Excalibur electronic 477ET-CS Handheld Game System User Manual


 
Getting Started with
Touch Screen Backgammon
Rules of
Backgammon
Each player has 15 check-
ers
(The player automatically
has white checkers, and the
computer has the black
checkers)
. The checkers must
first be moved around the
points and into each player’s
own inner table. The first
player to remove (bear off)
all 15 of his checkers from
his inner table will win the
game.
Each player moves his
checkers according to the
numbers shown on the two
dice.
You can move the same
checker more than once. You
can move multiple checkers
according to the numbers on
the dice.
You must move once for
the number on one die and
again for the number on the
other die, not the total of the
two dice.
Each player moves his
checkers from his opponent’s
inner home table (the upper
right quadrant on your
screen) to his own inner
home table (the lower-right
quadrant on your screen).
When you have two or
more checkers on a point (a
closed point), your opponent
is not permitted to land on
that point.
When you land on a point
that is occupied by one of
your opponent’s checkers,
that checker of your oppo-
nent’s is bumped off the point
and is placed on the bar in the
middle.
When you throw doubles,
you can make four moves
total. You can make four
moves with the same checker
or move any other checkers
in any combination possible.
You may move to any
point that is:
1) empty;
2) occupied by one or more
of your own checkers or
3) occupied by only one of
your opponent’s checkers.
Your opponent’s checker is
then removed to the bar.
When all 15 checkers are
in a player’s inner home
table, the player can begin to
bear off the checkers from
the point.
If one of your checkers
has been placed on the bar,
you must re-enter it into your
opponent’s inner home table
by throwing the dice and
placing the checker on one of
the corresponding points (1-
6). You must re-enter your
checker before you may
move any of your other
pieces. To move the checker
from the bar back to the
point, see diagram 1 below.
In diagram 1, you can get off
the bar if you land on point
one, five or six. Remove your
opponenet’s checker only if
you land on point five.
When all 15 pieces are in
a player’s inner home table,
the player must remove (or
bear off) the pieces from the
point. If a number thrown is
higher than any points occu-
pied by the player’s pieces,
then player may bear off
from the highest occupied
point.
To bear off the checkers,
see diagram 2 below. In dia-
gram 2, if a six and a four are
rolled, a checker from the
four-point is removed. Since
there are no checkers on the
next highest point, in this
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