Honeywell HWM450NCD1 QuickSteam Warm Mist Filterless Humidifier User Guide
- June 14, 2024
- Honeywell
Table of Contents
HWM450NCD1 QuickSteam Warm Mist Filterless Humidifier
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.If “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
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