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- TOMMY'S BACKGAMMON V.2 WITH BIGAMMON <TM> AND TRIGAMMON <TM>
- (C) COPYRIGHT 1987-1996 BY TOMMY'S TOYS. ALL RIGHTS RESERVED.
- P. O. BOX 11261, DENVER, CO 80211 USA.
- CATALOG #TM-075-2A
-
- INSTRUCTIONS:
-
- BACKGAMMON IS ONE OF THOSE ANCIENT GAMES THAT ARE BASED ON BOTH LUCK AND SKILL,
- BUT THE MORE SKILLFUL YOU ARE THE LUCKIER YOU GET.
-
- HAVING BEEN BROUGHT TO EARTH BY ANCIENT ASTRONAUTS (A BOARD DATED AT 3000 B.C.
- WAS DUG UP BY EARTHLING ANTHROPOLOGISTS IN UR OF THE CHALDEES IN MODERN IRAQ,
- AND IS NOW ON DISPLAY IN THE BRITISH MUSEUM), IT THEN RAN THE GAMUT OF ANCIENT
- CIVILIZATIONS, GREEK, ROMAN, ANGLO-SAXON, AND SO ON. (THE DOUBLING CUBE WAS
- INTRODUCED BY ALIENS FROM OUTER SPACE IN 1920S AMERICA TO HELP THEM WIN ENOUGH
- DOUGH TO PAY FOR BUS FARE HOME, AND IS STILL MAINLY USED BY AMERICANS.)
-
- OUTSIDE AMERICA THIS GAME GOES BY NAMES OTHER THAN BACKGAMMON (FR. FOR BACK
- GAME), FOR EXAMPLE: TABLAS REALES (SP. FOR ROYAL TABLES), TRIC-TRAC (FRANCE),
- TICKTACK (IRISH), TABLES (ENGLISH FROM THE LATIN TABULA).
-
- NOW YOU DON'T EVEN NEED A LIVE PARTNER TO PLAY THIS KING OF GAMES; YOUR PC
- IS WAITING TO PLAY AGAINST YOU. SO HAVE FUN AND DON'T LEAVE YOUR PLANET
- WITHOUT IT.
-
- BIGAMMON AND TRIGAMMON:
- IF YOU LOVE BACKGAMMON BUT WANT A CHANGE, TRY THIS! NOW THERE ARE NOT JUST ONE
- BUT TWO THREE TRACKS, FOR N TIMES THE FUN! YES, THE PIECES CAN JUMP TRACKS!
- *NOTE: YOU CAN ONLY PLAY ON 1 OR 2 TRACKS IN THE UNREGISTERED SHAREWARE VERSION.
-
- THE BOARD:
- 1-3 PARALLEL TRACKS OF 24 SQUARES OR POINTS RUNNING EAST-WEST ON THE SCREEN
- (THE FAMILIAR HORSESHOW PATTERN FOR THE 1-TRACK CLASSIC BACKGAMMON).
-
- THE WHITE PLAYER'S BAR OR HOME IS WEST (LEFT), AND THE BLACK PLAYER'S BAR IS
- EAST (RIGHT); IN THE 1-TRACK VERSION WHITE'S BAR IS SQUARE 0 AND BLACK'S BAR
- IS SQUARE 25, BOTH REPRESENTED BY THE LONG BAR IN THE MIDDLE OF THE BOARD.
-
- PIECES:
- EACH PLAYER HAS 15 PIECES FOR EACH TRACK PLAYED.
-
- BARS:
- EACH PLAYER'S BAR IS THE STARTING AREA. NO PIECE MAY BE MOVED ON THE BOARD
- UNTIL ALL THE PIECES HAVE BEEN MOVED OFF THE BAR FOR THAT PLAYER. IN THE
- STANDARD GAME THE PIECES START OUT ON THE BOARD IN A CERTAIN CLASSIC POSITION
- KNOWN TO ALL BACKGAMMON PLAYERS.
