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西洋双陆棋/backgammon

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发表于 2005-4-1 11:44:00 | 显示全部楼层 |阅读模式
操作指南:
上下左右方向键——移动棋子
确定键——选中或取消选定的棋子
左软键——暂停游戏
右软键——察看当前点数
游戏介绍:
   运气与智慧的经典结合,产生了这款充满西洋味的竞技棋类游戏——西洋陆战棋。首先将桌面上的十五粒棋子返回到目的地的玩家将是游戏的胜利者。玩家可以选择单人与电脑对战或是双人对战。而每个回合,都必须通过掷两颗骰子的数字来决定可移动的步数。运气占据游戏的一部分,但能不能把握运气或者在运气不好的情况下挽救整个棋局,仍然需要玩家策略能力的展现了。在这里,没有绝对的运气,只有智慧的充分较量,因为你一定相信“人定胜天”!
        
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 楼主| 发表于 2005-4-1 11:46:00 | 显示全部楼层

Backgammon is a game of luck and skill. It is played by two people with 15 checkers each on a board consisting of 24 spaces or points. The checkers are moved according to rolls of the dice. Each player tries to bring his own checkers home and bear them off before his opponent does, hitting and blocking the enemy checkers along the way.
Backgammon has been around a long time, with origins dating back possibly 5000 years. The ancient Greeks played. So did the Romans. The game we know today was refined in England in the seventeenth century, which is also when it acquired the name backgammon. One significant innovation of the twentieth century was the addition of the doubling cube in the 1920s.
Backgammon enjoyed a huge resurgence in the 1970s, then again in the 1990s with the popularity of the Internet. Today, you can play online any time of the day or night with people from all over the world.
        
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 楼主| 发表于 2005-4-1 11:52:00 | 显示全部楼层

Rules of the Game
The rules of backgammon are simple and easy to learn. In fact, it is quite remarkable that a game as rich and interesting as backgammon has such a simple set of rules. Here are the complete rules, with diagrams showing how to set up the board and move the pieces.
  Rules of Backgammon
Setup
Backgammon is a game for two players, played on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board, and the opponent's home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.
Figure 1.  A board with the checkers in their initial position.
An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right.
The points are numbered for either player starting in that player's home board. The outermost point is the twenty-four point, which is also the opponent's one point. Each player has fifteen checkers of his own color. The initial arrangement of checkers is: two on each player's twenty-four point, five on each player's thirteen point, three on each player's eight point, and five on each player's six point.
Both players have their own pair of dice and a dice cup used for shaking. A doubling cube, with the numerals 2, 4, 8, 16, 32, and 64 on its faces, is used to keep track of the current stake of the game.

Object of the Game
The object of the game is for a player to move all of his checkers into his own home board and then bear them off. The first player to bear off all of his checkers wins the game.
Figure 2.  Direction of movement of White's checkers. Red's checkers move in the opposite direction.

Movement of the Checkers
To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns.
The roll of the dice indicates how many points, or pips, the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply:
A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers.
The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open.
Figure 3.  Two ways that White can play a roll of   .
A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.
A player must use both numbers of a roll if this is legally possible (or all four numbers of a double). When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.

Hitting and Entering
A point occupied by a single checker of either color is called a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar.
Any time a player has one or more checkers on the bar, his first obligation is to enter those checker(s) into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.
For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent's four point or six point, so long as the prospective point is not occupied by two or more of the opponent's checkers.
Figure 4.  If White rolls   with a checker on the bar, he must enter the checker onto Red's four point since Red's six point is not open.
If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn.
After the last of a player's checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker.

Bearing Off
Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point.
If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker from the highest point on which one of his checkers resides. A player is under no obligation to bear off if he can make an otherwise legal move.
Figure 5.  White rolls   and bears off two checkers.
A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game.

Doubling
Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice.
A player who is offered a double may refuse, in which case he concedes the game and pays one point. Otherwise, he must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double.
Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game.

Gammons and Backgammons
At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube (one point, if there have been no doubles). However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube. Or, worse, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winner's home board, he is backgammoned and loses three times the value of the doubling cube.

Optional Rules
The following optional rules are in widespread use.
Automatic doubles. If identical numbers are thrown on the first roll, the stakes are doubled. The doubling cube is turned to 2 and remains in the middle. Players usually agree to limit the number of automatic doubles to one per game.
Beavers. When a player is doubled, he may immediately redouble (beaver) while retaining possession of the cube. The original doubler has the option of accepting or refusing as with a normal double.
The Jacoby Rule. Gammons and backgammons count only as a single game if neither player has offered a double during the course of the game. This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon.

