blindfold true/false
              Sets  the  Blindfold  menu  option.  See Options Menu.  Default:
              false.

       -periodic/-xperiodic or -periodicUpdates true/false
              Controls updating of current move  andnode  counts  in  analysis
              mode. Default: true.

       -fSAN
       -sSAN  Causes  the  PV in thinking output of the mentioned engine to be
              converted to SAN before it is further processed.  Warning:  this
              might  lose engine output not understood by the parser, and uses
              a lot of CPU power.  Default: the PV is displayed exactly as the
              engine produced it.

       -showEvalInMoveHistory true/false
              Controls  whether  the evaluation scores and search depth of en-
              gine moves are displayed with the move in the move-history  win-
              dow.  Default: true.

       -clockFont font
              The  font  used for the clocks. If the option value is a pattern
              that does not specify the font size, XBoard tries to  choose  an
              appropriate  font  for  the board size being used.  Default Xaw:
              -*-helvetica-bold-r-normal--*-*-*-*-*-*-*-*.  Default GTK:  Sans
              Bold %d.

       -coordFont font
              The  font  used  for rank and file coordinate labels if `showCo-
              ords' is true. If the option value is a pattern  that  does  not
              specify  the  font  size,  XBoard tries to choose an appropriate
              font for the board size being used.  Default Xaw:  -*-helvetica-
              bold-r-normal--*-*-*-*-*-*-*-*.  Default GTK: Sans Bold %d.

       -messageFont font
              The  font  used  for  popup  dialogs, menus, etc.  If the option
              value is a pattern that does not specify the font  size,  XBoard
              tries  to  choose  an  appropriate font for the board size being
              used.        Default       Xaw:       -*-helvetica-medium-r-nor-
              mal--*-*-*-*-*-*-*-*.  Default GTK: Sans Bold %d

       -tagsFont font
              The font used in the Edit Tags dialog.  If the option value con-
              tains %d, XBoard will replace it by an appropriate font for  the
              board size being used.  (Only used in GTK build.)  Default: Sans
              Normal %d.

       -commentFont font
              The font used in the Edit Comment dialog.  If the  option  value
              contains  %d,  XBoard will replace it by an appropriate font for
              the board size being used.  (Only used in GTK build.)   Default:
              Sans Normal %d.

       -icsFont font
              The font used to display ICS output in the ICS  Chat window.  As
              ICS output often contains tables aligned by spaces, a mono-space
              font  is  recommended  here.   If  the option value contains %d,
              XBoard will replace it by an appropriate font for the board size
              being  used.  (Only used in GTK build.)  Default: Monospace Nor-
              mal %d.

       -moveHistoryFont font
              The font used in Move History and  Engine  Output  windows.   As
              these  windows  display  mainly  moves, one could use a figurine
              font here.  If the option value contains %d, XBoard will replace
              it  by an appropriate font for the board size being used.  (Only
              used in GTK build.)  Default: Sans Normal %d.

       -gameListFont font
              The font used in the listbox of the Game List  window.   If  the
              option value contains %d, XBoard will replace it by an appropri-
              ate font for the board size  being  used.   (Only  used  in  GTK
              build.)  Default: Sans Bold %d.

       -fontSizeTolerance tol
              In the font selection algorithm, a nonscalable font will be pre-
              ferred over a scalable font if the nonscalable font's size  dif-
              fers  by `tol' pixels or less from the desired size.  A value of
              -1 will force a scalable font to always be used if available;  a
              value of 0 will use a nonscalable font only if it is exactly the
              right size; a large value (say 1000) will  force  a  nonscalable
              font to always be used if available.  Default: 4.

       -pid or -pieceImageDirectory dir
              This options control what piece images xboard uses.  XBoard will
              look in the specified directory for an image in png or svg  for-
              mat  for  every  piece  type,  with  names  like BlackQueen.svg,
              WhiteKnight.svg etc.  When neither of  these  is  found  (or  no
              valid directory is specified) XBoard will first ty to use an im-
              age White/BlackTile.svg in that same directory, and if  that  is
              not  present either use the svg piece that was installed with it
              (from the source-tree directory `svg').  Both svg and png images
              will  be  scaled  by  XBoard  to  the required size, but the png
              pieces lose much in quality when scaled too much.  Default: "".

       -inscriptions utf8string
              The positions in the utf8string  correspond  to  XBoard's  piece
              types,  and  for  each  type a glyph can be defined.  This glyph
              will then be rendered on top of the image for the  piece.   This
              is  useful  in  combination with the White/BlackTile.svg images,
              which could be the image of a blank Shogi tile, for writing  the
              kanji piece name on top of it on the fly.  Default: "".

       -whitePieceColor color
       -blackPieceColor color
       -lightSquareColor color
       -darkSquareColor color
       -highlightSquareColor color
       -preoveHighlightColor color
       -lowTimeWarningColor color
              Colors  to  use  for the pieces, squares, and square highlights.
              Defaults:

                  -whitePieceColor       #FFFFCC
                  -blackPieceColor       #202020
                  -lightSquareColor      #C8C365
                  -darkSquareColor       #77A26D
                  -highlightSquareColor  #FFFF00
                  -premoveHighlightColor #FF0000
                  -lowTimeWarningColor   #FF0000

              On a grayscale monitor you might prefer:

                  -whitePieceColor       gray100
                  -blackPieceColor       gray0
                  -lightSquareColor      gray80
                  -darkSquareColor       gray60
                  -highlightSquareColor  gray100
                  -premoveHighlightColor gray70
                  -lowTimeWarningColor   gray70

              The PieceColor options only work properly  if  the  image  files
              defining  the  pieces  were  pure  black & white (possibly anti-
              aliased to produce gray scales and semi-transparancy), like  the
              pieces  images that come with the install.  Their effect on col-
              ored pieces is undefined.  The SquareColor option only  have  an
              effect when no board textures are used.

       -trueColors true/false
              When  set,  this option suppresses the effect  of the PieceColor
              options mentioned above.  This is recommended  for  images  that
              are already colored.

       -useBoardTexture true/false
       -liteBackTextureFile filename
       -darkBackTextureFile filename
              Indicate  the  png  image files to be used for drawing the board
              squares, and if they should be used  rather  than  using  simple
              colors.  The algorithm for cutting squares out of a given bitmap
              is such that the picture is perfectly reproduced when  a  bitmap
              the  size  of the complete board is given.  If the filename ends
              in "-NxM.png", with integer N and M, it is assumed to contain  a
              bitmap  of  a  complete board of N files and M ranks, and XBoard
              will scale it to exactly match  the  current  square  size.   If
              N=M=0  it scales the entire bitmap to the size of the board, ir-
              respective of the number of  files  and  ranks  of  the  latter.
              Without any -NxM suffix textures are only blown up by an integer
              factor when they are smaller than the square size, or, when  the
              name  starts  with "xq", too small to cover the complete Xiangqi
              board.  Default: false and ""

       -drag/-xdrag or -animateDragging true/false
              Sets the Animate Dragging menu option. See  Options  Menu.   De-
              fault: true.

       -animate/-xanimate or -animateMoving true/false
              Sets the Animate Moving menu option. See Options Menu.  Default:
              true.

       -animateSpeed n
              Number of milliseconds delay between each animation  frame  when
              Animate Moves is on.

       -autoDisplayComment true/false
       -autoDisplayTags true/false
              If  set  to  true,  these options cause the window with the move
              comments, and the window with PGN tags, respectively, to pop  up
              automatically  when such tags or comments are encountered during
              the replaying a stored or loaded game.  Default: true.

       -pasteSelection true/false
              If this option is set to true, the Paste Position and Paste Game
              options  paste from the currently selected text.  If false, they
              paste from the clipboard.  Default: false.

       -autoCopyPV true|false
              When this option is set, the position  displayed  on  the  board
              when  you  terminate  a  PV  walk (initiated by a right-click on
              board or engine-output window) will be automatically put on  the
              clipboard as FEN.  Default: false.

       -dropMenu true|false
              This  option allows you to emulate old behavior, where the right
              mouse button brings up the (now  deprecated)  drop  menu  rather
              than  displaying the position at the end of the principal varia-
              tion.  Default: False.

       -pieceMenu true|false
              This option allows you to emulate old behavior, where the  right
              mouse  button  brings up the (now deprecated) piece menu in Edit
              Position mode.  From this menu you can select the piece  to  put
              on  the square you clicked to bring up the menu, or select items
              such as `clear board'.  You can also  `promote'  or  `demote'  a
              clicked piece to convert it into an unorthodox piece that is not
              directly in the menu, or give the move to `black' or `white'.

       -variations true|false
              When this option is on, you can start  new  variations  in  Edit
              Game  or Analyze mode by holding the Shift key down while enter-
              ing a move.  When it is off, the Shift key will be ignored.  De-
              fault: False.

       -appendPV true|false
              When this option is on, a button 3 click left of a PV in the En-
              gine Output window will play the first move of that PV  in  Ana-
              lyze mode, or as many moves as you walk through it by moving the
              mouse.  Default: False.

       -absoluteAnalysisScores true|false
              When true, scores on the Engine Output  window  during  analysis
              will  be  printed  from the white point-of-view, rather than the
              side-to-move point-of-view.  Default: False.

       -scoreWhite true|false
              When true, scores will always be printed from the  white  point-
              of-view,  rather  than the side-to-move point-of-view.  Default:
              False.

       -memoHeaders true|false
              When true, column headers will be displayed in the Engine Output
              window  for  the  depth, score, time and nodes data.  A button 3
              click on these headers will hide or show the corresponding data.
              (Not  intended  for  dynamic use, as already printed data of the
              current search will not be affected!)  Defaul: False.