-
- HOME AREAS:
- THE OBJECT OF THE GAME IS TO BE THE FIRST PLAYER TO MOVE ALL OF ONE'S PIECES
- OFF THE BOARD. ONCE OFF THE BOARD THE PIECES ARE NO LONGER IN PLAY.
-
- BUT THERE IS A CATCH:
- IN ORDER TO MOVE A PIECE ON THE TOP TRACK OFF THE BOARD, BLACK MUST FIRST MOVE
- ALL ITS PIECES ON THAT TRACK WEST TO POINTS 6-1; TO MOVE A PIECE OFF THE MIDDLE
- TRACK ALL PIECES ON THAT TRACK MUST FIRST BE MOVED TO POINTS 30-25; SIMILARLY
- FOR TRACK 3, POINTS 54-49.
-
- WHITE MUST MOVE ITS PIECES EAST TO POINTS 19-24, 43-48, 67-72, RESPECTIVELY,
- BEFORE MOVING THEM OFF THE BOARD ALONG TRACKS 1, 2, AND 3, RESPECTIVELY.
-
- IN OTHER WORDS, EACH TRACK IS INDEPENDENT AS FAR AS WHEN PIECES MAY BE MOVED
- OFF; THIS KEEP THE GAME FROM LASTING FOREVER.
-
- TRACK SWITCHING IN BIGAMMON & TRIGAMMON:
- IT'S THE TIMES WHEN THE TWO ARMIES CROSS EACH OTHERS' PATHS THAT THE GAME GETS
- INTERESTING, RIGHT? SO, A PIECE MAY SWITCH TRACKS BY FOLLOWING THE BOARD
- SQUARE NUMBERING, FOR EXAMPLE, MOVE FROM POINT 24 TO POINT 27 ON A ROLL OF 3.
- SINCE THE PIECE ISN'T BEING MOVED OFF THE BOARD THERE IS NO RESTRICTION AS TO
- THE POSITION OF OTHER SAME-COLOR PIECES.
-
- MODES:
- USING F2 YOU SELECT WHO PLAYS WHITE AND WHO PLAYS BLACK, THE COMPUTER OR THE
- KEYBOARD PLAYER. BY REPEATEDLY PRESSING F2 YOU CAN SELECT ANY COMBINATION,
- FROM THE COMPUTER PLAYING BOTH SIDES TO THE KEYBOARD PLAYING BOTH SIDES.
- ON THE LEFT HAND SIDE OF THE BOARD THE MODE IS DISPLAYED (K MEANS KEYBOARD,
- C MEANS COMPUTER, WHITE'S MODE IS DISPLAYED ABOVE BLACK'S). YOU CAN PRESS
- THIS KEY DURING THE GAME IF YOU WANT TO TAKE OVER FOR THE COMPUTER, OR VICE
- VERSA.
-
- THE GAME STARTS OUT WITH THE KEYBOARD PLAYING WHITE, THE COMPUTER BLACK.
-
- *NOTE: IN THE UNREGISTERED SHAREWARE VERSION, BOTH SIDES CANNOT PLAY KEYBOARD
- AT THE SAME TIME.
-
- WHO MOVES FIRST?
- IF AT LEAST ONE OF THE PLAYERS IS THE KEYBOARD, THE KEYBOARD SELECTS WHICH
- PLAYER MOVES FIRST. IF THE COMPUTER PLAYS BOTH SIDES THEN IT SELECTS THE
- STARTING PLAYER RANDOMLY. NOTE: WHEN THE COMPUTER PROMPTS YOU FOR WHICH
- SIDE TO MOVE FIRST (W OR B), YOU CAN TYPE "C" OR HIT THE SPACE BAR TO LET THE
- COMPUTER DECIDE BY RANDOM CHANCE.
-
- THE DICE:
- THE GAME IS PLAYED WITH 2 DICE. AFTER THEY ARE ROLLED (LET'S SAY YOU ROLL
- VALUES D1, D2), YOU MUST MOVE ONE PIECE A NUMBER OF POINTS EQUAL TO D1, THEN
- ANOTHER PIECE (IT CAN BE THE SAME PIECE AS BEFORE) A NUMBER OF POINTS EQUAL
- TO D2.
