Excalibur electronic Games 366E 2 User Manual

BACKGAMMON (366E-2)  
USER MANUAL  
 
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.  
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.  
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.  
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.  
Bearing Off  
Levels of Skill  
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.  
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.  
Errors  
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  
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.  
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.  
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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5
 
Verifying the Position  
total for the cube for all games you have played. Pressing this key a second  
time will result in your rating being displayed. Rating score evaluation are  
as follows:  
In case of confusion you can check where all the men on the board should  
be, according to the computer’s memory. This is possible at any time when  
it is the start of your turn. Press the key marked VERIFY, and the display  
will show the quantity of pieces on each occupied square. The first  
number in the display will be the piece location and the second number will  
be the quantity of pieces at that location. The white square will indicate  
your pieces and the computer pieces will be identified by a dark square.  
Example: 02 4 This indicates that there are 4 men on point number 2.  
500 to 1000  
1001 to 1500  
1501 to 2000  
2001to 2200  
2201 and up  
Beginner  
Intermediate  
Advanced  
Expert  
Champion  
On level 8, the machines rating is assumed to be 1536. On level 1 the  
computer’s rating is assumed to be 640. The computer recomputes your  
rating after every game depending on the level, cube value, and your  
established rating before the game. At the end of a game you can have your  
new rating and score displayed once you have pressed NEW GAME.  
Taking Back moves  
Sometimes, after you have completed your move on the board, you realize  
that it was a mistake and would like to take it back. You may do so, even if  
the computer has already made its reply move. To take back your move  
press the key marked TAKE BACK display will now show the “From” and  
“To” points of a man you have just moved. Now play your previous moves  
in reverse. To take back the computers move simply press take back again  
and retract the computers moves as described in the display. Once you  
have taken back the move just press ROLL DICE to make your next new  
move. This feature allows you to take back up to 2 moves. If you are using  
the auto dice roller, you have to take back the computers move first then  
yours.  
WON [games]  
This key displays the number of games you have won.  
PLAYED [games]  
This key shows the number of games you have played.  
GAMMONS  
This key shows the number of Gammons you have made against the  
computer. Pressing more than once will show the number of Gammons  
the computer has made.  
Memory  
If a game has to be interrupted, press the OFF/SAVE key. You can do this  
anytime as long as it is the start of your turn and you have completed the  
computers last move. The computer then switches off, but will still retain  
the current position in its memory for while using a minimum of current.  
The game will be stored for the life of your batteries which can be up to  
several months. If you remove your batteries from 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.  
BACKGAMMONS  
This key shows the number of Backgammons you have made against the  
computer. Pressing it once more will show you the number of  
backgammons the computer has made.  
ROLL DICE  
You press this key to have the computer roll the dice for you. Please note  
that your computer uses a random roll generator to roll the dice. Even  
though sometimes it may seem that some combinations of rolls may seem  
bizarre, every roll is random. The computer will never cheat on the dice  
roll. If you do not like the random roller then you are free to use the dice  
included with your game.  
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 computer.  
The maximum score is 999 and the lowest score is -999. This score is the  
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OFF/SAVE  
while in Multi-Move. This is also known as monitor mode where the  
computer acts as a referee.  
This key is used to turn your computer off and to save your game in  
memory.  
VERIFY  
CUBE  
Pressing this key repeatedly will allow you to check what is on every point,  
bar and bear off.  
At the start of the game, this key may be used to turn Off or On the  
doubling cube feature. It will also give you the Cube value during the game.  
CLEAR  
DECLINE  
Use this key to clear an undesired source point. You may also press on the  
This key is used to decline the doubling offer by the machine or, if doubles  
are rolled at the start, to not have the stakes doubled.  
source point again, to clear the selection or see takeback for clearing an  
already entered move.  
ACL  
DOUBLE/ACCEPT  
Is located on the bottom of your game. Use this button if the unit does not  
seem to be responding. If unit still is not operating correctly, insert new  
batteries.  
This key is used to double the opponent ( will work in Multi-Move) if the  
display shows no one has the cube, or the cube is held by the player on the  
move.  
HOW TO PLAY BACKGAMMON  
The Board and it’s Arrangement  
ON/RECALL  
This key is used to turn your computer on or to recall a game saved in  
memory.  
Backgammon is a game for two players, played on a board with men of two  
different colors, usually red and black. In the diagrams of the backgammon  
board in this instruction manual the red men appear as the wire circles.  
LEVEL  
This key is used to select 1 of 8 skill levels, where 8 is the highest.  
HINT  
Here you can see the arrangement of the backgammon board, set up for a  
new game.  
This key is used to have the computer give you a hint to help with your play.  
When it is your turn and after the dice have been entered press to look at a  
hint. Press a second time to look at the second half of the hint move, or a  
third and fourth time if doubles have been rolled. You make now make that  
move or press hint again to allow you to make your own different move if  
you do not like what the computer has offered.  
TAKE BACK  
This key is used to take back your last move if you have made a mistake.  
NEW GAME  
The board is rectangular and is divided into two halves by a bar. Each  
numbered triangle on the board is called a point The six points numbered 1-  
6 are know as red’s inner table or home board and those numbered 19-24 are  
known as Black’s inner table or home board.  
This key is used to reset your game and to start a new one. Pressing NEW  
GAME will generally start the game over with no action on score or rating.  
MULT-MOVE  
Pressing 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  
Each player begins the game with 15 men. In the course of play he moves his  
own men around the board from point to point in the direction of his own  
inner table, as indicated by the arrows in the diagram. The red men move  
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9
 