   Adjudication Options
       -adjudicateLossThreshold n
              If the given value is non-zero, XBoard adjudicates the game as a
              loss  if  both engines agree for a duration of 6 consecutive ply
              that the score is below the given score threshold for  that  en-
              gine. Make sure the score is interpreted properly by XBoard, us-
              ing `-firstScoreAbs' and `-secondScoreAbs' if needed.   Default:
              0 (no adjudication)

       -adjudicateDrawMoves n
              If the given value is non-zero, XBoard adjudicates the game as a
              draw if after the given number of moves it was not yet  decided.
              Default: 0 (no adjudication)

       -checkMates true/false
              If  this option is set, XBoard detects all checkmates and stale-
              mates, and ends the game as soon as they occur.   Legality-test-
              ing must be switched on for this option to work.  Default: true

       -testClaims true/false
              If this option is set, XBoard verifies all result claims made by
              engines, and those who send false claims will forfeit  the  game
              because  of  it.   Legality-testing must be switched on for this
              option to work. Default: true

       -materialDraws true/false
              If this option is set, XBoard adjudicates games  as  draws  when
              there  is  no  sufficient  material left to inflict a checkmate.
              This applies to KBKB with like bishops (any  number,  actually),
              and  to  KBK,  KNK and KK.  Legality-testing must be switched on
              for this option to work. Default: true

       -trivialDraws true/false
              If this option is set, XBoard adjudicates games  as  draws  that
              cannot be usually won without opponent cooperation. This applies
              to KBKB with unlike bishops, and to KBKN, KNKN, KNNK,  KRKR  and
              KQKQ.  The  draw  is called after 6 ply into these end-games, to
              allow quick mates that can occur in some  exceptional  positions
              to be found by the engines.  KQKQ does not really belong in this
              category, and might be taken out in the future.  (When  bitbase-
              based  adjudications are implemented.)  Legality-testing must be
              on for this option to work. Default: false

       -ruleMoves n
              If the given value is non-zero, XBoard adjudicates the game as a
              draw after the given number of consecutive reversible moves. En-
              gine draw claims are always accepted after 50  moves,  irrespec-
              tive of the given value of n.

       -repeatsToDraw n
              If the given value is non-zero, xboard adjudicates the game as a
              draw if a position is repeated the given number  of  times.  En-
              gines  draw  claims are always accepted after 3 repeats, (on the
              3rd occurrence, actually), irrespective of the value of n.   Be-
              ware  that  positions that have different castling or en-passant
              rights do not  count  as  repeats,  XBoard  is  fully  e.p.  and
              castling aware!

   Install options
       --show-config parameter
              When  called with this option, XBoard will close immediately af-
              ter printing the value of the indicated configuration parameter,
              or,  when  no  parameter was given, after printing a list of all
              such parameters.  Currently the only valid values for  parameter
              are  Datadir and Sysconfdir.  This option can be used by install
              scripts for board themes to figure out where the  currently  ac-
              tive XBoard stores its data.

       -date timestamp
       -saveDate timestamp
              These options specify an epoch as an integer number.  The `save-
              Date' option is written by XBoard in  the  settings  file  every
              time  the  settings  are  saved,  with the current time, so that
              later runs of XBoard can know this.  The `date'  option  can  be
              included  in  settings files to indicate when lines following it
              were added to those files.  Some options will be ignored if  the
              epoch  specified by the latest `date' option predates the -save-
              Date setting (implying they must have been seen before).

       -autoInstall list
              When the list is set to a non-empty string, XBoard will scan the
              operating  system's  plugin directory for engines supporting UCI
              and XBoard protocol at startup.  When it finds  an  engine  that
              was installed after it last saved its settings, a line to launch
              that engine (as per specs in the plugin file) is appended to the
              -firstChessProgramNames  list  of installed engines.  In the fu-
              ture it will be possible to use the autoInstall  list  to  limit
              this automatic adding of engines based on the chess variant they
              play.

       -addMasterOption string
              Adds the mentioned string as an additional line of XBoard's mas-
              ter  settings  file, after adding a line with a `date' option to
              timestamp it.  Intended to add options  of  the  'install'  type
              (see  below) to the master file, which will then be processed by
              any XBoard that has not seen them since it last saved  its  set-
              tings.

       -autoClose
              The  presence  of  this option cause XBoard to close immediately
              after processing all its options (from settings file and command
              line).   Typically  used  from install scripts together with op-
              tions that change XBoard's settings files, so that XBoard can be
              run in batch mode rather than interactively.

       -installEngine string
              Adds  the given string as an additional line to the value of the
              `firstChessProgramNames' option when the -saveDate setting  pre-
              ceeds the -date setting.  Intended for adding to the master set-
              tings file with the  aid  of  -addMasterOption  in  the  install
              script  of engines, as a method for broadcasting the presence of
              a new engine to all users, which would then see it automatically
              registered  with  XBoard.   Made  obsolete  by the advent of the
              plugin standard (see the `autoInstall' option), which broadcasts
              such  presence  in  a  non-XBoard-specific way by dropping *.eng
              files in a certain system directory.

       -installTheme string
              Adds the given string as an additional line to the value of  the
              -themeNames option when the -saveDate setting preceeds the -date
              setting.  Intended for adding to the master settings  file  with
              the  aid  of  -addMasterOption  in  the  install script of board
              graphics themes, as a method for broadcasting  the  availability
              of a new theme to all users, who would then see the theme appear
              automatically in the listbox in the View Board menu dialog  next
              time they run XBoard.

   Other options
       -ncp/-xncp or -noChessProgram true/false
              If  this option is true, XBoard acts as a passive chessboard; it
              does not start a chess engine at all.  Turning  on  this  option
              also turns off clockMode. Default: false.

       -viewer
       -viewerOptions string
              Presence  of  the  volatile  option `viewer' on the command line
              will cause the value of the persistent option `viewerOptions' as
              stored  in the settings file to be appended to the command line.
              The `view' option will be used by desktop associations with game
              or  position  file types, so that `viewerOptions' can be used to
              configure the exact mode XBoard will start in when it should act
              on  such  a  file (e.g. in -ncp mode, or analyzing with your fa-
              vorite engine). The options are also automatically appended when
              Board  is  invoked  with  a  single argument not being an option
              name, which is then assumed to be the name of  a  `loadGameFile'
              or  (when the name ends in .fen) a `loadPositionFile'.  Default:
              "-ncp -engineOutputUp false -saveSettingsOnExit false".

       -tourneyOptions string
              When XBoard is invoked with a single argument  that  is  a  file
              with  .trn  extension,  it  will  assume this argument to be the
              value of a `tourneyFile' option, and append  the  value  of  the
              persistent  option  `tourneyOptions'  as  stored in the settings
              file to the command line.  Thus the  value  of  `tourneyOptions'
              can be used to configure XBoard to automatically start running a
              tournament when it should act on such a  file.   Default:  "-ncp
              -mm -saveSettingsOnExit false".

       -mode or -initialMode modename
              If  this option is given, XBoard selects the given modename from
              the Mode menu after starting and (if applicable) processing  the
              loadGameFile  or loadPositionFile option. Default: "" (no selec-
              tion).  Other supported values are  MachineWhite,  MachineBlack,
              TwoMachines,  Analysis, AnalyzeFile, EditGame, EditPosition, and
              Training.

       -variant varname
              Activates  (sometimes partial) support for playing  chess  vari-
              ants against a local engine or editing variant games.  This flag
              is not needed in ICS mode.  Recognized variant names are:

                  normal        Normal chess
                  wildcastle    Shuffle chess, king can castle from d file
                  nocastle      Shuffle chess, no castling allowed
                  fischerandom  Fischer Random shuffle chess
                  bughouse      Bughouse, ICC/FICS rules
                  crazyhouse    Crazyhouse, ICC/FICS rules
                  losers        Lose all pieces or get mated (ICC wild 17)
                  suicide       Lose all pieces including king (FICS)
                  giveaway      Try to have no legal moves (ICC wild 26)
                  twokings      Weird ICC wild 9
                  kriegspiel    Opponent's pieces are invisible
                  atomic        Capturing piece explodes (ICC wild 27)
                  3check        Win by giving check 3 times (ICC wild 25)
                  shatranj      An ancient precursor of chess (ICC wild 28)
                  xiangqi       Chinese Chess (on a 9x10 board)
                  shogi         Japanese Chess (on a 9x9 board & piece drops)
                  capablanca    Capablanca Chess (10x8 board, with Archbishop
                                and Chancellor pieces)
                  gothic        similar, with a better initial position
                  caparandom    An FRC-like version of Capablanca Chess (10x8)
                  janus         A game with two Archbishops (10x8 board)
                  courier       Medieval intermediate between shatranj and
                                modern Chess (on 12x8 board)
                  falcon        Patented 10x8 variant with two Falcon pieces
                  berolina      Pawns capture straight ahead, and move diagonally
                  cylinder      Pieces wrap around the board edge
                  knightmate    King moves as Knight, and vice versa
                  super         Superchess (shuffle variant with 4 exo-pieces)
                  makruk        Thai Chess (shatranj-like, P promotes on 6th rank)
                  asean         ASEAN Chess (a modernized version of Makruk)
                  spartan       Spartan Chess (black has unorthodox pieces)
                  great         Great Shatranj, a 10x8 variant without sliders
                  grand         Grand Chess, on 10x10 with Capablanca pieces
                  lion          Mighty-Lion Chess, with a multi-capturing Lion
                  elven         Eleven Chess, with Lion and crowned sliders on 10x10
                  chu           Chu Shogi, historic 12x12 variant with 2x46 pieces
                  fairy         A catchall variant in which all piece types
                                known to XBoard can participate (8x8)
                  unknown       Catchall for other unknown variants

              In the shuffle variants, XBoard does  shuffle  the  pieces,  al-
              though  you  can  still do it by hand using Edit Position.  Some
              variants are supported only in ICS mode, including bughouse, and
              kriegspiel.  Berolina and cylinder chess are only partially sup-
              ported, and can only be played with legality testing off.

              Apart from these standard variants, engines can define  variants
              of  arbitrary  names, briefing XBoard transparently on the rules
              for piece movement, board size and initial setup, so  that  they
              work  nearly as well as fully-supported standard variants.  (But
              obviously only while using that engine.)  The user might have to
              alter the adjudication settings for some variants, however. E.g.
              it makes no sense to adjudicate a draw after 50 reversible moves
              in variants that have a 64-move rule, or no similar rule at all.

              Default: "normal". Except when the first engine gave an explicit
              list of variants it supports, and 'normal' is not amongst those.
              In  that case the first variant the engine mentioned it did play
              will be chosen.

