Getting started with touch screen backgammon – Excalibur electronic BACKGAMMON 477ET-CS Manuel d'utilisation

Page 4

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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

6

7

ENGLISH

ENGLISH

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