Honeywell HWM450NCD1 QuickSteam Warm Mist Filterless Humidifier User Guide

June 14, 2024
Honeywell

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User Guide

HWM450NCD1 QuickSteam Warm Mist Filterless Humidifier

CHESS 2PLAYERS
CONTENTS: 32 Game Pieces (16 Black and 16 White), 1 Chess Game Board
OBJECT: Capture your opponent’s king.
PLAYING THE GAME: Each side has 16 pieces set out as down in opening position. These are made up of six different kinds of pieces, each having their own moves:

  • KING – One square in any direction.
  • QUEEN – Any number of squares in any direction.
  • ROOK (OR CASTLE) – Any number of squares along horizontal or vertical lines.
  • BISHOP – Any number of squares along diagonals.
  • KNIGHT – Advances two squares in any direction then one square left or right.
  • PAWN – One square forward (except in its opening move when it may move two).

Pieces are taken by moving any of these on to a square occupied by an opponent’s piece, which is removed from the board. The pawn, which normally moves one square forward, takes only pieces on the square diagonally in front of it. If an opposing pawn jumps over this square in its opening move (when it is allowed to move 2 squares) it is taken ‘en passant’ just as if it had moved only one square. The taking piece occupies the square one place diagonally forward. When a pawn reaches the end of the board it may be exchanged for a queen, rook, bishop, or knight.
CASTLING: This is an exceptional move, used once by each player at any time during the game to bring a rook into play and strengthen the king’s defenses. The king moves two places either left or right and the rook is placed on the opposite side of the king. It is allowed only when:

  • Both the king and the rook are on their original squares;
  • There are no pieces between the king and the rook;
  • The king is not under attack and does not pass a square under attack.

In any exchange of pieces the players consider their relative value, which depends on how freely each piece can move. This is given in order of importance in the list describing the moves, except that the king is not actually taken during the game.
CHECK: When the king is threatened, he is said to be ‘in check’. The defending player must immediately move the king or get out of check by taking the attacking piece or interposing another.
CHECKMATE: When the king is unable to escape from check in any of these ways, this is checkmate – the final object of the game – and the attacking player wins.
DRAW: A game is drawn when both players are left with insufficient pieces for a checkmate, or one is left with no legal move. No pieces have been taken or pawns moved for 50 consecutive moves, or when both players agree to draw.

CHECKERS 2 PLAYERS

CONTENTS: 24 Interlocking Checkers (12 Red and 12 Black), 1 Checkers Game Board
OBJECT: Take all of the opponent’s pieces, or reach a position where the opponent is unable to move.
SET UP: Each player takes 12 pieces of the same color, and places them on the first three rows at opposite sides, using only the darker squares.
PLAYING THE GAME: All moves are made diagonally on the darker squares. The players take turns moving a piece diagonally forward on to an adjacent vacant square. If “doubles” are thrown, both numbers on the dice being the same, double the number of points can be moved.
TAKING PIECES: The opponent’s piece may be taken if it is positioned on a diagonally adjacent square and there is a vacant square directly beyond it. The player jumps over the opponent’s piece on to the vacant square, removing their
opponent’s piece from the board. He can then continue on to take other pieces in the same move, if the taking opportunities are there.
CROWNING: When a piece reaches the last row another piece is placed on top of it, making it a king. This is used in the same way as other pieces, but it can move either forward or backward. Note that a king may be captured in a jump just like a single checker.
WINNING THE GAME: The first player to capture all of his opponent’s checkers or to prevent his opponent from moving any remaining checkers is the winner.
We appreciate your comments on this game. Please send your correspondence to: custserv@pressmantoy.com Our Customer Service Department can be reached Monday through Friday (except during holidays) from 10.00 am CST to 4:00 pm CST at 1 855-258-8214.
© 2019 Pressman Toy Corporation, 3701 West Plano Parkway, Suite 100, Plano, TX 75075. This packaging must be retained as it contains important information. Colors and contents may vary from those illustrated. Made in China. www.pressmantoy.com
Distributed under license in Australia by Crown & Andrews Pty Ltd, Unit D, 21 Loyalty Road, North Rocks, NSW 2151, Australia. P: +61 2 98983555 E: sales@crownandandrews.com.au www.crownandandrews.com