       -boardHeight N
              Allows you to set a non-standard number of board  ranks  in  any
              variant.   If  the height is given as -1, the default height for
              the variant is used.  Default: -1

       -boardWidth N
              Allows you to set a non-standard number of board  files  in  any
              variant.  If the width is given as -1, the default width for the
              variant is used.  With a non-standard width, the  initial  posi-
              tion  will  always be an empty board, as the usual opening array
              will not fit.  Default: -1

       -holdingsSize N
              Allows you to set a non-standard size for the  holdings  in  any
              variant.   If the size is given as -1, the default holdings size
              for the variant is used.  The first N piece types will  go  into
              the  holdings  on  capture, and you will be able to drop them on
              the board in stead of making a normal move. If  size  equals  0,
              there will be no holdings.  Default: -1

       -defaultFrcPosition N
              Specifies  the  number  of the opening position in shuffle games
              like Chess960.  A value of -1 means  the  position  is  randomly
              generated by XBoard at the beginning of every game.  Default: -1

       -pieceToCharTable string
              The characters that are used to represent the piece types XBoard
              knows in FEN diagrams and SAN moves.  You should not have to use
              this  option often: each variant has its own default setting for
              the piece representation in FEN, which should be  sufficient  in
              normal  use.   The string argument has to specify an even number
              of pieces (or it will be ignored), as  white  and  black  pieces
              have to be given separately (in that order). The last letter for
              each color will be the King.  The letters before  that  will  be
              PNBRQ and then a whole host of fairy pieces in an order that has
              not fully crystallized yet (currently FEACWMOHIJGDVLSU,  F=Ferz,
              Elephant,   A=Archbishop,   C=Chancellor,  W=Wazir,  M=Commoner,
              O=Cannon, H=Nightrider). You should list  at  least  all  pieces
              that  occur  in  the  variant you are playing. If you have fewer
              characters in the string than XBoard has pieces, the pieces  not
              mentioned  will get assigned a period, and will not be usable in
              the variant.  You can also explicitly assign pieces a period, in
              which  case  they will not be counted in deciding which captured
              pieces can go into the holdings.  A tilde '~' as  a  piece  name
              does  mean  this  piece  is used to represent a promoted Pawn in
              crazyhouse-like games, i.e. on capture it turns back to a  Pawn.
              A  '+'  similarly  indicates the piece is a shogi-style promoted
              piece, that should revert to its non-promoted version on capture
              (rather  than to a Pawn).  By default the second 11 pieces known
              to XBoard are the promoted forms of the first 11.  A piece spec-
              ified by the character combination ^ plus letter will be assumed
              to be the promoted form of the piece indicated by  that  letter,
              and get a '+' assigned.  To get around the limitation of the al-
              phabet, piece IDs can also be 'dressed letters', i.e.  a  single
              letter  (upper case for white, lower case for black) followed by
              a single quote or an exclamation point.   Default:  ""  (meaning
              the default for the variant is used).

       -pieceNickNames string
              The  characters in the string are interpreted the same way as in
              the `pieceToCharTable' option. But on  input,  piece-ID  letters
              are  first  looked  up in the nicknames, and only if not defined
              there, in the normal pieceToCharTable. This allows you  to  have
              two  letters designate the same piece, (e.g. N as an alternative
              to H for Horse in Xiangqi), to make reading of non-compliant no-
              tations easier.  Default: ""

       -colorNickNames string
              The  side-to-move  field  in a FEN will be first matched against
              the letters in the string (first character for white, second for
              black),  before  it is matched to the regular 'w' and 'b'.  This
              makes it easier to read non-compliant FENs, which, say, use  'r'
              for white.  Default: ""

       -debug/-xdebug or -debugMode true/false
              Turns on debugging printout.

       -debugFile filename or -nameOfDebugFile filename
              Sets  the  name of the file to which XBoard saves debug informa-
              tion (including all communication to and from the  engines).   A
              `%d' in the given file name (e.g. game%d.debug) will be replaced
              by the unique sequence number of a tournament game, so that  the
              debug output of each game will be written on a separate file.

       -engineDebugOutput number
              Specifies  how  XBoard should handle unsolicited output from the
              engine, with respect to saving it in the debug file.  The output
              is  further  (hopefully)  ignored.  If number=0, XBoard refrains
              from writing such spurious output to the debug  file.   If  num-
              ber=1,  all  engine  output  is  written faithfully to the debug
              file.  If number=2, any protocol-violating line is prefixed with
              a  '#'  character,  as  the engine itself should have done if it
              wanted to submit info for inclusion in the debug file.  This op-
              tion  is  provided  for the benefit of applications that use the
              debug file as a source of information, such as  the  broadcaster
              of  live  games TLCV / TLCS.  Such applications can be protected
              from spurious engine output that might otherwise confuse them.

       -rsh or -remoteShell shell-name
              Name of the command used to run programs remotely.  The  default
              is  `rsh'  or  `remsh', determined when XBoard is configured and
              compiled.

       -ruser or -remoteUser user-name
              User name on the remote system when running  programs  with  the
              `remoteShell'. The default is your local user name.

       -userName username
              Name  under  which  the  Human  player will be listed in the PGN
              file.  Default is the login name on your local computer.

       -delayBeforeQuit number
       -delayAfterQuit number
              These options order pauses before and after sending  the  "quit"
              command to an engine that must be terminated.  The pause between
              quit and the previous command is specified in milliseconds.  The
              pause after quit is used to schedule a kill signal to be sent to
              the engine process after the number of  specified  seconds  plus
              one.   This signal is a different one as the terminiation signal
              described in the protocol specs which engines  can  suppress  or
              ignore,  and  which  is  sent directly after the "quit" command.
              Setting `delayAfterQuit' to -1 will suppress sending of the kill
              signal.  Default: 0

       -searchMode n
              The integer n encodes the mode for the `find position' function.
              Default: 1 (= Exact position match)

       -eloThresholdBoth elo
       -eloThresholdAny elo
              Defines a lower limit for the Elo rating, which has to  be  sur-
              passed  before  a  game  will be considered when searching for a
              board position.  Default: 0

       -dateThreshold year
              Only games not played before the given year will  be  considered
              when searching for a board position

CHESS SERVERS
       An  "Internet Chess Server", or "ICS", is a place on the Internet where
       people can get together to play chess, watch other people's  games,  or
       just chat.  You can use either `telnet' or a client program like XBoard
       to connect to the server.  There are thousands of registered  users  on
       the  different  ICS  hosts,  and  it is not unusual to meet 200 on both
       chessclub.com and freechess.org.

       Most people can just type `xboard -ics'  to  start  XBoard  as  an  ICS
       client.  Invoking XBoard in this way connects you to the Internet Chess
       Club (ICC), a commercial ICS.  You can log in there as a guest even  if
       you  do  not  have  a paid account.  To connect to the largest Free ICS
       (FICS), use the command `xboard -ics -icshost  freechess.org'  instead,
       or  substitute  a  different host name to connect to your favorite ICS.
       For a full description of command-line options that control the connec-
       tion  to  ICS and change the default values of ICS options, see ICS op-
       tions.

       While you are running XBoard as an ICS client,  you  use  the  terminal
       window  that you started XBoard from as a place to type in commands and
       read information that is not available on the chessboard.

       The first time you need to use the terminal is to enter your login name
       and  password,  if  you  are a registered player. (You don't need to do
       this manually; the `icsLogon' option can do it for you.   See  ICS  op-
       tions.)   If  you  are  not registered, enter `g' as your name, and the
       server will pick a unique guest name for you.

       Some useful ICS commands include

       help <topic>
              to get help on the given <topic>. To get a list of possible top-
              ics  type "help" without topic.  Try the help command before you
              ask other people on the server for help.

              For example `help register' tells you how to become a registered
              ICS player.

       who <flags>
              to see a list of people who are logged on.  Administrators (peo-
              ple you should talk to if you have a problem)  are  marked  with
              the character `*', an asterisk. The <flags> allow you to display
              only selected players: For example, `who of'  shows  a  list  of
              players  who  are interested in playing but do not have an oppo-
              nent.

       games  to see what games are being played

       match <player> [<mins>] [<inc>]
              to challenge another player to a game. Both opponents get <mins>
              minutes for the game, and <inc> seconds will be added after each
              move.  If another player challenges you, the server asks if  you
              want to accept the challenge; use the `accept' or `decline' com-
              mands to answer.

       accept
       decline
              to accept or decline another player's offer.  The offer  may  be
              to  start  a  new  game,  or  to agree to a `draw', `adjourn' or
              `abort' the current game. See Action Menu.

              If you have more than one pending offer (for  example,  if  more
              than  one  player is challenging you, or if your opponent offers
              both a draw and to adjourn the game), you have to  supply  addi-
              tional  information, by typing something like `accept <player>',
              `accept draw', or `draw'.

       draw
       adjourn
       abort  asks your opponent to terminate a game by mutual agreement.  Ad-
              journed  games can be continued later.  Your opponent can either
              `decline' your offer or accept it (by typing the same command or
              typing  `accept').   In  some  cases these commands work immedi-
              ately, without asking your opponent to agree.  For example,  you
              can abort the game unilaterally if your opponent is out of time,
              and you can claim a draw by repetition or the  50-move  rule  if
              available simply by typing `draw'.

       finger <player>
              to  get  information  about  the given <player>. (Default: your-
              self.)

       vars   to get a list of personal settings

       set <var> <value>
              to modify these settings

       observe <player>
              to observe an ongoing game of the given <player>.

       examine
       oldmoves
              to review a recently completed game

       Some special XBoard features are activated when you are in examine mode
       on  ICS.   See  the descriptions of the menu commands `Forward', `Back-
       ward', `Pause', `ICS Client', and `Stop Examining' on  the  Edit  Menu,
       Mode Menu, and Action Menu.

FIREWALLS
       By  default, XBoard communicates with an Internet Chess Server by open-
       ing a TCP socket directly from the machine it is running on to the ICS.
       If  there  is  a  firewall between your machine and the ICS, this won't
       work. Here are some recipes for getting around common  kinds  of  fire-
       walls using special options to XBoard.  Important: See the paragraph in
       the below about extra echoes, in Limitations.

