Wizard of OsZ - 'Backgammon' (C) 1982, by Wizard of OsZ - The Play - The rules of Backgammon are such that each player throws one die in order to determine who goes first, but since we have the computer, it will roll the dice for us. If both players roll the same number, they must throw again until one player has rolled the highest number. That player then goes first, using the numbers shown on the two dice - his own and his opponents. The players then throw in turn using their dice, where each player moves his pieces according to the numbers shown on the dice. The numbers shown on the dice are considered individually and not in sum total. Thus, a player may move one piece the whole throw as long as the points designated by EACH die are open, or he may move each of the two numbers of each roll whenever possible. If he can use only one number and must if possible, use the larger. If he cannot move at all, play passes to his opponent. The playing board is shown as follows: - Starting Positions - Whites (-) Side 24 23 22 21 20 19 18 17 16 15 14 13 ..................................... -2 0 0 0 0 5 0 3 0 0 0 -5 .-----------------------------------| (the 'Bar') --> -0 +0 ^ v <-- Whites moves .---------------------------------| <---- Blacks moves 2 0 0 0 0 -5 0 -3 0 0 0 5 ..................................... 1 2 3 4 5 6 7 8 9 10 11 12 Blacks (+) Side - Doublets - 'Doublets' merely means rolling doubles, the same number thrown on each dice. When this occurs, you move the number shown on one die, four times. You can move the same piece all four moves, or any combination of pieces you choose. - Blocked Point - A 'Blocked Point', is any point on the playing board on which two or more pieces of the same player sit. The opposing player's pieces may not land on a 'Blocked Point'. Howevere, they may move over the 'Blocked Point'. Once a player has landed two pieces on any one point, he has 'made the Point'. There is no limit to the number of pieces one player may have on one point. Š - Blot - A 'Blot', is any point on which a player has only one piece. Since pieces of opposite color cannoy occupy the same point, when an opponent lands on a 'Blot', he removes the piece that was there, and replaces it with his own. This is then called a 'Hit'. The removed man is played on the 'Bar'. - Bar - The 'Bar' is the middle strip that separates the inner and outer tables. Once one of your pieces has been placed on the 'Bar' you must throw your dice when your turn occurs, and you must "enter" into your opponent's inner table BEFORE you may move any of your other pieces. Entering is accomplished by moving the pieces on the 'Bar' to the point indicated on either one of the dice thrown, as long as that point is not blocked. If you cannot enter because both points indicated are blocked, the turn then passes to your opponent. A 'Shutout' of a 'Closed Board' occurs when your opponent's inner table is completely closed (each point is covered by at least two pieces). - Bearing Off - 'Bearing Off' means removing your pieces from the playing board by the roll of the dice. You cannot start 'Bearing Off' until ALL 15 of your pieces are in your inner table. You may then bear off pieces from points corresponding to die thrown, or you may move your pieces within the inner table according to the numbers shown on the dice...you must use your entire roll, if possible. This means, that if you roll 6, but have no piece on your 6 point, you must take a piece off the highest point on which you do have pieces. The same rule applies, if you roll doubles. However, you cannot bear off a piece if the point indicated on the die is vacant and there are any pieces on a higher counting point. If while 'Bearing Off', a piece in your inner table is "Hit", that piece goes to the 'Bar' and you must re-enter as described earlier. You cannot continue to bear off until you have managed to get this piece that was 'Hit', back into your inner table. - Scoring - A game is won, when either player bears off all pieces first. A gammon (double game) is won if your opponent has not born off any of his pieces. A backgammon (triple game) is won if your opponent has not born off any of his pieces, and has one or more pieces in the winner's inner table or on the 'Bar'. - Playing Gammon - Herå  ió  thå actuaì instructionó requireä foò yoõ  tï  plaù Wizard of OsZ Backgammon, and a sample start of the game: Š Would you like instructions (Y or N)? Y <-- Yes! My chips are represented by '-' signs, and your chips by '+' signs. Enter your moves from point number, to point number for each move. For example: '5,7,12,17 would be the move for dice rolls of 2 and 5 (i.e. moving one chip from point 5 to point 7, and another from point 12 to point 17. The 'Bar' is represented by 0, your 'Home' is 25, and my 'Home' is 0. If at any time, you care to 'Double', you will be allowed 5 seconds immediately after the board display to enter a '1' indicating your wish to check what value the 'Cube' has, or a '2', suggesting doubling the stakes. Press the RETURN key to continue: 24 23 22 21 20 19 18 17 16 15 14 13 ..................................... -2 0 0 0 0 5 0 3 0 0 0 -5 -0 +0 2 0 0 0 0 -5 0 -3 0 0 0 5 ..................................... 1 2 3 4 5 6 7 8 9 10 11 12 Your roll is a 2 and my roll is a 2 The Doubling Cube is now at 2 Your roll is a 2 and my roll is a 4 Your roll is 2 and 4 My move is 6 , 4 and 8 , 4 Status: 24 23 22 21 20 19 18 17 16 15 14 13 ..................................... -2 0 0 0 0 5 0 3 0 0 0 -5 -0 +0 2 0 0 -2 0 -4 0 -2 0 0 0 5 ..................................... 1 2 3 4 5 6 7 8 9 10 11 12 Your roll is 1 and 5 What is your move? ?,?,?,? Enter four digits corresponding to your legal moves, seperated by the coma (,) character, and ending with your keyboarä RETURÎ key®  Havå fun¬ anä thå Wizarä oæ OsÚ hopeó thaô you win!