Excalibur electronic 477ET-CS manual Getting Started with Touch Screen Backgammon, Rules

Models: 477ET 477ET-CS

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Getting Started with

Touch Screen Backgammon

3) occupied by only one of your opponent’s checkers. Your opponent’s checker is then removed to the bar.

point five.

When all 15 pieces are in a player’s inner home table, the player must remove (or

Rules of

EachBackgammonplayer 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 diceYou. can move the same

checkermore 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

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

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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Excalibur electronic 477ET-CS manual Getting Started with Touch Screen Backgammon, Rules