       Suppose that you can't telnet directly to ICS, but you can telnet to  a
       firewall  host,  log  in, and then telnet from there to ICS.  Let's say
       the firewall is called `firewall.example.com'. Set command-line options
       as follows:

           xboard -ics -icshost firewall.example.com -icsport 23

       Then when you run XBoard in ICS mode, you will be prompted to log in to
       the firewall host. This works because port 23 is  the  standard  telnet
       login  service. Do so, then telnet to ICS, using a command like `telnet
       chessclub.com 5000', or whatever command the firewall provides for tel-
       netting to port 5000.

       If  your  firewall  lets  you  telnet  (or  rlogin) to remote hosts but
       doesn't let you telnet to port 5000, you may be able to connect to  the
       chess  server  on port 23 instead, which is the port the telnet program
       uses by default.  Some chess servers  support  this  (including  chess-
       club.com and freechess.org), while some do not.

       If  your  chess  server  does not allow connections on port 23 and your
       firewall does not allow you to connect to other ports, you may be  able
       to  connect  by  hopping through another host outside the firewall that
       you have an account on.  For instance, suppose you have a shell account
       at  `foo.edu'.  Follow  the recipe above, but instead of typing `telnet
       chessclub.com 5000' to the firewall, type `telnet foo.edu' (or  `rlogin
       foo.edu'), log in there, and then type `telnet chessclub.com 5000'.

       Suppose  that  you can't telnet directly to ICS, but you can use rsh to
       run programs on a firewall host, and  that  host  can  telnet  to  ICS.
       Let's  say  the  firewall is called `rsh.example.com'. Set command-line
       options as follows:

           xboard -ics -gateway rsh.example.com -icshost chessclub.com

       Then when you run XBoard in ICS mode, it will connect to the ICS by us-
       ing  `rsh'  to  run  the  command  `telnet  chessclub.com 5000' on host
       `rsh.example.com'.

       Suppose that you can telnet anywhere you want, but you have  to  run  a
       special program called `ptelnet' to do so.

       First,  we'll  consider  the easy case, in which `ptelnet chessclub.com
       5000' gets you to the chess server.  In this case set command line  op-
       tions as follows:

           xboard -ics -telnet -telnetProgram ptelnet

       Then  when you run XBoard in ICS mode, it will issue the command `ptel-
       net chessclub.com 5000' to connect to the ICS.

       Next, suppose that `ptelnet chessclub.com 5000' doesn't work; that  is,
       your `ptelnet' program doesn't let you connect to alternative ports. As
       noted above, your chess server may allow you to connect on port 23  in-
       stead.   In  that  case, just add the option `-icsport ""' to the above
       command.  But if your chess server doesn't let you connect on port  23,
       you  will  have  to  find  some other host outside the firewall and hop
       through  it.  For  instance,  suppose  you  have  a  shell  account  at
       `foo.edu'. Set command line options as follows:

           xboard -ics -telnet -telnetProgram ptelnet -icshost foo.edu -icsport ""

       Then  when you run XBoard in ICS mode, it will issue the command `ptel-
       net foo.edu' to connect to your account at  `foo.edu'.  Log  in  there,
       then type `telnet chessclub.com 5000'.

       ICC  timestamp  and  FICS  timeseal do not work through some firewalls.
       You can use them only if your firewall gives  a  clean  TCP  connection
       with  a  full  8-bit wide path.  If your firewall allows you to get out
       only by running a special telnet program, you can't  use  timestamp  or
       timeseal  across it.  But if you have access to a computer just outside
       your firewall, and you have much lower netlag when talking to that com-
       puter  than to the ICS, it might be worthwhile running timestamp there.
       Follow the instructions above for hopping through a  host  outside  the
       firewall  (foo.edu  in  the  example), but run timestamp or timeseal on
       that host instead of telnet.

       Suppose that you have a SOCKS firewall that will give you a clean 8-bit
       wide  TCP  connection to the chess server, but only after you authenti-
       cate yourself via the SOCKS protocol.  In that case, you could  make  a
       socksified  version of XBoard and run that.  If you are using timestamp
       or timeseal, you will to socksify it, not XBoard; this may be difficult
       seeing that ICC and FICS do not provide source code for these programs.
       Socksification is beyond the scope of this document, but see the  SOCKS
       Web  site  at  http://www.socks.permeo.com/.  If you are missing SOCKS,
       try http://www.funbureau.com/.

ENVIRONMENT VARIABLES
       Game and position files are found in a directory named by  the  `CHESS-
       DIR'  environment  variable.  If  this variable is not set, the current
       working directory is  used.  If  `CHESSDIR'  is  set,  XBoard  actually
       changes  its  working directory to `$CHESSDIR', so any files written by
       the chess engine will be placed there too.

LIMITATIONS AND KNOWN BUGS
       There is no way for two people running copies of XBoard  to  play  each
       other without going through an Internet Chess Server.

       Under  some circumstances, your ICS password may be echoed when you log
       on.

       If you are connecting to the ICS  by  running  telnet  on  an  Internet
       provider  or  firewall  host,  you  may find that each line you type is
       echoed back an extra time after  you  hit  <Enter>.  If  your  Internet
       provider is a Unix system, you can probably turn its echo off by typing
       `stty -echo' after you log in, and/or typing <^E><Enter>  (Ctrl+E  fol-
       lowed  by  the  Enter  key) to the telnet program after you have logged
       into ICS.  It is a good idea to do this if you can, because  the  extra
       echo can occasionally confuse XBoard's parsing routines.

       The game parser recognizes only algebraic notation.

       Many of the following points used to be limitations in XBoard 4.2.7 and
       earlier, but are now fixed: The internal move legality tester in XBoard
       4.3.xx does look at the game history, and is fully aware of castling or
       en-passant-capture rights. It permits castling with the king on  the  d
       file  because  this  is  possible  in  some "wild 1" games on ICS.  The
       piece-drop menu does not check piece drops in bughouse to  see  if  you
       actually  hold  the piece you are trying to drop. But this way of drop-
       ping pieces should be considered an obsolete feature, now  that  pieces
       can be dropped by dragging them from the holdings to the board. Anyway,
       if you would attempt an illegal move when using a chess engine  or  the
       ICS,  XBoard  will  accept  the error message that comes back, undo the
       move, and let you try another.  FEN positions saved by  XBoard  do  in-
       clude  correct information about whether castling or en passant are le-
       gal, and also handle the 50-move counter.  The mate detector  does  not
       understand  that  non-contact mate is not really mate in bughouse.  The
       only problem this causes while playing is minor: a "#" (mate indicator)
       character  will  show  up  after  a non-contact mating move in the move
       list. XBoard will not assume the game is over at that point,  not  even
       when  the  option  Detect  Mates is on.  Edit Game mode always uses the
       rules of the selected variant, which can be a variant that  uses  piece
       drops.  You can load and edit games that contain piece drops.  The (ob-
       solete) piece menus are not active, but you can perform piece drops  by
       dragging  pieces  from  the holdings.  Fischer Random castling is fully
       understood.  You can enter castlings by dragging the  King  on  top  of
       your  Rook.   You can probably also play Fischer Random successfully on
       ICS by typing castling moves into the ICS Interaction window.

       The menus may not work if your keyboard is in Caps  Lock  or  Num  Lock
       mode.   This  seems to be a problem with the Athena menu widget, not an
       XBoard bug.

       Also see the ToDo file included with the distribution  for  many  other
       possible  bugs,  limitations,  and ideas for improvement that have been
       suggested.

REPORTING PROBLEMS
       You can report bugs and problems with XBoard using the bug  tracker  at
       `https://savannah.gnu.org/projects/xboard/'   or  by  sending  mail  to
       `<bug-xboard@gnu.org>'.  It can also be useful  to  report  or  discuss
       bugs  in  the  WinBoard  Forum at `http://www.open-aurec.com/wbforum/',
       WinBoard development section.

       Please use the `script' program to start a typescript, run XBoard  with
       the `-debug' option, and include the typescript output in your message.
       Also tell us what kind of machine and what operating system version you
       are using.  The command `uname -a' will often tell you this.

       If you improve XBoard, please send a message about your changes, and we
       will get in touch with you about merging them in to the  main  line  of
       development.

AUTHORS AND CONTRIBUTORS
       Chris Sears and Dan Sears wrote the original XBoard.  They were respon-
       sible for versions 1.0 through 1.2.  The color scheme  was  taken  from
       Wayne Christopher's `XChess' program.

       Tim  Mann  was  primarily  responsible  for XBoard versions 1.3 through
       4.2.7, and for WinBoard (a port of XBoard to Microsoft Win32) from  its
       inception through version 4.2.7.

       John  Chanak  contributed the initial implementation of ICS mode.  Evan
       Welsh wrote `CMail', and Patrick Surry helped  in  designing,  testing,
       and documenting it.  Elmar Bartel contributed the new piece bitmaps in-
       troduced in version 3.2.  Jochen Wiedmann converted  the  documentation
       to  texinfo.   Frank  McIngvale  added click/click moving, the Analysis
       modes, piece flashing, ZIICS  import,  and  ICS  text  colorization  to
       XBoard.   Hugh Fisher added animated piece movement to XBoard, and Hen-
       rik Gram added it to WinBoard.  Mark Williams contributed  the  initial
       (WinBoard-only)  implementation  of  many  new  features  added to both
       XBoard and WinBoard in version 4.1.0,  including  copy/paste,  premove,
       icsAlarm,  autoFlipView, training mode, auto raise, and blindfold.  Ben
       Nye contributed X copy/paste code for XBoard.

       In a fork from version 4.2.7, Alessandro Scotti added many elements  to
       the  user interface of WinBoard, including the board textures and font-
       based rendering, the evaluation-graph, move-history  and  engine-output
       window.  He was also responsible for adding the UCI support.

       H. G. Muller continued this fork of the project, producing version 4.3.
       He made WinBoard castling- and e.p.-aware, added variant  support  with
       adjustable  board sizes, the crazyhouse holdings, and the fairy pieces.
       In addition he added most of the adjudication  options,  made  WinBoard
       more  robust  in  dealing with buggy and crashing engines, and extended
       time control with a time-odds and node-count-based modes.  Most of  the
       options  that initially were WinBoard only have now been back-ported to
       XBoard.