clockwise, the black men move counter-clockwise.  
RESTRICTIONS ON PLAY  
The Start of Play  
A) A player may only move a man to a point which is:  
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 number they must roll again. It is  
therefore impossible for the very first roll  
played in a game to be a double. At this time, if the doubling cube is being  
used, the point value may double.  
1) vacant,  
2) already occupied by one or more of his own men, or  
3) occupied by a single enemy man.  
In the case of (3) the enemy man is removed from the point and placed on  
the bar  
- see the section below on Hitting an Enemy Man (or Blot)  
In a game between two human players, on the first move of the game the  
player moves his men according to the two numbers rolled by himself and  
his opponent. At the start of each subsequent move, the player rolls both  
dice himself. His choice of moves is determined by the numbers that  
appear on the dice when they are rolled.  
If a player has two or more men on a point, then he is said to have made  
that point , and his opponent’s men may not land on it. For this reason, it  
is a good idea to try to make a number of points that are adjacent to each  
other, since this will impede the progress of your opponent’s men around  
the board, and will often leave him with no way to use all or part of his roll.  
Once a game has begun the players take turns to move.  
There are no limits to the number of your own men that can occupy a  
point at any one time.  
Making Ordinary Moves  
If the player’s roll of the dice results in a mixed roll such as 3-5 or 6-1,  
then he moves one of his men the number of steps indicated by one of the  
dice, and another of his men (or the same man) the number of steps  
indicated by the other die.  
b) If a man may move, he is obliged to do so. He cannot pass  
c) A player must, if possible, play both parts of his role. As an example, let  
us see what happens if red rolls a 6-1 in the following position.  
Here red moves first, and the roll is 3-1. There are many ways to play this  
roll.  
DIAGRAM OF  
THE INITIAL  
POSITION  
By moving the man one step from the 10 point red would leave himself  
unable to move either man six steps because of the two black blockades .  
So this particular play is illegal  
because there is an alternative play in which red uses both the 1 and the 6 -  
he may move his man from the 20 point to the 19 point and then move  
either man six steps. This play makes use of use of both the one and the  
six.  
One way is to move a man one space from the 6 point and then another  
man 3 spaces away from the 8 point. Then both these men will be  
occupying the 5 point.  
d) If it impossible to use both parts of a roll a player must, if possible, use  
the higher  
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11  
 
part. So, if rolling a 3-2 gives the player a choice of only moving a man 3  
steps or only moving a man 2 steps he must chose a play that moves a man  
three steps.  
If a player Cannot move Any of His Men  
If a player is unable to use any of his dice roll to move any of his men, then  
he must pass and it is his opponent’s turn again.  
Hitting an enemy man (or Blot)  
If a point is occupied by one enemy man then that man is called a blot  
and is vulnerable. If one of your own men lands on it while making a  
move, then the enemy blot is removed from that point and placed on the  
bar in the center of the backgammon board. This process is called hitting  
a blot .  
If Red now moved two steps from the 9 point he would then be prevented  
from moving  
Reentering the Board from the Bar  
three steps because of the blockade on the 4 point. But Red may move this  
man three steps, from the 9 point to the 6 point, even though he will then  
be able to move it two steps because of Blackís blockade. The reason is  
that he has used the higher part of the roll - the three rather than the two.  
Once a player has one or more men on the bar he must bring that man (or  
those men) back into play before moving any of his other men. Men on  
the bar re-enter the game in the opposing player’s inner table. So a red  
man on the bar can only re-enter play on one of the points numbered 19-  
24: rolling a 1 allows red to enter on the 24 point, rolling a two allows him  
to enter on the 23 point, rolling a three means the 22 point, and so on. A  
black man on the bar can only re-enter play on one of the points numbered  
1-6(the same number corresponding to the dice roll).  
Rolling a Double  
If a player’s throw of the dice results in a double such as 2-2 or 5-5, he  
must (if possible) make four moves of the indicated number of steps. For  
example, if he rolls a 2-2 a player may move four different men two steps  
each, or he may move one man two steps and then another two steps and  
another and another, or he may choose some combination such as moving  
one man two steps, and another man two steps on three successive hops.  
If the man re-entering the game from the bar hits an enemy blot, then the  
enemy blot is sent to the bar.  
Here red has a man on the bar. If he rolls a 3-3 he cannot come in 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.  
Here black has rolled a 5-5. He can move his last remaining man four  
hops each of four steps.  
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.  
12  
13  
 