SNAKES & LADDERS 2-4PLAYERS

CONTENTS: 4 Pawns (1 of each color); 1 Die, 1 Snakes & Ladders Game Board
OBJECT: To be the first player to reach the square marked with the number “100”.
PLAYING THE GAME: Each player chooses 1 pawn, and places it at the square marked with the number “1 “. Each player tosses the die to see which player will play first. The player with the highest number tossed will begin. Other players follow in turn from left to right.
On their turn, players toss the die and move their playing pieces, according to the number shown on the die. Players are not permitted to move to a square which is occupied by another player. Any player who lands  on an occupied square must return to the square that they began their move on and lose their turn.
LADDER SQUARES: When a player lands on a square with the bottom of the ladder the player moves up the ladder and places their pawn in the square at the top of the ladder. Players may not move down ladders.
SNAKE SQUARES: Should a player land on a square bearing the tail-end of the snake,  he player moves down the snake and places their playing piece on the square where the snake’s head is situated. Players may not move up snakes. Squares which haveparts of a ladder or parts of a snake are counted as regular spaces.
WINNING THE GAME: The first player to reach the square marked with the number “100” by an exact toss of the die, wins the game. If a player tosses the die and the die turns up a number that is too high, the player loses his turn.
We appreciate your comments on this game. Please send your correspondence to: custserv@pressmantoy.com Our Customer Service Department can be reached Monday through Friday (except during holidays)  rom 10:00 am CST to 4:00 pm CST at 1 855-258-8214. © 2019 Pressman Toy Corporation, 3701 West Plano Parkway, Suite 100, Plano, TX 75075. This packaging must be retained as it contains important information. Colors and contents may vary from those illustrated.
Made in China. www.pressmantoy.com
Distributed under license in Australia by Crown & Andrews Pty Ltd, Unit D, 21 Loyalty Road, North Rocks, NSW 2151, Australia. P: +61 2 98983555 E: sales@crownandandrews.com.au www.crownandandrews.com
BACKGAMMON 2 PLAYERS
CONTENTS: 30 Game Pieces, 2 Dice, 1 Backgammon Game Board
OBJECT: To be the first player to remove all of your pieces from your inner table. This is called “bearing off”.
SET UP: Each player takes 15 pieces of the same color — use the chess pieces and disregard the symbols. Line up pieces as shown in the diagram. Red pieces are moved counter-clockwise around the board and bear off out of his inner table. Black pieces are moved clockwise around the board to bear off out of his inner table.
PLAYING THE GAME: Pieces are moved the number of points thrown in a pair of dice. From one point on the board to the next is one dot on the dice. Each number can be used by a separate piece or both can be used by one piece.Honeywell HWM450NCD1 QuickSteam Warm Mist Filterless Humidifier - game
bordIf “doubles” are thrown, both numbers on
the dice being the same, double the number of points can be moved.
When a player has two or more pieces on a point, the opponent’s pieces cannot rest on that point. They may, however, pass over it. This is called a “block”.
If a player can bring a piece to rest on a point occupied by an opposing piece, he “blots” the opposing piece and it is removed to the “bar”. This piece must then be put into play before any other move is made by the player whose piece it is. It is put into play by entering its opponent’s inner table on an open point whose number corresponds to the number on one or both dice.
Pieces can be borne off only when all of the player’s pieces (not yet borne off) are within his own inner table. Then a piece can be borne off whenever it is on a point whose number is thrown. If a number is thrown higher than the point on which any piece is left, the highest piece can be borne off. A piece must be moved forward if it is possible to move.
WINNING THE GAME: The first player to bear off all their pieces wins!

