User`s guide

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-
ers 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 players 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 players 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 players 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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