Irregularities
The dice must be rolled together and land flat on the surface of the right-hand section of the board. The player must reroll both dice if a die lands outside the right-hand board, or lands on a checker, or does not land flat.
A turn is completed when the player picks up his dice. If the play is incomplete or otherwise illegal, the opponent has the option of accepting the play as made or of requiring the player to make a legal play. A play is deemed to have been accepted as made when the opponent rolls his dice or offers a double to start his own turn.
If a player rolls before his opponent has completed his turn by picking up the dice, the player's roll is voided. This rule is generally waived any time a play is forced or when there is no further contact between the opposing forces.

A popular social variant of backgammon is the Chouette, which allows for play by three or more people.
        
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 楼主| 发表于 2005-4-1 11:52:00 | 显示全部楼层

How to Run a Chouette
A chouette ("shoo-ETT") is a form of backgammon for more than two players. Chouettes offer many advantages over one-on-one play in a club situation. They are fun, sociable, and exciting. And it is easy for players to join a game or take a brief break when they want to.
The following description contains the basic rules for chouettes. There are many variations to these rules, and newcomers to a club should take some time to learn the local customs before they play.
Special rules are used in tournaments and on many Internet servers where play is organized into matches.
Order of Play
To start, each player throws one die and in the event of a tie there is a reroll. The player rolling highest becomes the box and plays against all the others who form a team. The second highest becomes the captain of the team. The captain rolls the dice and makes the plays for the team.
When the box wins a game, he collects from each member of the team. Then the captain goes to the back of the line and the next player on the team becomes the captain. When the team wins, the box pays off to each team member. Then he goes to the back of the line and the captain becomes the new box.
Players can leave or join a chouette at any time. A new player starts at the bottom of the rotation.

Consultation
Customs vary as to the rights of the team: In some chouettes, they may consult freely as to how rolls should be played. In others, consultation is prohibited. A popular compromise permits consultation only after the cube has been turned.

Single Cube Games
A chouette may be played with either a single doubling cube or multiple cubes. In a single-cube game, the only decision that the members of the team make individually concerns takes. If the box doubles, each team member can decide on his own whether to play on or drop out. Those who drop out each pay off to the box and no longer participate as team advisers. If the captain drops out while there are others on the team who wish to play on, the captaincy is assumed by one of these players and the previous captain drops to the bottom of the rotation.

When Only One Player Takes
It is common in chouettes of five or more to have a rule which says: if all the other team members want to reject the box's initial double, then a single holdout must drop as well. This prevents the situation of a majority of the players not having an interest in the remainder of the game.
Another popular rule is that when a single player accepts the box's initial double he is obliged to accept an extra 2-cube from any team member that wishes to pay him one point. The receiver of an "extra" now owns multiple cubes which he may use individually to redouble, and which he will eventually pay on or collect from in the usual way.

Multiple Cube Games
Most chouettes today use multiple cubes. Each member of the team has his own doubling cube. The box can double the individual team members, and each team member can decide whether and when to double the box.
With multiple cubes in play, it is possible for the box to win against some players while losing against others. So the question arises, when does a player get to keep the box? The usual rule is that a player retains the box if he defeats the captain.

Partner for the Box
Chouettes of eight or more players often permit the box to take a partner. The partnership is offered in rotation, starting with the captain and moving on down the line. If no one offers to be the box's partner, a partner may be chosen by lot from among the team members other than the captain.
        
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 楼主| 发表于 2005-4-1 11:53:00 | 显示全部楼层
  Rules for Match Play
When backgammon tournaments are held to determine an overall winner, the usual style of competition is match play. Competitors are paired off, and each pair plays a series of games to decide which player progresses to the next round of the tournament. This series of games is called a match.
Matches are played to a specified number of points. The first player to accumulate the required points wins the match. Points are awarded in the usual manner: one for a single game, two for a gammon, and three for a backgammon. The doubling cube is used, so the winner receives the value of the game multiplied by the final value of the doubling cube.
Matches are normally played using the Crawford rule. The Crawford rule states that if one player reaches a score one point short of the match, neither player may offer a double in the immediately following game. This one game without doubling is called the Crawford game. Once the Crawford game has been played, if the match has not yet been decided, the doubling cube is active again.
Match to 5
White
Black
Game 1:  
White wins 2 points  
2
0
Doubling Allowed
Game 2:
Black wins 1 point
2
1
Game 3:
White wins 2 points
4
1
Game 4:
Black wins 1 point
4
2

Crawford Game
Game 5:
Black wins 2 points
4
4
Doubling Allowed
Game 6:
White wins 2 points
6
4
In this example, White and Black are playing a 5-point match. After three games White has 4 points, which is just one point short of what he needs. That triggers the Crawford rule which says there can be no doubling in next game, Game 4.
There is no bonus for winning more than the required number of points in match play. The sole goal is to win the match, and the size of the victory doesn't matter.
Automatic doubles, beavers, and the Jacoby rule are not used in match play.
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