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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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Summary of Contents for 336E-2

Page 1: ...BACKGAMMON 366E 2 USER MANUAL ...

Page 2: ... use the computer to roll your dice then the computer will automatically roll it s dice when it is it s turn If you switch to manual entry on your move the computer will then wait for you to enter the dice when it is it s turn At the start of the game the die on the left of the LCD is red s die and is used to determine who goes first If it is greater than black s die on the right WHITE goes first ...

Page 3: ...ress 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 4 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...

Page 4: ...your game or press the ACL you will reset all stored memory and scores on your computer When you press ON RECALL the computer switches on and the position is just the same as before You may wish to verify the position before you continue play Identification of Keys SCORE Pressing this key once will show you a white box and your score This score can be negative if you have lost more points than the...

Page 5: ...sing this key turns the colon ON or OFF When ON this feature can be used to play another person using the computer to roll dice and check for legal moves The computer will also update the scores but Not the rating 8 while in Multi Move This is also known as monitor mode where the computer acts as a referee VERIFY Pressing this key repeatedly will allow you to check what is on every point bar and b...

Page 6: ... steps This play makes use of use of both the one and the six d If it impossible to use both parts of a roll a player must if possible use the higher 11 clockwise the black men move counter clockwise The Start of Play 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 ...

Page 7: ...off the bar because Black has made the 22 point With any other roll Red can come off the bar And if part of the roll is a roll is a 5 red can hit the black blot Having used part of a dice roll to re enter a man from the bar a player may then use the rest of the dice roll to re enter another man or if that is not necessary to continue with the game in the normal manner 13 part So if rolling a 3 2 g...

Page 8: ... latter case he is not making the maximum use of the pips on the dice but 15 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 Here Black has a man on the bar and has rolled 4 1 Black must move his man off the bar before he moves another man but coming in off the bar is not...

Page 9: ...short circuited 17 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 pla...

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