-
- AUTOMATIC OR MANUAL DICE ROLL OPTION:
- YOU MAY SELECT WHETHER THE DICE ARE ROLLED AUTOMATICALLY WHEN IT IS YOUR
- TURN, OR WHETHER YOU HAVE TO TYPE "R" (OR <ENTER>) TO HAVE THEM ROLLED.
- THIS IS CONTROLLED BY FUNCTION KEY F6 (INITIALLY THE GAME IS SET TO MANUAL
- DICE ROLL).
-
- BLOTS AND HITS:
- ONLY PIECES OF ONE COLOR CAN OCCUPY A GIVEN BOARD POINT. IF YOU HAVE 2 OR
- MORE PIECES ON A POINT, IT IS NOW "YOUR" POINT AND YOU HAVE "CAPTURED" IT
- AS LONG AS YOU HAVE 2 OR MORE PIECES THERE. A PLAYER MAY NEVER LAND ON A
- POINT CAPTURED BY THE OPPONENT, BUT ONLY ON AN EMPTY POINT, A POINT CAPTURED BY
- HIS OWN PIECES, OR A "BLOT" (POINT HELD BY ONLY ONE ENEMY PIECE); IN THE LATTER
- CASE, THE BLOT THAT WAS "HIT" IS PUT ON THE OPPONENT'S BAR (NEXT TO THEIR HOME
- AREA), LEAVING YOUR OWN BLOT THERE INSTEAD.
-
- THE BAR (ENTERING):
- PIECES ON THE BAR HAVE THE FARTHEST TO GO TO BE BORNE OFF THE BOARD, BUT THEY
- HAVE ANOTHER HANDICAP: THEY MUST BE PLAYED FIRST BEFORE ANY OTHER PIECES CAN
- BE MOVED. CONSIDER THE BAR AS POINT 0 IF WHITE, POINT 25 IF BLACK. THUS, YOU
- CAN MOVE FROM THE BAR TO POINT 5 WITH A ROLL OF 5 IF YOU ARE PLAYING BLACK; OR
- FROM THE BAR TO POINT 20 IF YOU ARE PLAYING WHITE.
-
- IF YOU CANNOT ENTER THE BOARD WITH A GIVEN DICE VALUE, YOU HAVE TO PASS. IF
- YOU CANNOT ENTER THE BOARD WITH EITHER DICE VALUE, THE COMPUTER AUTOMATICALLY
- PASSES FOR YOU, BUT IF YOU WANT YOU HAVE 1 SECOND TO HIT ESC TO GET CONTROL
- FROM THE COMPUTER; YOU CAN THEN HIT "C" FOR CONCEDE FOR EXAMPLE. NOTE: YOU
- CAN CAUSE THE COMPUTER TO AVOID THE 1 SECOND WAIT BY HITTING THE SPACE BAR.
-
- BEARING OFF THE BOARD (END GAME):
- AFTER ALL YOUR PIECES ARE IN YOUR GOAL ZONE (FOR TRACK 1: BLACK, POINTS 6-1;
- WHITE, POINTS 19-24), YOU ARE NOW IN THE END GAME, AND CAN MOVE A PIECE
- BEYOND YOUR LAST POINT, WHICH PERMANENTLY SCORES THAT PIECE FOR YOU. THE
- FIRST PLAYER TO SCORE ALL HIS PIECES WINS THE GAME.
-
- NORMALLY IF YOU ARE PLAYING BLACK YOU NEED TO ROLL A 5 TO BEAR OFF A PIECE
- FROM POINT 5, ETC. TO BEAR OFF ANOTHER PIECE IT MUST BE THE FURTHEST
- OCCUPIED POINT FROM THE LAST POINT. (FOR EXAMPLE, IF YOU ROLL A 6 AND THERE
- ARE NO PIECES ON POINT 6, YOU MAY BEAR OFF A PIECE ON POINT 4; BUT IF THERE
- IS A PIECE ON POINT 5, IT MUST BE BORNE OFF FIRST.)