PAHRCHEESI 2-4 PLAYERS

CONTENTS: 16 Pawns (4 of each color), 2 Dice, 1 Pahrcheesi Game Board
OBJECT: To be the first player to get all of your movers “HOME”.
SET UP: Each player takes 4 movers of the same color and puts one in the same START circle. Put the remaining 3 movers in a line behind the circle.
PLAYING THE GAME: Players roll both dice and the player with the highest roll goes first. To the right of each player’s START circle is a space marked with an arrow that is the same color as your movers. This is your ENTER space. To enter the board, you must roll a 5, or a combination of 5, on one or both dice. You must enter your mover onto the board whenever possible. If you roll a 5 and all your movers are already on the board, or if you have two movers on your ENTER space, you may then use the 5 to move your movers that are already on the board.
Once a mover is entered, you can begin to move it around the board. Roll the dice and move that many spaces on the board, starting from your ENTER space, and moving up that row and then to the left and into the next row of spaces. You can either move one mover the total amount of spaces shown on both dice, or, if you have more than one mover entered on the board, you can split the moves between them.
You must move whenever possible. No more than two of your movers can be on the same space at any time.
PENAL TY: If you roll doubles three times in a row, do not take a third turn. Take your mover that is closest to HOME and put it back in your START circle. This mover must be re-entered on the board on another turn. Play now passes to the left.
CAPTURING: If you land on the same space that an opponent’s mover is on, your opponent takes his mover and puts it back on his START circle. He must re-enter his mover on another turn. You cannot send an opponent’s mover back while it is in his HOME PATH (see GETTING HOME).
BONUS: After you have sent an opponent’s mover back, move any one of your movers ahead 20 extra spaces. If you capture an opponent when you roll doubles, move ahead 20 spaces, then roll again. If you cannot move any one of your movers ahead 20 spaces, you must forfeit the bonus.
BLOCKING: Two movers of the same color on any space forms a block. Other players cannot land on, capture or pass over a blocked space. If another player blocks your ENTER space, you can’t enter the board until that player breaks the block by moving at least one of their movers.
GETTING HOME: To get HOME, you must move your mover up your HOME PATH which is the row of spaces that matches the color of your movers. You cannot move HOME using another player’s HOME PATH. You must reach HOME by exact count and the HOME space counts as one space. Since there is only room for one mover on your HOME space, once a mover is HOME, take it out of the HOME space and put it on one of the four white circles in the large circle that matches the color of your movers.
HOME BONUS: After getting a mover into the HOME space, move any one of your other movers an additional 10 spaces. If you cannot move one mover 10 spaces, you forfeit the bonus.
WINNING THE GAME: The first player to move all of his or her movers HOME wins the game.
TIC TAC TOE 2 PLAYERS
CONTENTS:
10 Playing Pieces (5 Xs and 5 Os), 1 Tic Tac Toe Game Board
OBJECT: To get three of your markers in a row – horizontally, vertically, or diagonally.
The winner is the first one who accomplishes this. There is no winner when either player is unable to complete a single row.
PLAYING THE   GAME: Each player receives one set of 5 playing pieces – either Xs or Os. The first player places one of their markers in any square. Players then alternate turns, placing one of their markers on any open square.
WINNING THE GAME: Be the first player to get 3 of your playing pieces (Xs or Os) in a row to win!
We appreciate your comments on this game. Please send your correspondence to: custserv@pressmantoy.com
Our Customer Service Department can be reached Monday through Friday (except during holidays) from 10.00 am CST to 4:00 pm CST at 1(855) 258-8214. © 2019 Pressman Toy Corporation, 3701 West Plano Parkway, Suite 100, Plano, TX 75075. This packaging must be retained as it contains important information. Colors and contents may vary from those illustrated.
Made in China. www.pressmantoy.com
Distributed under license in Australia by Crown & Andrews Pty Ltd, Unit D, 21 Loyalty Road, North Rocks, NSW 2151, Australia. P: +61 2 98983555 E: sales@crownandandrews.com.au www.crownandandrews.com Honeywell
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