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<html>
<head>
<META HTTP-EQUIV="Content-Type" Content="Backgammon.htp#Backgammon_help">
<title>KSE Backgammon Help</title>
</head>
<body bgcolor="#FFFFFF" text="#000000">
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<p><a name="Backgammon_help"></a><b>KSE Backgammon Help</b></p>
<br>
<p><a href="Backgammon.htp#register">Product Registration</a></p>
<p><a href="Backgammon.htp#page1">Rules</a> </p>
<p><a href="Backgammon.htp#page2">Moving checkers</a></p>
<p><a href="Backgammon.htp#page3">Blocked points</a></p>
<p><a href="Backgammon.htp#page4">Hit and re-enter</a></p>
<p><a href="Backgammon.htp#page5">Bearing off</a></p>
<p><a href="Backgammon.htp#page6">The doubling cube</a></p>
<HR>
<CITE><FONT SIZE=2>Copyright © 1997-2002 KSE Software (http://www.ksesoftware.com)
<BR> All rights reserved.<BR>
</FONT></CITE>
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<hr>
<!-- PegHelp -->
<p><a name="register"></a><b>Product Registration</b></p>
<p> </p>
<p><h6>Product Registration</h6></p>
<p>This is a 15-day-trial version of
"Backgammon". The game can be tested for 15 days
after installation on your Windows CE Device. If
you purchase a software license from KSE Software you will
get a Reg.-no. that will invalidate all restrictions.</p>
<p> </p>
<h6>Registration Process</h6>
<p>When starting the game a dialog will
remind you that this version is a trial version. Push the
button "Register now", if you want to register the
product immediately. If "Backgammon" is already
running choose the command <em>Register</em> from the <em>game</em>-menu,
then the <em>register</em>-dialog will appear.</p>
<p> </p>
<p>Insert your full name and press the <em>Register</em>-button.
A new dialog will show you your registration data. Please
insert the shown values in the registration form, which was
filed on your desktop-PC during the installation.
<p> </p>Please fill out the form completely and verify that the data in the
fields <em>User-Name</em> and <em>User-ID</em> are
identical with the values in the <em>registration data</em>-dialog
of "Tetragon" on your Windows CE device. Send the
registration form by email, fax or post to KSE Software. As
soon as KSE Software has received the data you will be
informed about your registration number.
<p> </p>If you insert the
registration number in the <em>registration</em> dialog and
close the dialog pressing the "<em>OK</em>"-button,
the trial version will be registered and will be converted into
a full version.</p>
<p>Enjoy the game!</p>
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<hr>
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<p><a name="page1"></a><b>Rules of Backgammon</b></p>
<p>Backgammon is an obstacle race between two
players of which each has 15 checkers to play with. The
checkers are moved around a track divided into 24
triangular-shaped divisions known as "points". The
goal of the game is to be the first player to bring all of
your checkers around the board and then off the board.</p>
<p>The Backgammon board is divided down the
center by a partition, known as the "bar" (see
diagram), into an outer and home board. The side nearest to
you is your outer and home board; the side farther away is
your opponents outer and home board. The home board for the
white player would be 1 to 6, for the black player it would
be 19 to 24. The players will move their checkers therefore
in a vice versa direction (white player from 24 to 1, and
black player from 1 to 24). During the moves each player will
be blocked by the other players checkers. When all checkers
are assembled in your home board, they can be moved off the
board. The first player to get all of his or her checkers off
the board is the winner.</p>
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<hr>
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<p><a name="page2"></a><b>Moving checkers and Doublets</b></p>
<p>Checkers are moved by clicking on them with
the pen, dragging them to the desired location and then
releasing the pen on the screen. The computer will visually
show you from which location the checker will be moved and to
which location it can be moved. If the computer has hit any
of your checkers, they will be on the bar.</p>
<p>Each players turn consist of the roll
of two dice. The player then moves one or more checkers in
accordance with the numbers cast. If the dice roll is 3-4,
the player can move one checker 7 spaces, or one checker
three spaces and another checker four spaces. As many
checkers as you like can be moved to one point.</p>
<p><strong>If the same number appears on both
dice, for example 4-4 or 6-6 (known as doublets), the caster
