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Getting Started with

Touch Screen Backgammon

2) occupied by one or more of your own checkers or

3) occupied by only one of

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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

Rules of

EachBackgammonplayer 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;

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

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

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

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