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Manual de usuario Excalibur electronic, modelo 477

Fabricar: Excalibur electronic
Tamaño del archivo: 338.11 kb
Nombre del archivo: e04f422e-2b7f-433f-8a52-642144cea523.pdf
Idioma del manual:en
Enlace gratuito para este manual disponible en la parte inferior de la página



Resumen del manual


477 e-Backgammon Operating Manual C C ongratulations on your purchase of Excalibur Electronics’ e-Backgammon game! The e-Backgammon game is easy to use, but be sure to use it safely. Before starting, please read this manual thoroughly, especially noting safety, care and battery information. Keep this manual for reference. The legendary King Arthur brandished a magic sword, Excalibur, from which we take our company name. With this unique weapon in his hands, he could not be vanquished. Although Excalibur Electronics can’t claim the magical secrets of Merlin, King Arthur’s court wizard, sometimes our patented technology may make it seem as if we could. The e-Backgammon game is another unmatched innovation of Excalibur Electronics. We make you think. 2 —Installing Batteries— Your new e-Backgammon game Phillips screwdriver to remove the requires two AAA batteries, not screw. Lift off the battery comincluded. To install the batteries, partment lid and install the batter- carefully turn the e-Backgammon ies, making sure to match polarity game over so that the unit is face-(+ and -). Place the tab of the bat- down on a soft surface. Locate the tery compartment lid in its slot battery compartment on the back and close the compartment door. of the unit. Then use a small Reattach the screw. 3 e-Backgammon may lock up due to static discharge. If this should happen, use a slim, pointed object to press the button marked “RESET” on the front of the unit. —Layout of e-Backgammon— RESET —Functions of Buttons— UNDO ROLL DICE LEFT SOUND SOUND: Press to turn sound on and off. RESET: Press to reset the unit. LEFT: Press to move a checker the number on the left die. RIGHT: Press to move a checker the number on the right die. SELECT: Press to move the pointer icon through the points on w h i c h DISPLAY NEW GAME RIGHT START SELECT you have checkers. UNDO: Press to take back previous move (skill level 1 only). ROLL DICE: Press to roll dice for yourself and for the computer. START: Press to start a game. NEW GAME: Press and hold for about three seconds to start a new game. 4 —Getting Started with e-Backgammon— The object of e-Backgammon is to be the first player to remove (bear off) all 15 of his checkers from his inner table. The checkers must first be moved around the board and into the player's inner table. In e-Backgammon, you play against the computer. Press and hold the NEW GAME key to begin a new game. Using the RIGHT or LEFT keys, select skill level, “L1” or “L2.” At level one (L1), you are allowed to use the UNDO key to take back your previous move. At level two (L2), you cannot take back your previous move. Press START to begin. You're ready to start your game against the computer. The computer plays the black checkers and will make the first move. Press ROLL DICE to roll the dice for the computer. The computer automatically makes its move. After the computer has moved, press ROLL DICE to roll the dice for yourself. The two dice will flash their numbers. Press SELECT repeatedly to move the small hand icon through the points on which you have checkers. When the small hand icon is on the point from which you want to move a checker, press the RIGHT or LEFT key to move the checker the amount on the right or left die. Repeat 5 for the second die. If you roll doubles, you must move the number on each die twice, if possible. You must use all four numbers if you can. Any number that you cannot use is forfeited. After you finish your turn, press ROLL DICE to roll the dice for the computer again. Continue trading moves with the computer, until you or the computer bear off all 15 checkers. Note:You can press the START key to resume a game after taking a break. —To Move from the Bar Back to the Board— In Diagram 1, you can only get out from the bar if you land on point one, five or six. If you land on point five, is your opponent’s checker is removed to the bar. —To Bear off the Checkers— The player begins to bear off the checkers from the board when all 15 of his checkers have been moved into his inner home table. In Diagram 2, if a six and a four are rolled, a checker from the four-point is removed. Since there are no checkers on the six-point, a checker on the next highest point, in this case the five-point, is removed. —Rules of Backgammon— • Each player moves his checkers according to the numbers shown on the two dice. • You can move the same checker more than once or any other checkers in any combination possible. • You must move once for the number on one die and again for the number on the other die, not the total of the two dice. • Each player moves his checkers from his opponent's inner home table to his own inner home table. • When you have two or more checkers on a point (a closed point), your opponent is not permitted to land on that point. • When you land on a point that is occupied by one of your opponent's checkers, that checker is bumped off the board and is placed on the bar in the midd...


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