is entitled to four moves instead of two.</strong> Thus, if
the dice roll is 4-4, the player can move up to four
checkers, but each move must consist in four spaces.</p>
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<hr>
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<p><a name="page3"></a><b>Blocked points</b></p>
<p>A point is blocked, if there are two or
more of the opponents checkers placed on the point. You
cannot move your checkers on a blocked point, but you can
jump around the blocked points if the cast die allows it.</p>
<p>If only one part of the roll can be played
legally, then you must play the higher die if possible, if
not play the lower die.</p>
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<hr>
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<p><a name="page4"></a><b>Hit and re-enter</b></p>
<p>Checkers can only be hit, if they are
single on a point. <b>A hit checker will be removed from
the board and placed on the bar</b>. A checker that has
been hit must re-enter with the next dice cast - if possible
-.</p>
<p><b>If a checker has been hit, it has
to be re-entered in the opposing home board. A player cannot
make any move until all of the players checkers that
were on the bar have been brought back into play.</b>
Re-entry is made on a point equivalent to the number of one
of the dice cast, providing that point is not blocked by the
opponents checker.</p>
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<hr>
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<p><a name="page5"></a><b>Bearing off</b></p>
<p>Once a player has brought all of his or her
checkers into the home board, the player can commence bearing
off. A player cannot bear off checkers while that player has
a checker on the bar, or outside the players home
board. Thus if, in the process of bearing off, a player
leaves one checker on a point and it is hit by the opponent,
the player must first re-enter the checker in the
opponents home board, and bring it around the board
into the players own home board before the player can
continue the bearing off process.</p>
<p>In bearing off, you remove checkers from
the points corresponding to the numbers on the dice cast.
However, you are not compelled to remove a checker. You can,
if possible, move a checker inside your home board a number
of spaces equivalent to the number of the die.</p>
<p>If you roll a number higher than the
highest point on which you have a checker, you can apply that
number to your highest occupied point. Thus, if you roll 6-2
and your 6-point has already been cleared but you have
checkers on your 5-point, you can use your 6 to remove a
checker from your 5-point.</p>
<p><b>Gammon and Backgammon</b><br>
If you bear off all 15 of your checkers before
your opponent has borne off a single checker, you win a
gammon or double game. The number of points you win will be
two times the number of the doubling cube.</p>
<p>If you bear of all 15 of your checkers
before your opponent has borne off a single checker and your
opponent still has one or more checkers in your home board or
on the bar, you win a backgammon or a triple game. The number
of points you win will be three times the number on the
doubling cube.</p>
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<hr>
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<p><a name="page6"></a><b>The doubling cube</b></p>
<p>Each face of the doubling cube bears a
number to record progressive doubles and redoubles, starting
with 2 and going on to 4, 8, 16, 32, 64. At any point during
the game, a player who thinks he is sufficiently ahead can,
when it is the players turn to play and before the dice
are cast, propose to double the stake by turning the cube to
2. The opponent can decline to accept the double, in which
case the opponent forfeits the game and loses 1 point, or
accept the double, in which case the game continues with the
stake at 2 points.</p>
<p>The player who accepts the double now
"owns" the cube - i.e. the accepting player has the
option to redouble at any point during the rest of the game,
but the opponent (the original doubler) can not. If, at a
later stage the player exercises this option, the opponent is
now faced with a similar choice. The opponent can either
decline the redouble and so lose 2 points, or accept and play
for 4, and he now "owns" the cube.</p>
<p><b>Note: </b>The doubling cube
can only be used when it is the players turn to play
and before the dice are cast. In the beginning of a game the
doubling cube is available to both player's, but after
accepting the double only one player "owns" the
doubling cube.</p>
<br clear=all>
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</body>
</html>