-
- DOUBLES:
- WHEN YOUR TWO DICE HAVE EQUAL VALUES, YOU GET TWO MOVES IN A ROW, AS IF YOU
- HAD ROLLED THE 2 DICE, MOVED, ROLLED THE SAME DOUBLET AGAIN, AND MOVED AGAIN.
-
- TO ENTER A MOVE:
- WITH THE MOUSE:
- JUST POINT AT THE POINT YOU WANT TO MOVE FROM, AND CLICK. THEN POINT TO THE
- POINT YOU WANT TO MOVE TO, AND CLICK. THE BAR CAN BE USED AS BOTH "BAR" AND
- "OFF" FOR SOMETHING TO POINT TO AND CLICK. TO PASS, POINT TO THE "P" AT THE
- LEFT SIDE OF THE SCREEN BELOW THE PLAYER "K/C" SETTINGS. WHEN ASKED FOR
- R(OLL) OR D(ARE), JUST CLICK THE R OR THE D IN THE QUESTION AS DESIRED; WHEN
- ASKED A YES/NO QUESTION, JUST CLICK THE Y OR N IN THE QUESTION.
-
- FROM THE KEYBOARD:
- MOVE FORMAT: A<SPACE>B<SPACE>, WHERE A IS THE FROM-POINT (E.G., 22), AND B IS
- TO-POINT (E.G., 21).
-
- NOTE: YOU CAN ALSO HIT THE <ENTER>, ",", "-", OR "+" KEYS INSTEAD OF THE SPACE
- BAR.
-
- E.G.:
- 2<SPACE>7<SPACE>
- 2-7
- 2+7<SPACE>
- 2<ENTER>7<ENTER>
- 21<SPACE>18<SPACE>15<SPACE>12<SPACE>15<SPACE>12<SPACE>9<SPACE>6<SPACE>
- ETC. (WE TRIED TO MAKE IT EASY!)
-
- SPECIAL ABBREVIATIONS:
- YOU CAN USE "B" FOR BAR AND "O" FOR OFF-BOARD, E.G., B<SPACE>4, 23<SPACE>O.
- YOU CAN ALSO USE THE SPACE BAR FOR "B" AND "O", E.G., <SPACE><SPACE>4,
- 23<SPACE><SPACE>.
-
- TO PASS: TYPE "P". TOMMY'S BACKGAMMON ALLOWS YOU TO PASS IF YOU WANT TO,
- USUALLY YOU WON'T UNLESS YOU ARE FORCED TO BECAUSE MOMENTUM IS IMPORTANT IN
- THIS GAME. IT IS COMMON TO BE FORCED TO PASS WHEN YOU HAVE PIECES ON THE
- BAR THAT YOU CAN'T ENTER.
-
- E.G.:
- P
- 32-37,27-32,P
- B-4,P
-
- (OF COURSE, IT IS NOT CONSIDERED LEGAL IN MOST CLUBS TO PASS IF YOU HAVE A
- LEGAL MOVE AVAILABLE, BUT THE PROGRAM WILL LET YOU GO.)
-
- TO CONCEDE THE GAME, TYPE "C".
-
- TO BACKSTEP ONE ROUND, TYPE "." OR HIT THE BACKSPACE KEY (THIS ONLY WORKS
- AT THE PROMPT FOR YOUR MOVE).
-
- TO TAKE BACK A MOVE:
- YOU CAN'T, BUT IF YOU HAVEN'T COMPLETED ENTERING THE MOVE YET YOU CAN FORCE
- IT INTO AN ERROR AND GET TO START OVER. FOR EXAMPLE, 19-99.
