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BACKGAMMON (366E-2)
USER MANU A L
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2 Your Move; Rolling Dice ENGLISH THE COMPUTER ALWAYS PLAYS BLACK Thank you for purchasing your Excalibur computer backgammon game. With proper care it should provide years of reliable entertainment and The word roll shows that the computer is ready for the dice to be rolled at c h a l l e n g e . the start of a game. You may roll your own dice by entering their value on the die keys, or you may have the computer roll the dice by pressing ROLL 1 Getting Started DICE. If you use the comp
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Once you have completed the computers turn you must then press ROLL Offering A Double DICE to see the dice for your next turn. Of course, if a double is rolled (by either side), you will normally carry out the move in four parts instead of The backgammon computer allows the score to be doubled as though you two. were raising the stake with a doubling cube up to a maximum value of 64. To inspect the current value of the cube, press the CUBE key. The white For easy move entry, the computer has
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Verifying the Position total for the cube for all games you have played. Pressing this key a second time will result in your rating being displayed. Rating score evaluation are In case of confusion you can check where all the men on the board should as follows: be, according to the computer’s memory. This is possible at any time when it is the start of your turn. Press the key marked VERIFY, and the display 500 to 1000 B e g i n n e r will show the quantity of pieces on each occupied squa
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O F F / S A V E while in Multi-Move. This is also known as monitor mode where the This key is used to turn your computer off and to save your game in computer acts as a referee. m e m o r y . V E R I F Y C U B E Pressing this key repeatedly will allow you to check what is on every point, At the start of the game, this key may be used to turn Off or On the bar and bear off. doubling cube feature. It will also give you the Cube value during the game. C L E A R D E C L I N E Use this key to cle
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clockwise, the black men move counter-clockwise. RESTRICTIONS ON PLAY The Start of Play A) A player may only move a man to a point which is: In a game between two human players each player normally rolls one die to 1) vacant, determine who starts. The player who rolls the higher number makes the 2) already occupied by one or more of his own men, or first move - if they both roll the same number they must roll again. It is 3) occupied by a single enemy man. therefore impossible for the very
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part. So, if rolling a 3-2 gives the player a choice of only moving a man 3 If a player Cannot move Any of His Men steps or only moving a man 2 steps he must chose a play that moves a man three steps. If a player is unable to use any of his dice roll to move any of his men, then he must pass and it is his opponent’s turn again. Hitting an enemy man (or Blot) If a point is occupied by one enemy man then that man is called a blot and is vulnerable. If one of your own men lands on it while makin
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If a player rolls a double while he has one or men on the bar, he uses all If black rolls 4 and 3, he uses the 4 to bear off a man from the 22 point four parts of the roll in the usual way, provided of course that he re-enters (which is opposite to the 3 point) or to move a man from the 21 point to any men still on the bar. the 24 point. A red man may also be borne off by using a dice number that is higher than the number occupied. This is only possible, however, if red has no other man to the
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is still complying with the rules because he is using both numbers rolled.) the next highest face uppermost. This offers to double the stakes . The first player to offer a double would turn the 2 uppermost. His opponent If a player’s blot is hit after he has started bearing off, he must re-enter from must now decide whether or not to accept the double. If the opponent the bar and reach his own inner table again before continuing to bear off. accepts the double then the game continues but th