       Michel van den Bergh provided the code  for  reading  Polyglot  opening
       books.

       Meanwhile,  some work continued on the GNU XBoard project maintained at
       savannah.gnu.org,  but  version  4.2.8  was  never  released.    Daniel
       Mehrmann was responsible for much of this work.

       Most  recently,  Arun Persaud worked with H. G. Muller to merge all the
       features of the never-released XBoard/WinBoard 4.2.8 of the GNU  XBoard
       project  and the never-released 4.3.16 from H. G.'s fork into a unified
       XBoard/WinBoard 4.4, which  is  now  available  both  from  the  savan-
       nah.gnu.org web site and the WinBoard forum.

CMAIL
       The  `cmail' program can help you play chess by email with opponents of
       your choice using XBoard as an interface.

       You will usually run `cmail' without giving any options.

   CMail options
       -h     Displays `cmail' usage information.

       -c     Shows the conditions of the GNU  General  Public  License.   See
              Copying.

       -w     Shows  the  warranty  notice  of the GNU General Public License.
              See Copying.

       -v
       -xv    Provides or inhibits verbose output  from  `cmail'  and  XBoard,
              useful for debugging. The `-xv' form also inhibits the cmail in-
              troduction message.

       -mail
       -xmail Invokes or inhibits the sending of a mail message containing the
              move.

       -xboard
       -xxboard
              Invokes or inhibits the running of XBoard on the game file.

       -reuse
       -xreuse
              Invokes  or  inhibits the reuse of an existing XBoard to display
              the current game.

       -remail
              Resends the last mail message for that game. This inhibits  run-
              ning XBoard.

       -game <name>
              The name of the game to be processed.

       -wgames <number>
       -bgames <number>
       -games <number>
              Number of games to start as White, as Black or in total. Default
              is 1 as white and none as black. If only one color is  specified
              then  none  of the other color is assumed. If no color is speci-
              fied then equal numbers of White and Black  games  are  started,
              with  the  extra  game  being as White if an odd number of total
              games is specified.

       -me <short name>
       -opp <short name>
              A one-word alias for yourself or your opponent.

       -wname <full name>
       -bname <full name>
       -myname <full name>
       -oppname <full name>
              The full name of White, Black, yourself or your opponent.

       -wna <net address>
       -bna <net address>
       -na <net address>
       -oppna <net address>
              The email address of White, Black, yourself or your opponent.

       -dir <directory>
              The directory in which `cmail' keeps its files. This defaults to
              the  environment variable `$CMAIL_DIR' or failing that, `$CHESS-
              DIR', `$HOME/Chess' or `~/Chess'. It will be created if it  does
              not exist.

       -arcdir <directory>
              The  directory  in  which  `cmail' archives completed games. De-
              faults to the environment variable `$CMAIL_ARCDIR'  or,  in  its
              absence,  the  same  directory  as cmail keeps its working files
              (above).

       -mailprog <mail program>
              The program used by cmail to send email messages. This  defaults
              to  the  environment  variable `$CMAIL_MAILPROG' or failing that
              `/usr/ucb/Mail', `/usr/ucb/mail' or `Mail'. You will need to set
              this variable if none of the above paths fit your system.

       -logFile <file>
              A  file in which to dump verbose debugging messages that are in-
              voked with the `-v' option.

       -event <event>
              The PGN Event tag (default `Email correspondence game').

       -site <site>
              The PGN Site tag (default `NET').

       -round <round>
              The PGN Round tag (default `-', not applicable).

       -mode <mode>
              The PGN Mode tag (default `EM', Electronic Mail).

       Other options
              Any option flags not listed above are passed through to  XBoard.
              Invoking  XBoard through CMail changes the default values of two
              XBoard options:  The  default  value  for  `-noChessProgram'  is
              changed to true; that is, by default no chess engine is started.
              The default value for `-timeDelay' is changed to 0; that is,  by
              default XBoard immediately goes to the end of the game as played
              so far, rather than stepping through the moves one by one.   You
              can  still  set  these  options to whatever values you prefer by
              supplying them on CMail's command line.  See Options.

   Starting a CMail Game
       Type `cmail' from a shell to start a game as white.  After  an  opening
       message,  you will be prompted for a game name, which is optional -- if
       you simply press <Enter>, the game name will take the form  `you-VS-op-
       ponent'. You will next be prompted for the short name of your opponent.
       If you haven't played this person before, you will also be prompted for
       his/her  email  address.  `cmail'  will then invoke XBoard in the back-
       ground. Make your first move and select `Mail  Move'  from  the  `File'
       menu.  See  File  Menu. If all is well, `cmail' will mail a copy of the
       move to your opponent. If you select  `Exit'  without  having  selected
       `Mail Move' then no move will be made.

   Answering a Move
       When you receive a message from an opponent containing a move in one of
       your games, simply pipe the message through `cmail'.  In  some  mailers
       this  is  as simple as typing `| cmail' when viewing the message, while
       in others you may have to save the message to a file and  do  `cmail  <
       file' at the command line. In either case `cmail' will display the game
       using XBoard. If you didn't exit XBoard when you made your  first  move
       then  `cmail'  will  do  its best to use the existing XBoard instead of
       starting a new one. As before, simply make  a  move  and  select  `Mail
       Move'  from the `File' menu. See File Menu. `cmail' will try to use the
       XBoard that was most recently used to display the  current  game.  This
       means  that many games can be in progress simultaneously, each with its
       own active XBoard.

       If you want to look at the history or explore a  variation,  go  ahead,
       but  you  must  return to the current position before XBoard will allow
       you to mail a move. If you edit the  game's  history  you  must  select
       `Reload Same Game' from the `File' menu to get back to the original po-
       sition, then make the move you want and select `Mail Move'.  As before,
       if  you  decide you aren't ready to make a move just yet you can either
       select `Exit' without sending a move or just leave XBoard running until
       you are ready.

   Multi-Game Messages
       It  is  possible  to  have  a `cmail' message carry more than one game.
       This feature was implemented to handle IECG (International Email  Chess
       Group)  matches, where a match consists of one game as white and one as
       black, with moves transmitted simultaneously. In case  there  are  more
       general  uses,  `cmail'  itself  places  no  limit  on  the  number  of
       black/white games contained in a message; however, XBoard does.

   Completing a Game
       Because XBoard can detect checkmate and stalemate, `cmail' handles game
       termination  sensibly. As well as resignation, the `Action' menu allows
       draws to be offered and accepted for `cmail' games.

       For multi-game messages, only unfinished and just-finished  games  will
       be  included  in  email messages. When all the games are finished, they
       are archived in the user's archive directory, and similarly in the  op-
       ponent's  when  he  or she pipes the final message through `cmail'. The
       archive file name includes the date the game was started.

   Known CMail Problems
       It's possible that a strange conjunction of conditions may occasionally
       mean  that `cmail' has trouble reactivating an existing XBoard. If this
       should happen, simply trying it again should work.  If not, remove  the
       file that stores the XBoard's PID (`game.pid') or use the `-xreuse' op-
       tion to force `cmail' to start a new XBoard.

       Versions of `cmail' after 2.16 no longer understand the old file format
       that XBoard used to use and so cannot be used to correspond with anyone
       using an older version.

       Versions of `cmail' older than 2.11 do not handle multi-game  messages,
       so  multi-game  correspondence  is not possible with opponents using an
       older version.

OTHER PROGRAMS YOU CAN USE WITH XBOARD
       Here are some other programs you can use with XBoard

   GNU Chess
       The GNU Chess engine is available from:

       ftp://ftp.gnu.org/gnu/gnuchess/

       You can use XBoard to play a game against GNU Chess,  or  to  interface
       GNU Chess to an ICS.

   Fairy-Max
       Fairy-Max  is a derivative from the once World's smallest Chess program
       micro-Max, which measures only about 100 lines  of  source  code.   The
       main difference with micro-Max is that Fairy-Max loads its move-genera-
       tor tables from a file, so that the rules for  piece  movement  can  be
       easily configured to implement unorthodox pieces.  Fairy-Max can there-
       fore play a large number of variants, normal Chess being one of  those.
       In addition it plays Knightmate, Capablanca and Gothic Chess, Shatranj,
       Courier Chess, Cylinder chess, Berolina Chess, while the user can  eas-
       ily define new variants.  It can be obtained from:

       http://home.hccnet.nl/h.g.muller/dwnldpage.html

   HoiChess
       HoiChess  is  a not-so-very-strong Chess engine, which comes with a de-
       rivative HoiXiangqi, able to play Chinese Chess.  It  can  be  obtained
       from the standard Linux repositories through:

       sudo apt-get install hoichess

   Crafty
       Crafty  is  a chess engine written by Bob Hyatt.  You can use XBoard to
       play a game against Crafty, hook Crafty up to an ICS, or use Crafty  to
       interactively analyze games and positions for you.

       Crafty  is a strong, rapidly evolving chess program. This rapid pace of
       development is good, because it means Crafty is always getting  better.
       This  can  sometimes  cause  problems with backwards compatibility, but
       usually the latest version of Crafty will work  well  with  the  latest
       version  of XBoard.  Crafty can be obtained from its author's FTP site:
       ftp://ftp.cis.uab.edu/hyatt/.

       To use Crafty with XBoard, give the -fcp and -fd  options  as  follows,
       where  <crafty's  directory>  is  the  directory in which you installed
       Crafty and placed its book and other support files.

COPYRIGHT
       Copyright (C) 1991 Digital Equipment  Corporation,  Maynard,  Massachu-
       setts.

       All Rights Reserved.

       Permission  to  use, copy, modify, and distribute this software and its
       documentation for any purpose and without fee is hereby  granted,  pro-
       vided  that  the  above  copyright notice appear in all copies and that
       both that copyright notice and this permission notice  appear  in  sup-
       porting  documentation, and that the name of Digital not be used in ad-
       vertising or publicity pertaining to distribution of the software with-
       out specific, written prior permission.

       Digital  disclaims all warranties with regard to this software, includ-
       ing all implied warranties of merchantability and fitness.  In no event
       shall Digital be liable for any special, indirect or consequential dam-
       ages or any damages whatsoever resulting from  loss  of  use,  data  or
       profits, whether in an action of contract, negligence or other tortious
       action, arising out of or in connection with the use or performance  of
       this software.