-
- DARES AND THE DOUBLING CUBE:
- AFTER THE GAME STARTS, EITHER PLAYER MAY DARE THE OTHER TO DOUBLE THE GAME
- STAKES. IF THE OTHER PLAYER DECLINES, HE FORFEITS THE GAME. AFTER THIS, THE
- RIGHT TO DARE ALTERNATES. NORMALLY YOU MUST DARE BEFORE YOU MOVE, BUT IF YOU
- SELECT THE AUTOMATIC DICE ROLL OPTION YOU DARE AFTER THE ROLL (NOT STRICTLY
- KOSHER BUT THE GAME MOVES FASTER AND BOTH SIDES ARE AT THE SAME DISADVANTAGE).
- IN REAL PLAY A CUBE WITH FACES MARKED 2, 4, 8, 16, 32, AND 64 IS USED; IN
- TOMMY'S BACKGAMMON THE CURRENT DARE IS DISPLAYED ON THE TOP LINE OF THE SCREEN,
- ALONG WITH THE PLAYER WHO HAS THE RIGHT TO DARE NEXT.
-
- NOTE: TO DARE, HIT "D" FOR YOUR MOVE. THERE IS A LIMIT OF 6 DARES PER GAME.
-
- GAME POINTS:
- A GAME POINT IS 2 TO THE POWER D, WHERE D IS THE NUMBER OF DARES ACCEPTED.
- YOU GET 1 GAME POINT FOR A WIN, 2 FOR GAMMON, 3 FOR BACKGAMMON.
-
- GAMMON AND BACKGAMMON:
- GAMMON IS WHERE THE OPPONENT HAS NOT SCORED (BORE OFF) A SINGLE ONE OF HIS
- PIECES BY THE TIME YOU WIN. A BACKGAMMON IS WHERE THE OPPONENT HAS GAMMONED,
- AND HAS ONE OR MORE PIECES IN HIS STARTING BOX (1-6; 25-30; 49-54 FOR WHITE,
- 24-19; 48-53; 72-67 FOR BLACK) OR ON THE BAR.
-
- NOTE THAT IF YOU REFUSE A DARE, GAMMON AND BACKGAMMON POINTS ARE NOT
- ASSESSED AGAINST YOU; BUT IF YOU CONCEDE WITH THE "C" COMMAND, THEY ARE.
-
- GAME RESTART:
- WHEN PROMPTED FOR YOUR MOVE, HIT THE ESC KEY INSTEAD AND THE GAME CAN BE
- RESTARTED.
-
- SCORE FILE:
- THE RUNNING GAME POINT SCORES FOR BLACK AND WHITE ARE SAVED AUTOMATICALLY
- BY THE COMPUTER ON DISK FILE "TOMMYSBG.SCR". iF YOU WANT TO ERASE THE
- SCORES AND START THE MATCH OVER, JSUT ERASE THIS ONE FILE.
-
- AUTO SAVE/RESTORE:
- IF YOU DECIDE TO EXIT THE PROGRAM BEFORE A GAME IS FINISHED, THE COMPUTER
- WILL AUTOMATICALLY SAVE THE GAME ON DISK FOR YOU, AND RESTORE IT NEXT TIME
- YOU RUN THE PROGRAM.
-
- FUNCTION KEYS:
- --------------
- F1 SOUND EFFECTS TOGGLE*
- F2 MODE CHANGE SWITCH
- F3 CUMULATIVE DICE TOTAL DISPLAY TOGGLE (WHEN ON, DISPLAYS THE
- CUMULATIVE DICE TOTAL FOR EACH PLAYER UNDER THE DICE, IN
- CASE YOU WANT TO BLAME YOUR SITUATION ON THE DICE.) THE
- FIRST NUMBER IS PLAYER 1'S TOTAL, THE SECOND IS PLAYER 2'S
- F4 MANUAL DICE ENTRY TOGGLE: THIS LETS YOU ENTER THE VALUE OF THE
- DICE FROM THE KEYBOARD INSTEAD OF LETTING THE COMPUTER
- ROLL THEM -- HIT ESC IF YOU WANT COMPUTER TO ROLL ANYWAY
- F5 DISPLAY THESE INSTRUCTIONS
- F6 AUTO DICE ROLL TOGGLE
- F7 QUIT
- F8 FAST/SLOW DICE TOGGLE. IF YOU LIKE TO HEAR THEM JINGLE...
