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Getting started with touch screen backgammon – EXCALIBUR 477-ET Touch Screen Backgammon User Manual

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Getting Started with

Touch Screen Backgammon

Rules of

Backgammon

Each player has 15 check-

ers (The player has the white

checkers, and the computer

has the black checkers auto-

matically). The checkers

must first be moved around

the point and into each play-

er’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 or

any other checkers in any

combination possible.

You must move once for

the number on one dice and

again for the number on the

other dice, not the total of the

two dice.

Each player moves his

checkers from his opponent’s

inner home table to his own

inner home table.

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) none of any other checker;
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

upon the dice number before

you may move any of your

other pieces. To move the

checker from the bar back to

the point, see the diagram 1

below. In diagram 1, you can

get out from the bar if you

land on point one, five or six.

Remove your opponent’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

points.

To bear off the checkers,

see the diagram 2 below. In

diagram 2, if a six and a four

are rolled, a checker from the

four-point is removed. Since

there are no checkers on the

six-point, a checker on the

next highest point, in this

case the five-point, is re-

moved.

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