       Enhancements  copyright  (C)  1992-2003,  2004, 2005, 2006, 2007, 2008,
       2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016  Free  Software  Founda-
       tion, Inc.

       Published by the Free Software Foundation
       59 Temple Place - Suite 330
       Boston, MA 02111-1307 USA

       Permission  is  granted  to make and distribute verbatim copies of this
       manual provided the copyright notice and  this  permission  notice  are
       preserved on all copies.

       Permission  is granted to copy and distribute modified versions of this
       manual under the conditions for verbatim copying,  provided  also  that
       the  section  entitled  ``GNU General Public License,'' is included ex-
       actly as in the original, and provided that the  entire  resulting  de-
       rived  work is distributed under the terms of a permission notice iden-
       tical to this one.

       Permission is granted to copy and distribute translations of this  man-
       ual into another language, under the above conditions for modified ver-
       sions, except that the section entitled ``GNU General Public License,''
       and this permission notice, may be included in translations approved by
       the Free Software Foundation instead of in the original English.

GNU GENERAL PUBLIC LICENSE
       Copyright (C) 2007 Free Software Foundation, Inc. `http://fsf.org/'

       Everyone is permitted to copy and distribute verbatim copies of this
       license document, but changing it is not allowed.

       The GNU General Public License is a free, copyleft license for software
       and other kinds of works.

       The  licenses  for most software and other practical works are designed
       to take away your freedom to share and change the works.  By  contrast,
       the GNU General Public License is intended to guarantee your freedom to
       share and change all versions of a program -- to make sure  it  remains
       free software for all its users.  We, the Free Software Foundation, use
       the GNU General Public License for most of  our  software;  it  applies
       also to any other work released this way by its authors.  You can apply
       it to your programs, too.

       When we speak of free software, we are referring to freedom, not price.
       Our General Public Licenses are designed to make sure that you have the
       freedom to distribute copies of free software (and charge for  them  if
       you  wish),  that you receive source code or can get it if you want it,
       that you can change the software or use pieces of it in new  free  pro-
       grams, and that you know you can do these things.

       To  protect  your  rights,  we  need to prevent others from denying you
       these rights or asking you to surrender  the  rights.   Therefore,  you
       have certain responsibilities if you distribute copies of the software,
       or if you modify it: responsibilities to respect the freedom of others.

       For example, if you distribute copies of such a program, whether gratis
       or for a fee, you must pass on to the recipients the same freedoms that
       you received.  You must make sure that they, too, receive  or  can  get
       the source code.  And you must show them these terms so they know their
       rights.

       Developers that use the GNU GPL protect your rights with two steps: (1)
       assert copyright on the software, and (2) offer you this License giving
       you legal permission to copy, distribute and/or modify it.

       For the developers' and authors' protection, the GPL  clearly  explains
       that  there is no warranty for this free software.  For both users' and
       authors' sake, the GPL requires that modified  versions  be  marked  as
       changed,  so  that their problems will not be attributed erroneously to
       authors of previous versions.

       Some devices are designed to deny users access to install or run  modi-
       fied  versions  of  the software inside them, although the manufacturer
       can do so.  This is fundamentally incompatible with the aim of protect-
       ing  users'  freedom to change the software.  The systematic pattern of
       such abuse occurs in the area of products for individuals to use, which
       is  precisely  where  it  is most unacceptable.  Therefore, we have de-
       signed this version of the GPL to prohibit the practice for those prod-
       ucts.   If such problems arise substantially in other domains, we stand
       ready to extend this provision to those domains in future  versions  of
       the GPL, as needed to protect the freedom of users.

       Finally,  every  program  is threatened constantly by software patents.
       States should not allow patents to  restrict  development  and  use  of
       software on general-purpose computers, but in those that do, we wish to
       avoid the special danger that patents applied to a free  program  could
       make it effectively proprietary.  To prevent this, the GPL assures that
       patents cannot be used to render the program non-free.

       The precise terms and conditions for copying, distribution and  modifi-
       cation follow.

       Definitions.
              ``This  License''  refers to version 3 of the GNU General Public
              License.

              ``Copyright'' also means copyright-like laws that apply to other
              kinds of works, such as semiconductor masks.

              ``The  Program'' refers to any copyrightable work licensed under
              this License.  Each licensee is  addressed  as  ``you''.   ``Li-
              censees''  and  ``recipients''  may  be individuals or organiza-
              tions.

              To ``modify'' a work means to copy from or adapt all or part  of
              the work in a fashion requiring copyright permission, other than
              the making of an exact copy.  The resulting  work  is  called  a
              ``modified  version'' of the earlier work or a work ``based on''
              the earlier work.

              A ``covered work'' means either the unmodified Program or a work
              based on the Program.

              To ``propagate'' a work means to do anything with it that, with-
              out permission, would make you directly  or  secondarily  liable
              for  infringement under applicable copyright law, except execut-
              ing it on a computer or modifying a private  copy.   Propagation
              includes  copying,  distribution (with or without modification),
              making available to the public, and in some countries other  ac-
              tivities as well.

              To  ``convey'' a work means any kind of propagation that enables
              other parties to make or receive copies.  Mere interaction  with
              a  user  through a computer network, with no transfer of a copy,
              is not conveying.

              An interactive user interface displays ``Appropriate  Legal  No-
              tices''  to  the extent that it includes a convenient and promi-
              nently visible feature that (1) displays  an  appropriate  copy-
              right  notice,  and (2) tells the user that there is no warranty
              for the work (except to the  extent  that  warranties  are  pro-
              vided),  that  licensees may convey the work under this License,
              and how to view a  copy  of  this  License.   If  the  interface
              presents  a  list of user commands or options, such as a menu, a
              prominent item in the list meets this criterion.

       Source Code.
              The ``source code'' for a work means the preferred form  of  the
              work  for making modifications to it.  ``Object code'' means any
              non-source form of a work.

              A ``Standard Interface'' means an interface that  either  is  an
              official standard defined by a recognized standards body, or, in
              the case of interfaces specified for  a  particular  programming
              language,  one  that  is widely used among developers working in
              that language.

              The ``System Libraries'' of an executable work include anything,
              other than the work as a whole, that (a) is included in the nor-
              mal form of packaging a Major Component, but which is  not  part
              of  that  Major  Component, and (b) serves only to enable use of
              the work with that Major Component, or to implement  a  Standard
              Interface for which an implementation is available to the public
              in source code form.  A ``Major Component'',  in  this  context,
              means a major essential component (kernel, window system, and so
              on) of the specific operating system (if any) on which the  exe-
              cutable work runs, or a compiler used to produce the work, or an
              object code interpreter used to run it.

              The ``Corresponding Source'' for a  work  in  object  code  form
              means  all the source code needed to generate, install, and (for
              an executable work) run the object code and to modify the  work,
              including scripts to control those activities.  However, it does
              not include the  work's  System  Libraries,  or  general-purpose
              tools or generally available free programs which are used unmod-
              ified in performing those activities but which are not  part  of
              the  work.  For example, Corresponding Source includes interface
              definition files associated with source files for the work,  and
              the source code for shared libraries and dynamically linked sub-
              programs that the work is specifically designed to require, such
              as  by intimate data communication or control flow between those
              subprograms and other parts of the work.

              The Corresponding Source need not include  anything  that  users
              can regenerate automatically from other parts of the Correspond-
              ing Source.

              The Corresponding Source for a work in source code form is  that
              same work.

       Basic Permissions.
              All  rights  granted under this License are granted for the term
              of copyright on the Program, and are  irrevocable  provided  the
              stated conditions are met.  This License explicitly affirms your
              unlimited permission to run the unmodified Program.  The  output
              from  running  a covered work is covered by this License only if
              the output, given its content, constitutes a covered work.  This
              License  acknowledges  your  rights of fair use or other equiva-
              lent, as provided by copyright law.

              You may make, run and propagate covered works that  you  do  not
              convey, without conditions so long as your license otherwise re-
              mains in force.  You may convey covered works to others for  the
              sole  purpose  of having them make modifications exclusively for
              you, or provide you with facilities  for  running  those  works,
              provided  that you comply with the terms of this License in con-
              veying all material for which  you  do  not  control  copyright.
              Those  thus  making or running the covered works for you must do
              so exclusively on your behalf, under your direction and control,
              on terms that prohibit them from making any copies of your copy-
              righted material outside their relationship with you.

              Conveying under any other circumstances is permitted solely  un-
              der  the  conditions stated below.  Sublicensing is not allowed;
              section 10 makes it unnecessary.

       Protecting Users' Legal Rights From Anti-Circumvention Law.
              No covered work shall be deemed part of an effective technologi-
              cal  measure under any applicable law fulfilling obligations un-
              der article 11 of the WIPO copyright treaty adopted on 20 Decem-
              ber  1996, or similar laws prohibiting or restricting circumven-
              tion of such measures.

              When you convey a covered work, you waive  any  legal  power  to
              forbid  circumvention  of  technological  measures to the extent
              such circumvention is effected by exercising rights  under  this
              License  with  respect to the covered work, and you disclaim any
              intention to limit operation or modification of the  work  as  a
              means of enforcing, against the work's users, your or third par-
              ties' legal rights to forbid circumvention of technological mea-
              sures.

       Conveying Verbatim Copies.
              You  may  convey verbatim copies of the Program's source code as
              you receive it, in any medium, provided that  you  conspicuously
              and  appropriately publish on each copy an appropriate copyright
              notice; keep intact all notices stating that  this  License  and
              any non-permissive terms added in accord with section 7 apply to
              the code; keep intact all notices of the  absence  of  any  war-
              ranty; and give all recipients a copy of this License along with
              the Program.

              You may charge any price or no price for each copy that you con-
              vey, and you may offer support or warranty protection for a fee.

       Conveying Modified Source Versions.
              You may convey a work based on the Program, or the modifications
              to produce it from the Program, in the form of source code under
              the terms of section 4, provided that you also meet all of these
              conditions:

              The work must carry prominent notices stating that you  modified
              it, and giving a relevant date.