- F9 LOG FILE TOGGLE
- F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR
-
- *NOTE: FOR ALL TOGGLE SWITCHES, THE ONSCREEN LEGEND DISPLAYS THE MODE THAT
- WILL BE ENTERED BY PRESSING THE FUNCTION KEY, WHICH IS THE OPPOSITE OF THE
- MODE THE PROGRAM IS IN AT THE TIME.
-
- SKILL LEVELS:
- THERE ARE 9 LEVELS, 1..9, WITH 1 THE EASIEST AND 9 THE HARDEST.
- TO CHANGE THE SKILL LEVEL, USE THE LEFT AND RIGHT ARROW KEYS ON THE NUMERIC
- CONTROL PAD. NOTE: AT SKILL LEVEL 1, THE COMPUTER WILL NOT MAKE DARES.
-
- COMPUTER SPEED:
- WHEN THE COMPUTER IS MAKING MOVES YOU CAN CONTROL ITS ROUGH SPEED BY USING THE
- UP/DOWN ARROW KEYS ON THE NUMERIC KEY PAD. THE END-OF-MOVE DELAY, IN SECONDS,
- IS DISPLAYED NEAR THE BOTTOM OF THE SCREEN.
-
- GAME TYPES:
- AT PROGRAM STARTUP YOU ARE ASKED WHICH YOU PREFER, STANDARD, DUTCH, SNAKE, OR
- ACEY DEUCEY.
-
- IN DUTCH AND ACEY DEUCEY ALL THE PIECES START ON THE BAR, NOT ON THE BOARD AS
- IN THE STANDARD CONFIGURATION; IN ACEY DEUCEY, THE INITIAL 45 PIECES ON THE
- BAR DON'T HAVE TO BE ENTERED BEFORE THEY CAN BE ADVANCED; ONLY PIECES THAT
- HAVE BEEN HIT HAVE TO BE ENTERED ON THE NEXT MOVE.
-
- IN SNAKE WHITE STARTS WITH TWO PIECES ON EACH OF HIS FIRST THREE POINTS, WITH
- THE OTHER NINE ON THE BAR, WHILE BLACK STARTS WITH THE STANDARD CONFIGURATION,
- FORCING WHITE TO PLAY A BACK GAME -- WHITE HAS THE ADVANTAGE AT FIRST, BUT
- BLACK LATER.
-
- LOG FILE:
- IF YOU TURN THE LOG FILE ON, THE GAME WILL BE LOGGED MOVE-FOR-MOVE ON FILE
- TOMMYSBG.LOG IN ASCII FOR LATER REVIEW. BE SURE AND TURN IT ON BEFORE YOU
- ROLL THE DICE FOR THE FIRST MOVE IF YOU WANT TO SAVE THE WHOLE GAME.
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- D DISABLE MOUSE CHECK
- R REVERSE THE BOARD SO THAT WHITE MOVES (INITIALLY) WEST AND BLACK
- MOVES EAST
-
- EXAMPLE: >TOMMYSBG MS
-
- NOTE ON STRATEGY:
- -----------------
-
- NOTE THAT WHITE'S POINT 12 IS CALLED WHITE'S "COMFORT STATION", AND SIMILARLY
- FOR BLACK. THIS MARKS THE HALFWAY POINT OF EACH TRACK.
-
- EACH THROW OF THE DICE GIVES AN AVERAGE MOVEMENT OF 8 POINTS, WHICH IS THE
- TOTAL VALUE OF THE 36 POSSIBLE THROWS OF 2 DICE (294), DIVIDED BY 36.
- (ACTUALLY 8-1/6). SO, FOR EXAMPLE, HITTING AN ENEMY BLOT CAUSING HIM TO
- LOSE 16 POINTS, WOULD SET HIM BACK 16/8 = 2 THROWS.
