BACKGAMMON (366E-2) USER MANUAL
ENGLISH Thank you for purchasing your Excalibur computer backgammon game. With proper care it should provide years of reliable entertainment and challenge. 1 Getting Started Your Backgammon Computer is powered by 4 “AA” batteries. Install them in the compartment on the underside of the computer, making sure that the positive tip of each battery matches up with a + sign in the compartment. You may purchase the optional Excalibur AC Adapter direct from the factory or your dealer.
Once you have completed the computers turn you must then press ROLL 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 two. For easy move entry, the computer has been programmed to recognize entering a move using both die at the same time. Simply enter the source and the final destination for your piece. If a hit is involved, DO NOT USE this feature.
Verifying the Position In case of confusion you can check where all the men on the board should 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 will show the quantity of pieces on each occupied square. The first number in the display will be the piece location and the second number will be the quantity of pieces at that location.
OFF/SAVE This key is used to turn your computer off and to save your game in memory. CUBE At the start of the game, this key may be used to turn Off or On the doubling cube feature. It will also give you the Cube value during the game. DECLINE This key is used to decline the doubling offer by the machine or, if doubles are rolled at the start, to not have the stakes doubled.
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 determine who starts. The player who rolls the higher number makes the first move - if they both roll the same number they must roll again. It is therefore impossible for the very first roll played in a game to be a double.
part. So, if rolling a 3-2 gives the player a choice of only moving a man 3 steps or only moving a man 2 steps he must chose a play that moves a man three steps. If a player Cannot move Any of His Men 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 a player rolls a double while he has one or men on the bar, he uses all four parts of the roll in the usual way, provided of course that he re-enters any men still on the bar. If black rolls 4 and 3, he uses the 4 to bear off a man from the 22 point (which is opposite to the 3 point) or to move a man from the 21 point to the 24 point. A red man may also be borne off by using a dice number that is higher than the number occupied.
is still complying with the rules because he is using both numbers rolled.) If a player’s blot is hit after he has started bearing off, he must re-enter from the bar and reach his own inner table again before continuing to bear off. REMEMBER: You are only allowed to bear a man off the board if all of your remaining men are in your inner table. Who Wins? The game is won by the first player who bears off all his own men. Another way to win a game is by your opponent’s resignation.