              The  work  must  carry  prominent notices stating that it is re-
              leased under this License and any conditions added under section
              7.   This  requirement  modifies the requirement in section 4 to
              ``keep intact all notices''.

              You must license the entire work, as a whole, under this License
              to  anyone  who  comes  into possession of a copy.  This License
              will therefore apply, along with any applicable section 7  addi-
              tional  terms,  to the whole of the work, and all its parts, re-
              gardless of how they are packaged.  This License gives  no  per-
              mission  to  license  the work in any other way, but it does not
              invalidate such permission if you have separately received it.

              If the work has interactive user interfaces, each  must  display
              Appropriate  Legal Notices; however, if the Program has interac-
              tive interfaces that do not display Appropriate  Legal  Notices,
              your work need not make them do so.

              A compilation of a covered work with other separate and indepen-
              dent works, which are not by their nature extensions of the cov-
              ered  work, and which are not combined with it such as to form a
              larger program, in or on a volume of a storage  or  distribution
              medium,  is  called  an ``aggregate'' if the compilation and its
              resulting copyright are not used to limit the  access  or  legal
              rights  of  the  compilation's  users beyond what the individual
              works permit.  Inclusion of a covered work in an aggregate  does
              not cause this License to apply to the other parts of the aggre-
              gate.

       Conveying Non-Source Forms.
              You may convey a covered work in  object  code  form  under  the
              terms of sections 4 and 5, provided that you also convey the ma-
              chine-readable Corresponding Source under the terms of this  Li-
              cense, in one of these ways:

              Convey  the  object  code in, or embodied in, a physical product
              (including a physical distribution medium), accompanied  by  the
              Corresponding  Source fixed on a durable physical medium custom-
              arily used for software interchange.

              Convey the object code in, or embodied in,  a  physical  product
              (including  a  physical  distribution  medium), accompanied by a
              written offer, valid for at least three years and valid  for  as
              long as you offer spare parts or customer support for that prod-
              uct model, to give anyone who possesses the object  code  either
              (1)  a  copy of the Corresponding Source for all the software in
              the product that is covered by this License, on a durable physi-
              cal  medium  customarily  used  for  software interchange, for a
              price no more than your reasonable cost of physically performing
              this  conveying of source, or (2) access to copy the Correspond-
              ing Source from a network server at no charge.

              Convey individual copies of the object code with a copy  of  the
              written  offer to provide the Corresponding Source.  This alter-
              native is allowed only  occasionally  and  noncommercially,  and
              only  if you received the object code with such an offer, in ac-
              cord with subsection 6b.

              Convey the object code by  offering  access  from  a  designated
              place  (gratis  or for a charge), and offer equivalent access to
              the Corresponding Source in the same way through the same  place
              at  no  further charge.  You need not require recipients to copy
              the Corresponding Source along with the  object  code.   If  the
              place  to  copy  the object code is a network server, the Corre-
              sponding Source may be on a different server (operated by you or
              a third party) that supports equivalent copying facilities, pro-
              vided you maintain clear directions next to the object code say-
              ing  where to find the Corresponding Source.  Regardless of what
              server hosts the Corresponding Source, you remain  obligated  to
              ensure  that  it  is  available for as long as needed to satisfy
              these requirements.

              Convey the object code using peer-to-peer transmission, provided
              you  inform  other peers where the object code and Corresponding
              Source of the work are being offered to the general public at no
              charge under subsection 6d.

              A separable portion of the object code, whose source code is ex-
              cluded from the Corresponding Source as a System  Library,  need
              not be included in conveying the object code work.

              A  ``User  Product'' is either (1) a ``consumer product'', which
              means any tangible personal property which is normally used  for
              personal,  family,  or  household  purposes, or (2) anything de-
              signed or sold for incorporation into a dwelling.  In  determin-
              ing  whether  a  product  is  a consumer product, doubtful cases
              shall be resolved in favor of coverage.  For a particular  prod-
              uct received by a particular user, ``normally used'' refers to a
              typical or common use of that class of  product,  regardless  of
              the  status  of  the  particular user or of the way in which the
              particular user actually uses, or expects or is expected to use,
              the  product.   A  product  is  a consumer product regardless of
              whether the product has substantial  commercial,  industrial  or
              non-consumer  uses, unless such uses represent the only signifi-
              cant mode of use of the product.

              ``Installation Information'' for a User Product means any  meth-
              ods,  procedures,  authorization  keys, or other information re-
              quired to install and execute modified  versions  of  a  covered
              work  in that User Product from a modified version of its Corre-
              sponding Source.  The information must suffice  to  ensure  that
              the  continued  functioning of the modified object code is in no
              case prevented or interfered with  solely  because  modification
              has been made.

              If  you  convey  an  object  code work under this section in, or
              with, or specifically for use in, a User Product, and  the  con-
              veying  occurs  as  part  of a transaction in which the right of
              possession and use of the User Product is transferred to the re-
              cipient in perpetuity or for a fixed term (regardless of how the
              transaction is characterized), the Corresponding Source conveyed
              under  this  section must be accompanied by the Installation In-
              formation.  But this requirement does not apply if  neither  you
              nor  any third party retains the ability to install modified ob-
              ject code on the User Product (for example, the  work  has  been
              installed in ROM).

              The requirement to provide Installation Information does not in-
              clude a requirement to continue to provide support service, war-
              ranty, or updates for a work that has been modified or installed
              by the recipient, or for the User Product in which it  has  been
              modified  or  installed.  Access to a network may be denied when
              the modification itself materially and adversely affects the op-
              eration  of  the network or violates the rules and protocols for
              communication across the network.

              Corresponding Source conveyed, and Installation Information pro-
              vided,  in  accord with this section must be in a format that is
              publicly documented (and with an implementation available to the
              public  in  source code form), and must require no special pass-
              word or key for unpacking, reading or copying.

       Additional Terms.
              ``Additional permissions'' are terms that supplement  the  terms
              of  this  License  by  making exceptions from one or more of its
              conditions.  Additional permissions that are applicable  to  the
              entire  Program shall be treated as though they were included in
              this License, to the extent that they are valid under applicable
              law.   If  additional permissions apply only to part of the Pro-
              gram, that part may be used separately under those  permissions,
              but  the entire Program remains governed by this License without
              regard to the additional permissions.

              When you convey a copy of a covered work, you may at your option
              remove  any  additional  permissions from that copy, or from any
              part of it.  (Additional permissions may be written  to  require
              their  own  removal  in certain cases when you modify the work.)
              You may place additional permissions on material, added  by  you
              to  a  covered  work, for which you have or can give appropriate
              copyright permission.

              Notwithstanding any other provision of this License,  for  mate-
              rial  you  add  to a covered work, you may (if authorized by the
              copyright holders of that material) supplement the terms of this
              License with terms:

              Disclaiming  warranty or limiting liability differently from the
              terms of sections 15 and 16 of this License; or

              Requiring preservation of specified reasonable legal notices  or
              author attributions in that material or in the Appropriate Legal
              Notices displayed by works containing it; or

              Prohibiting misrepresentation of the origin of that material, or
              requiring  that  modified versions of such material be marked in
              reasonable ways as different from the original version; or

              Limiting the use for publicity purposes of names of licensors or
              authors of the material; or

              Declining  to  grant  rights under trademark law for use of some
              trade names, trademarks, or service marks; or

              Requiring indemnification of licensors and authors of that mate-
              rial by anyone who conveys the material (or modified versions of
              it) with contractual assumptions of liability to the  recipient,
              for  any  liability  that these contractual assumptions directly
              impose on those licensors and authors.

              All other non-permissive additional terms are considered  ``fur-
              ther  restrictions''  within  the meaning of section 10.  If the
              Program as you received it, or any part of it, contains a notice
              stating  that  it  is governed by this License along with a term
              that is a further restriction, you may remove that term.   If  a
              license  document contains a further restriction but permits re-
              licensing or conveying under this License, you may add to a cov-
              ered  work  material governed by the terms of that license docu-
              ment, provided that the further  restriction  does  not  survive
              such relicensing or conveying.

              If  you add terms to a covered work in accord with this section,
              you must place, in the relevant source files, a statement of the
              additional terms that apply to those files, or a notice indicat-
              ing where to find the applicable terms.

              Additional terms, permissive or non-permissive, may be stated in
              the  form  of  a separately written license, or stated as excep-
              tions; the above requirements apply either way.

       Termination.
              You may not propagate or modify a covered  work  except  as  ex-
              pressly  provided  under this License.  Any attempt otherwise to
              propagate or modify it is void, and will automatically terminate
              your  rights  under  this License (including any patent licenses
              granted under the third paragraph of section 11).

              However, if you cease all violation of this License,  then  your
              license  from  a  particular  copyright holder is reinstated (a)
              provisionally, unless and until the copyright holder  explicitly
              and finally terminates your license, and (b) permanently, if the
              copyright holder fails to notify you of the  violation  by  some
              reasonable means prior to 60 days after the cessation.

              Moreover, your license from a particular copyright holder is re-
              instated permanently if the copyright holder notifies you of the
              violation  by  some reasonable means, this is the first time you
              have received notice of violation of this License (for any work)
              from  that copyright holder, and you cure the violation prior to
              30 days after your receipt of the notice.

              Termination of your rights under this section does not terminate
              the  licenses of parties who have received copies or rights from
              you under this License.  If your rights have been terminated and
              not  permanently  reinstated,  you do not qualify to receive new
              licenses for the same material under section 10.

       Acceptance Not Required for Having Copies.
              You are not required to accept this License in order to  receive
              or  run  a copy of the Program.  Ancillary propagation of a cov-
              ered work occurring solely as a consequence  of  using  peer-to-
              peer  transmission  to  receive a copy likewise does not require
              acceptance.  However, nothing other than this License grants you
              permission  to  propagate or modify any covered work.  These ac-
              tions infringe copyright if you  do  not  accept  this  License.
              Therefore, by modifying or propagating a covered work, you indi-
              cate your acceptance of this License to do so.

       Automatic Licensing of Downstream Recipients.
              Each time you convey a covered work, the recipient automatically
              receives  a  license from the original licensors, to run, modify
              and propagate that work, subject to this License.  You  are  not
              responsible  for enforcing compliance by third parties with this
              License.