-
- IN GENERAL, YOU MUST NOT RELY ON THE LUCK OF THE DICE, BUT ON THEIR
- RELIABILITY, THAT IS, FAIRNESS IN THE LONG RUN (NO MEMORY). THE DICE DON'T
- CHANGE THEIR MOODS, BUT YOU MIGHT (HA HA).
-
- THERE ARE TWO MAIN TYPES OF GAMES WITHIN THE GAME: FORWARD AND BACK GAME.
- A BACK GAME MEANS YOU TRY TO TIE UP THE OPPONENT'S GOAL ZONE WITH YOUR
- DOUBLED-UP PIECES; THIS IS A GOOD STRATEGY IF YOU HAVE BEEN HIT A NUMBER
- OF TIMES AND BELIEVE YOU CAN PUT ENEMY PIECES THROUGH A GAUNTLET. A FORWARD
- GAME IS THE USUAL GAME, WHERE YOU JUST TRY TO GET YOUR PIECES OFF AND YOU
- LEAVE HIS GOAL ZONE EMPTY IF YOU CAN; USUALLY IT IS NECESSARY TO CLEAR THE
- OPPONENT'S GOAL ZONE BEFORE HE BOTTLES YOU UP AND FREEZES YOU IN A CYCLE OF
- BEING HIT AND HAVING TO REENTER THE GAUNTLET HE HAS SET UP.
-
- BEFORE YOU REACH THE END GAME, WHERE YOU'RE ABLE TO BEAR YOUR PIECES OFF,
- TRY TO CAPTURE ALL THE INDIVIDUAL POINTS IN YOUR GOAL ZONE, SO THAT IF
- YOU HIT YOUR OPPONENT HE WILL HAVE A HARD TIME GETTING BACK ON THE BOARD.
-
- IN GENERAL YOU DON'T NEED MORE THAN 3 PIECES ON ANY POINT -- 2 TO CAPTURE
- IT AND A THIRD AS A RUNNER. SOME PEOPLE PLAY TO HIT EVERY OPPONENT'S BLOT
- EVERY TIME THEY CAN, OTHERS PLAY FOR POSITION PREFERRING TO KEEP FROM
- BLOTTING (LEAVING 1 PIECE ON A POINT) EVEN TO HIT.
-
- WHEN CONSIDERING HOW WISE IT IS TO LEAVE A BLOT, TRY TO CALCULATE THE NUMBER
- OF WAYS ENEMY PIECES CAN HIT IT, USING THE FOLLOWING TABLE FOR EACH ENEMY
- PIECE:
-
- #POINTS AWAY #WAYS ENEMY CAN HIT BLOT
- 1 11
- 2 12
- 3 14
- 4 15
- 5 15
- 6 17
- 7 6
- 8 6
- 9 5
- 10 3
- 11 2
- 12 3
- 15 1
- 16 1
- 18 1
- 20 1
- 24 1
-
- QUICK TRIVIA QUESTION:
- IN THE GAME OF BACKGAMMON, WHAT NUMBERS CAN'T BE HIT WITH 2 DICE, COUNTING
- DOUBLES?
-
- ANSWER: 13, 14, 17, 19, 21, 22, 23
-
- NOTICE THAT 1 POINT AWAY IS SAFER THAN 6, BUT THAT 7 OR MORE IS MUCH BETTER
- THAN 1-6! BUT NOTE THAT 7-9 POINTS AWAY IS 2-3 TIMES AS VULNERABLE AS
- 10-12 POINTS AWAY, AND 5-6 TIMES AS VULNERABLE AS 15-24 POINTS AWAY.
-
- GOOD POINTS TO CONTROL DURING THE EARLY ROUNDS ARE 5-10 FOR BLACK AND 20-15
- FOR WHITE; 5 BEING MORE IMPORTANT THAN 6, 20 MORE IMPORTANT THEN 15, ETC.
