Excalibur electronic 366E-2 Games User Manual


 
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.
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.
Once the value of the cube reaches 64, there may be no more doubles.
AT THE END OF THE GAME
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.
TO ENSURE PROPER FUNCTION:
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
u s e d
Batteries are to be inserted or removed from the battery compartment at
the base of the unit
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
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is still complying with the rules because he is using both numbers rolled.)
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?
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.)
S c o r i n g
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.)
If the loser has managed to bear off at least one man, then the winner’s
basic score is one point.
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.
The winner’s basic score is then multiplied by the status of the doubling
cube to obtain the actual number of points scored.
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
s t a g e .
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
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