              An ``entity transaction'' is a transaction transferring  control
              of  an organization, or substantially all assets of one, or sub-
              dividing an organization, or merging organizations.  If propaga-
              tion  of a covered work results from an entity transaction, each
              party to that transaction who receives a copy of the  work  also
              receives  whatever  licenses to the work the party's predecessor
              in interest had or could give under the previous paragraph, plus
              a  right  to  possession of the Corresponding Source of the work
              from the predecessor in interest, if the predecessor has  it  or
              can get it with reasonable efforts.

              You  may  not impose any further restrictions on the exercise of
              the rights granted or affirmed under this License.  For example,
              you  may  not impose a license fee, royalty, or other charge for
              exercise of rights granted under this License, and you  may  not
              initiate  litigation (including a cross-claim or counterclaim in
              a lawsuit) alleging that any patent claim is infringed  by  mak-
              ing, using, selling, offering for sale, or importing the Program
              or any portion of it.

       Patents.
              A ``contributor'' is a copyright holder who authorizes use under
              this  License  of  the Program or a work on which the Program is
              based.  The work  thus  licensed  is  called  the  contributor's
              ``contributor version''.

              A  contributor's  ``essential  patent  claims''  are  all patent
              claims owned or controlled by the contributor,  whether  already
              acquired  or hereafter acquired, that would be infringed by some
              manner, permitted by this License, of making, using, or  selling
              its contributor version, but do not include claims that would be
              infringed only as a consequence of further modification  of  the
              contributor  version.   For  purposes of this definition, ``con-
              trol'' includes the right to grant patent sublicenses in a  man-
              ner consistent with the requirements of this License.

              Each contributor grants you a non-exclusive, worldwide, royalty-
              free patent license under  the  contributor's  essential  patent
              claims, to make, use, sell, offer for sale, import and otherwise
              run, modify and propagate the contents of its  contributor  ver-
              sion.

              In  the  following three paragraphs, a ``patent license'' is any
              express agreement or commitment, however denominated, not to en-
              force  a  patent  (such  as  an express permission to practice a
              patent or covenant not to  sue  for  patent  infringement).   To
              ``grant'' such a patent license to a party means to make such an
              agreement or commitment not to  enforce  a  patent  against  the
              party.

              If  you convey a covered work, knowingly relying on a patent li-
              cense, and the Corresponding Source of the work is not available
              for  anyone  to copy, free of charge and under the terms of this
              License, through a publicly available network  server  or  other
              readily  accessible  means,  then  you must either (1) cause the
              Corresponding Source to be so available, or (2) arrange  to  de-
              prive  yourself  of  the  benefit of the patent license for this
              particular work, or (3) arrange, in a manner consistent with the
              requirements  of  this  License, to extend the patent license to
              downstream recipients.  ``Knowingly relying'' means you have ac-
              tual  knowledge that, but for the patent license, your conveying
              the covered work in a country, or your recipient's  use  of  the
              covered  work in a country, would infringe one or more identifi-
              able patents in that country that you have reason to believe are
              valid.

              If,  pursuant  to  or in connection with a single transaction or
              arrangement, you convey, or propagate  by  procuring  conveyance
              of,  a  covered  work, and grant a patent license to some of the
              parties receiving the covered  work  authorizing  them  to  use,
              propagate, modify or convey a specific copy of the covered work,
              then the patent license you grant is automatically  extended  to
              all recipients of the covered work and works based on it.

              A  patent  license  is ``discriminatory'' if it does not include
              within the scope of its coverage, prohibits the exercise of,  or
              is  conditioned on the non-exercise of one or more of the rights
              that are specifically granted under this License.  You  may  not
              convey  a covered work if you are a party to an arrangement with
              a third party that is in the business of distributing  software,
              under which you make payment to the third party based on the ex-
              tent of your activity of conveying the work, and under which the
              third  party grants, to any of the parties who would receive the
              covered work from you, a discriminatory patent  license  (a)  in
              connection  with  copies of the covered work conveyed by you (or
              copies made from those copies), or (b) primarily for and in con-
              nection  with specific products or compilations that contain the
              covered work, unless you entered into that arrangement, or  that
              patent license was granted, prior to 28 March 2007.

              Nothing  in this License shall be construed as excluding or lim-
              iting any implied license or other defenses to infringement that
              may otherwise be available to you under applicable patent law.

       No Surrender of Others' Freedom.
              If conditions are imposed on you (whether by court order, agree-
              ment or otherwise) that contradict the conditions  of  this  Li-
              cense,  they  do  not excuse you from the conditions of this Li-
              cense.  If you cannot convey a covered work so as to satisfy si-
              multaneously  your  obligations under this License and any other
              pertinent obligations, then as a consequence you may not  convey
              it at all.  For example, if you agree to terms that obligate you
              to collect a royalty for further conveying from  those  to  whom
              you  convey  the  Program,  the  only way you could satisfy both
              those terms and this License would be to refrain  entirely  from
              conveying the Program.

       Use with the GNU Affero General Public License.
              Notwithstanding  any  other  provision of this License, you have
              permission to link or combine any covered work with a  work  li-
              censed  under version 3 of the GNU Affero General Public License
              into a single combined work, and to convey the  resulting  work.
              The  terms  of  this  License will continue to apply to the part
              which is the covered work, but the special requirements  of  the
              GNU Affero General Public License, section 13, concerning inter-
              action through a network will apply to the combination as such.

       Revised Versions of this License.
              The Free Software Foundation may publish revised and/or new ver-
              sions of the GNU General Public License from time to time.  Such
              new versions will be similar in spirit to the  present  version,
              but may differ in detail to address new problems or concerns.

              Each  version  is given a distinguishing version number.  If the
              Program specifies that a certain numbered  version  of  the  GNU
              General  Public  License ``or any later version'' applies to it,
              you have the option of following the terms and conditions either
              of  that  numbered  version or of any later version published by
              the Free Software Foundation.  If the Program does not specify a
              version number of the GNU General Public License, you may choose
              any version ever published by the Free Software Foundation.

              If the Program specifies that a proxy can  decide  which  future
              versions  of  the  GNU  General Public License can be used, that
              proxy's public statement of acceptance of a version  permanently
              authorizes you to choose that version for the Program.

              Later license versions may give you additional or different per-
              missions.  However, no additional obligations are imposed on any
              author  or copyright holder as a result of your choosing to fol-
              low a later version.

       Disclaimer of Warranty.
              THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
              APPLICABLE  LAW.   EXCEPT  WHEN  OTHERWISE STATED IN WRITING THE
              COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM  ``AS
              IS''  WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED,
              INCLUDING, BUT NOT LIMITED TO, THE IMPLIED  WARRANTIES  OF  MER-
              CHANTABILITY  AND  FITNESS FOR A PARTICULAR PURPOSE.  THE ENTIRE
              RISK AS TO THE QUALITY AND PERFORMANCE OF THE  PROGRAM  IS  WITH
              YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
              ALL NECESSARY SERVICING, REPAIR OR CORRECTION.

       Limitation of Liability.
              IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR  AGREED  TO  IN
              WRITING  WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODI-
              FIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO
              YOU  FOR  DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
              CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE
              THE  PROGRAM  (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA
              BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY  YOU  OR  THIRD
              PARTIES  OR  A  FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
              PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS  BEEN  ADVISED
              OF THE POSSIBILITY OF SUCH DAMAGES.

       Interpretation of Sections 15 and 16.
              If  the  disclaimer of warranty and limitation of liability pro-
              vided above cannot be given  local  legal  effect  according  to
              their  terms,  reviewing  courts shall apply local law that most
              closely approximates an absolute waiver of all  civil  liability
              in  connection with the Program, unless a warranty or assumption
              of liability accompanies a copy of the Program in return  for  a
              fee.

              If  you  develop  a  new  program,  and you want it to be of the
              greatest possible use to the public, the  best  way  to  achieve
              this is to make it free software which everyone can redistribute
              and change under these terms.

              To do so, attach the following notices to the  program.   It  is
              safest  to  attach them to the start of each source file to most
              effectively state the  exclusion  of  warranty;  and  each  file
              should  have  at  least  the ``copyright'' line and a pointer to
              where the full notice is found.

              ONE LINE TO GIVE THE PROGRAM'S NAME AND A BRIEF IDEA OF WHAT IT DOES.
              Copyright (C) YEAR NAME OF AUTHOR

              This program is free software: you can redistribute it and/or modify
              it under the terms of the GNU General Public License as published by
              the Free Software Foundation, either version 3 of the License, or (at
              your option) any later version.

              This program is distributed in the hope that it will be useful, but
              WITHOUT ANY WARRANTY; without even the implied warranty of
              MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
              General Public License for more details.

              You should have received a copy of the GNU General Public License
              along with this program.  If not, see `http://www.gnu.org/licenses/'.

              Also add information on how to contact you by electronic and pa-
              per mail.

              If the program does terminal interaction, make it output a short
              notice like this when it starts in an interactive mode:

              PROGRAM Copyright (C) YEAR NAME OF AUTHOR
              This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
              This is free software, and you are welcome to redistribute it
              under certain conditions; type `show c' for details.

              The hypothetical commands `show w' and `show c' should show  the
              appropriate  parts  of  the  General Public License.  Of course,
              your program's commands might be different; for a GUI interface,
              you would use an ``about box''.

              You  should also get your employer (if you work as a programmer)
              or school, if any, to sign a ``copyright  disclaimer''  for  the
              program, if necessary.  For more information on this, and how to
              apply  and  follow  the  GNU  GPL,  see  `http://www.gnu.org/li-
              censes/'.

              The  GNU  General  Public  License does not permit incorporating
              your program into proprietary programs.  If your  program  is  a
              subroutine  library,  you  may consider it more useful to permit
              linking proprietary applications with the library.  If  this  is
              what  you  want to do, use the GNU Lesser General Public License
              instead   of   this   License.    But   first,    please    read
              `http://www.gnu.org/philosophy/why-not-lgpl.html'.

GNU                                 $Date:                           xboard(6)

Generated by dwww version 1.15 on Wed Jun 26 04:01:35 CEST 2024.