-
- TO SHOW HOW CAPTURING POINTS IN YOUR OPPONENT'S GOAL ZONE MAKES IT HARDER AND
- HARDER FOR HIM TO RE-ENTER FROM THE BAR:
-
- #POINTS CAPTURED #WAYS OPPONENT CAN RE-ENTER IN 1 THROW OF DICE
- 1 MAN ON BAR 2 MEN ON BAR
- 1 35 25
- 2 32 16
- 3 27 9
- 4 20 4
- 5 11 1
- 6 0 0
-
- THE DOUBLING CUBE GIVES ODDS OF 3 TO 1 TO THE DAREE. SO, DON'T DOUBLE UNLESS
- YOU ARE SURE YOU'RE AHEAD OF YOUR OPPONENT; BUT ACCEPT THE DARE IF YOU THINK
- YOU'RE NOT SURE TO LOSE. BUT, IF YOU THINK YOU CAN GAMMON, YOU DON'T WANT
- TO THROW THE CUBE TOO EARLY BECAUSE THE OPPONENT CAN CONCEDE AND YOU LOSE THE
- GAMMON POINTS. SOME PEOPLE ONLY DARE WHEN THEY ARE SURE THE OPPONENT WON'T
- ACCEPT, NOT TO ACTUALLY DOUBLE THE WINNINGS; OTHERS ARE MORE CASUAL ABOUT THE
- FICKLENESS OF THE DICE AND GO FOR BLOOD (HA HA).
-
- AND, IF YOU ENJOY DICE GAMES, TRY THE FOLLOWING:
-
- CAT# NAME
- ---- ----
- 039 TOMMY'S YAHTZEE. FOR 1-8 PLAYERS, ONE OF WHICH MAY BE THE
- COMPUTER ITSELF. EXCLUSIVE ALIEN ALGORITHM IS HARD TO BEAT.
- ALSO PLAYS CRAG AND YACHT.
-
- 049 TOMMY'S DICE. A PARADISE OF 10 DICE GAMES: CRAPS, DICE 21,
- LIAR DICE, BARBUDI, POKER DICE, CHUCK-A-LUCK, 4-5-6, AND MORE.
-
- 075 TOMMY'S BACKGAMMON. THE CLASSIC FAVORITE MADE COOL BY JAMES
- BOND IN "OCTOPUSSY".
-
- 127 TOMMY'S TRASH! A.K.A. ZILCH, 2-9 PLAYERS CAN PLAY AT ONCE.
- TRY TO GET A BIG SCORE AND DECIDE WHEN TO QUIT BEFORE IT'S TOO
- LATE.
-
- 178 TOMMY'S DON'T DO THAT! ANOTHER DICE-BOARD GAME THAT IS A CROSS
- BETWEEN YAHTZEE AND A BOARD GAME. FOR 2 PLAYERS, OR YOU VS. THE
- PC.
-
- JUST $6 EACH POSTPAID IN U.S.A.; 2 FOR $12; 3 OR MORE, $5 EACH. FOREIGN ADD $1
- FOR EACH 3 TOYS OR FRACTION THEREOF. U.S. DOLLARS ONLY. PLEASE SPECIFY 5.25
- INCH OR 3.5 INCH DISKETTES.
-
- ----------------------
- DID YOU LIKE THIS TOY?
- DON'T FORGET TO TRY OUR GOBS OF OTHER NEAT LOW-PRICED TOYS AND GAMES FOR THE
- IBM PC AND COMPATIBLES. OUR 5.25 INCH (360K) OR 3.5 INCH (720K) DEMO DISK,
- CONTAINING AN ELECTRONIC TOY CATALOG AND OTHER GOODIES, IS ONLY $2 SHIPPING/
- HANDLING TO ANY U.S. ADDRESS, $3 OUTSIDE U.S. (U.S. DOLLARS ONLY). IF YOUR PC
- BORES YOU WRITE US NOW.
-
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-
- HAVE FUN!
-