BACKGAMMON
----------

This program uses machine code evaluation for fast
response. High resolution colour display with on-screen
dice roll. Includes instructions to enable beginners to
learn the game.

SPECTRUM BACKGAMMON
-------------------

This tape stores a BACKGAMMON program suitable for the
48K version of the ZX Spectrum. To LOAD it follow the
instructions in the Sinclair manual. Switch on the
computer, press the J key to give 'LOAD' on the
screen, then the P key twice, whilst holding down
SYMBOL SHIFT, to give "", then ENTER: start playing
the tape. Stop the tape only when the message 'Wait
until machine code loaded' disappears.

To end a game and start another - type QUIT.

Playing instructions are given on the reverse of this
inlay card and at the start of the program.

The rules of the International Backgammon Association
are summarized below.

1. For the opening throw each player throws a single
   die. Every tie requires another opening throw.
   Whoever throws the higher number wins and for his
   first move plays the numbers upon both dice. After
   that each player in turn throws two dice.

2. The play of men consists of:

   a) Moving a man (or men) the exact number of points
      indicated by the number of the two dice thrown.
      One man may be moved the total of the two dice
      thrown, or one man may be moved the number shown
      on one die, and an entirely different man the
      number on the other die.

   b) Entering a man, in the adversary's inner table,
      on a point corresponding to the number on a die.

   c) Bearing off a man in the player's inner table,
      where no man is left outside that table or on the
      bar, in accordance with rule 8.

3. Doubles require four plays of the number on the
   dice.

4. Plays must be made for both dice if possible.
   Either number may be played first. If either
   number may be played, but not both, then the higher
   number must be played.

5. No play may be made which lands or touches down on
   a point held by two or more of the adversary's men.

6. When play lands on a point occupied by a single man
   (a blot) of the adversary such a man is 'hit' and
   is placed on the bar to await entry according to
   rule 2b.

7. A player having a man on the bar may not play any
   other man until that man has been entered.

8. When in a position to bear off you may bear off a
   man from a point corresponding to the number on a
   die thrown or from the highest occupied point if
   that is thrown for an unoccupied point no man
   below can be bourne off, using such a number, while
   any man remains on a higher point. You are not
   required to bear off if you can move a man forward
   on the board. Here, as always, rule 4 applies.

                       --o0o--

The material on this tape and documentation, or any
part thereof, shall not be copied for use by any other
person or organisation, neither shall it be loaned nor
hired.

CP SOFTWARE (C) 1983. No part of this inlay card shall
be reproduced without prior permission in writing.

PI SOFTWARE (C) Copyright 1982. NO part of this
program shall be reproduced without prior permission
in writing. While every effort has been made in the
production of this program the publisher undertakes no
responsibility for errors or liability for damage
arising from its use.

CP SOFTWARE, 17 Orchard Lane, Prestwood, Great
Missenden, Bucks, HP16 0NN



BACKGAMMON FOR BEGINNERS

In this game you play the WHITE men and your opponent,
the computer, plays the BLACK. The game starts with
the men set on the predetermined points around the
board, each point is labelled with a letter. The
purpose of the game is for you to move your men
anti-clockwise around the board until they are all in
your "inner table" (points f to a). Once all your men
are in your inner table you may then "bear off" i.e.
move your men off the board. Your opponent will be
moving his men clockwise round the board to his inner
table (points s to x) and will then bear off. You
move your men one at a time and may move them forward
by the numbers shown on the dice. You may move onto
any point that does not contain 2 or more of your
opponent's men. If you move onto a point which is
occupied by only one of your opponents men, your
opponent's men will be placed on the bar (the green
bar down the centre of the board) and that man must
start again from the beginning. You must therefore be
aware that, if you leave a single man on a point, this
may give your opponent the opportunity to land on that
point and send your man to the bar. The first player
to bear off all his men is the winner.

TO PLAY

To start the game the dice are rolled and whoever
"throws" the highest number starts - using the numbers
shown on the dice (Rule 1). Your opponent's is the
top die and yours is the bottom die, therefore if the
top die has the highest number your opponent starts
and if the bottom die has the highest number then you
start. If it is a double press ENTER to throw again.
When it is your turn - the prompt "Your move?" will be
displayed on the screen. You may then move your men
by the number shown on the dice. To move a man from
one point to another enter the point letter and a
number shown on one of the dice. e.g. to move a man
forwards 4 points from point K enter "K4" or "4K". If
you enter an illegal move you will be told to press
ENTER, to recover and must then enter a legal move.

You must move your men by the numbers shown on the
dice. e.g. if you throw 4 and 2, you must move one man
forward 4 points and another man 2 points, or you may
move one man forwards 4 and then 2 points (or 2 and
then 4).

If you throw a double you may then move double the
total shown on the dice. e.g. double 3 allows you to
make four moves of 3. (see Rules 2-5)

THE BAR

While you have any men on the bar you may not move any
of your men which are on the board. (Rule 7) To move
off the bar onto the board you must enter the bar
letter 'z' followed by one of the numbers shown on the
dice. This must be to a point which is either empty,
occupied by your own men or one of your opponent's men
- in which case you may send than man to the bar. If
you are unable to move from the bar because the
numbers on the dice would land you on a point which is
occupied by two or more of your opponent's men - then
you forefeit your turn.

BARING OFF

Once all your men are on your inner table you may then
bear off (see Rule 8). However, if for any reason one
of your men is placed on the bar by your opponents
after all your men have reached the inner table you
may not bear off any more men until that man has
returned to your inner table.

                       --o0o--
