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. Make sure you hit the computers point, and don’t jump over
it. Therefore you could move a roll of 32 in one stroke as follows: Press
point 13 and end your turn at point 8.
Hitting A Blot
If a man of either color hits a blot (opposing piece), you will see the symbol
b A on the right side of the display with the piece location number on the
left indicating the piece that has been hit. You must then move that piece
to either of the two BAR locations in the center of the board, remembering
to press the captured piece down first on its original location. Once you
have pressed the sensor under the Bar symbol the turn is completed. When
bringing your man back in from the bar, simply press the BAR area
followed by the “To” point. If the player on the Bar rolls two numbers that
cannot be played, then the display will indicate PASS.
Bearing Off
To “Bear off” one of your men, simply press it down on its point, transfer it
to the BEAR OFF area, and press down with it again. You can then
remove that man from the board. When the computer is moving it will
indicate bE in the display when the computer wants to “ bear off” a piece.
E r r o r s
A valid press on a key or point produces a high toned beep. An incorrect
press produces the error signal - a low buzz. After an error signal simply
continue by pressing the correct key or point. Or you may press the clear
button to start again.
If you press a man on its “ From” point but decide not to move it after all,
press it down a second time. The number of this point will be cleared from
the LCD. The display will now show PLAY and you can now move any
man you like.
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Offering A Double
The backgammon computer allows the score to be doubled as though you
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
cube indicates that you have ownership of the cube. If the cube is dark
then the computer has ownership of the cube.
Press the DOUBLE / ACCEPT key to offer a double to the computer. If
the computer accepts the display will show ROLL. If the computer
declines the display will show LOSS. The game will then be over. If the
computer is asking you to double the display will read doub. To accept
press the DOUBLE / ACCEPT key. To Decline press the DECLINE key.
If you decline the game will end and you will be scored a loss for that game.
New Game
You can begin a new game at any time. Just press the NEW GAME key.
If you press a new game before the computer has begun to bear off its men,
the scoring feature will not be effected. You therefore have the ability to
protect your rating by cheating if you are off to a bad start. But, if the
computer has already one or more pieces already cast off, the computer will
assume you are resigning and will score the game as a loss for you and then
update the score and rating.
Levels of Skill
Your backgammon computer has 8 levels of skill. Level 1 is the weakest
and is designed for the beginner player. The strongest level is level 8 and is
designed for the tournament player. The computer weighs the higher levels
with a higher score value for your rating. If you lose a game on level 1 you
will lose more points than a loss on level 8.
The level may be checked or changed at any time at the beginning of your
turn. Press the key marked LEVEL, and the current level will appear in the
display, for example: LE 8
You can now change the level by re-pressing the LEVEL key. Each press
increases the level by 1. When the display shows the level you desire, just
press the Clear Key.
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