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.  
If black rolls 4 and 3, he uses the 4 to bear off a man from the 22 point  
(which is opposite to the 3 point) or to move a man from the 21 point to  
the 24 point.  
A red man may also be borne off by using a dice number that is higher  
than the number occupied. This is only possible, however, if red has no  
other man to the right of the man being borne off., i.e. no men on higher  
numbered points.  
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 possible with a four (or with a 2,3,5 or 6) because red has made all  
these points. So black must come in with the 1 and use the four to move  
another man.  
In this example, if red rolls 5 and 4, he bears off two men from the three  
point.  
BEARING OFF MEN  
The object of the game is to move all of your men around the board and  
into your inner table, and then to bear them off , i.e. remove them from  
the board. You are not allowed to start bearing off until all your men are in  
your inner table.  
In the same example, if black rolls 6 and 5, he bears off 2 men from the 21  
point. The minimum roll required to bear a man off from this point  
would be 4, but Black may use a  
higher number for this purpose when he has no other men on lower  
numbered points.  
The player with Red may bear a man off when he rolls the same number as  
the point on which the man is located. The player with black may bear a  
man off when he rolls the number of the point opposite to his own man.  
If he prefers, a player may also use all or part or all of his roll to move men  
in the board rather than to bear men off.  
In this example, suppose red rolls 6 and 2. He must use the six to bear off  
a man from the 6 point. He may use a 2 to bear off a man from the 2  
point ( but if he prefers he may instead move the man from the 6 point to  
the four point.  
In this position, notice that if red rolls 6 and 3, he has two options. He  
may bear off two men (from the 6 and the 3 points), or he may move his  
man from the 6 to 3 and then bear off one man from the 3 point. (In the  
latter case he is not making the maximum use of the pips on the dice, but  
15  
14  
 
is still complying with the rules because he is using both numbers rolled.)  
the next highest face uppermost. This offers to double the stakes . The  
first player to offer a double would turn the 2 uppermost. His opponent  
must now decide whether or not to accept the double. If the opponent  
accepts the double then the game continues but the stake is now 2. If the  
opponent does not want to play for double the stake, he may decline the  
double and hereby resign the game, losing 1 point.  
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?  
A player who accepts a double keeps the cube on his side of the board. He  
is now the only player who has the right to make the next double. If he  
does decide to offer a double, making the stake 4, his opponent may either  
accept the double or resign the game and lose 2 points. If the double is  
accepted. the cube now shows 4 and moves over to the other side of the  
player who accepted this latest double.  
The game is won by the first player who bears off all his own men.  
Another way to win a game is by your opponent’s resignation. He may  
only resign when you offer to double. (See the section on the doubling  
cube, below.)  
Once the value of the cube reaches 64, there may be no more doubles.  
Scoring  
AT THE END OF THE GAME  
The number of points scored when a player wins a game depends partly on  
how much progress his opponent has made and partly on the status of the  
doubling cube. (see below.)  
At the end of the game the basic score, (1 point for a simple win, 2 points  
for a Gammon or 3 points for a Backgammon) is multiplied by the final  
value of the doubling cube in order to work out the winner’s score.  
If the loser has managed to bear off at least one man, then the winner’s  
basic score is one point.  
TO ENSURE PROPER FUNCTION:  
If the loser has not managed to bear off any men but does not have any of  
his own men in the winner’s inner table or on the bar, then the winner’s  
basic score is 2 points. This situation is called a Gammon .  
If the loser has not managed to bear off any men and has at least one man  
on the bar or in the winner’s inner table, then that winner has a  
Backgammon and his basic score is 3 points.  
Do not mix old and new batteries  
Do not mix alkaline, standard or rechargeable batteries  
Do not use rechargeable batteries  
Battery installation should be done by an adult  
Only batteries of the same or equivalent type as recommended are to be  
used  
Batteries are to be inserted or removed from the battery compartment at  
the base of the unit  
The winner’s basic score is then multiplied by the status of the doubling  
cube to obtain the actual number of points scored.  
Batteries are to be inserted with the correct polarity  
Exhausted batteries are to be removed from the toy  
The supply terminals are not to be short-circuited  
THE DOUBLING CUBE  
Use of the doubling cube can make the game much more exciting. The  
cube has it’s faces numbered 2,4,6,8,16,32 and 64. At the start of the  
game the cube is in the middle (and usually shows the number 64 to  
indicate that it has not yet been used). It does not have any effect at this  
stage.  
Before he rolls the dice to make a move the player may pick up the  
doubling cube (provided that it is in the middle or on his side ), and turn  
16  
17  
 

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