Excalibur electronic Games E125 User Manual

Backgammon Wizard  
Model No. E125  
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Install the Batteries  
Using a small Phillips screwdriver,  
remove the battery-compartment panel  
screw on the back of LCD Backgammon.  
Then remove the panel by pulling gently  
from the top. Install two fresh, alkaline  
AAA batteries, making sure to follow the  
diagram in each battery slot so that the  
polarity (+ or -) of the batteries is correct.  
Replace the battery compartment panel.  
Play a Game Right Away  
After you have installed the batteries, the  
display will show the backgammon board  
with all the pips (pieces) on their starting  
points or triangles (see figure on right).  
The LCD will also show SidE. This  
indicates you are at the first move of the  
game and ready to roll the dice to see who  
goes first. If it doesn't display SidE, use  
a thin object to press RESET.  
Press on the SELECT key to choose  
the pip you want to move. An arrow will  
point to the pip if it can be legally moved.  
To move the pip the number shown  
on the top die, press the TOP key.  
To move the pip the number shown on  
the bottom die, press the BOTTOM  
key.  
Putting a game “on hold”  
Any time it's your move and you wish to  
stop playing for awhile, just press the  
ON/OFF key. LCD Backgammon will  
switch off and go into a sleep mode. It  
will remember the last position, including  
the score, as long as you do not interrupt  
the power supply-for example, by remov-  
ing the batteries. To resume play, just  
press the ON/OFF key.  
Deciding Who Goes First  
Press the ROLL key. You will see the dice  
roll, then stop. If the die on the top is less  
than the die on the bottom, LCD  
Backgammon will go first and play it’s  
move. If the die on the top is larger, you  
move first so the display will show  
PLAy. If doubles (the same value dice)  
are rolled, the display will show dOUb,  
which means the stakes for the game can  
be doubled. You may accept the double  
or decline it by pressing the ACCEPT or  
decline DECLINE keys.  
NOTE: If no key has been pressed for a  
period of time, LCD Backgammon will  
turn off, saving your game position. Use  
the ON/OFF key to resume the game.  
After the computer’s move or after your  
move, the display will show rOLL,  
press the ROLL key to roll the dice.  
Special Messages  
During the game the following messages  
may appear on the display:  
Making Your First Move  
The way you select and make your move  
is very simple. You always have WHITE.  
PASS- This means you or the comput-  
er cannot use the dice or remaining die to  
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make a legal move. Press the ROLL key  
the display, and the dice will be rolled.  
to continue play.  
ON/OFF KEY  
Use this key to turn LCD Backgammon  
off and on. LCD Backgammon will  
remember the board position while it is  
off.  
rOLL- Press the ROLL key to roll the  
dice.  
dOUb- This means the computer wants  
to double the stakes, because it thinks it is  
winning. To accept the double, press the  
ACCEPT key. To decline the double  
press the DECLINE key, BUT this  
means LCD Backgammon wins, so the  
game will end.  
LEVEL KEY  
The level may be checked or changed  
before you roll your dice. Pressing this  
key will show the current level, for exam-  
ple:LE 8. You can change the level by  
pressing the + key or the - key. Each press  
increases or decreases the level by 1.  
When the display shows the desired level,  
press the LEVEL key again to resume  
play.  
LOSS - Shows that the game is over.  
The color Icon or will be on for the  
side that lost. Press any key to continue.  
Generally, the higher the level you select,  
the better your LCD Backgammon will  
play. Level 1 is the weakest, and plays a  
running game from the start of the game.  
This means it will tend to first play it pips  
that are furthest from its home. Level 8 is  
the strongest and is designed for tourna-  
ment players.  
KEY  
LAYOUT  
HINT KEY  
Function Keys  
Press this key if you want to a hint from  
your LCD Backgammon partner. It  
shows an arrow to the pip it thinks is the  
best one to move. It shows another arrow  
pointing to the triangle to which it should  
be moved. If you must move in from the  
bar, it will show an arrow to your best  
entry triangle.  
TOP  
KEY  
Press this key to move your pip (piece)  
the number shown on the top die.  
BOTTOM  
KEY  
Press this key to move your pip (piece)  
the number shown on the bottom die.  
UNDO KEY  
This key lets you take back a move or  
moves you’ve decided against, BEFORE  
you have pressed the ROLL key. Pressing  
the ROLL key enters your move, so the  
computer can roll the dice for it’s move.  
SCORE KEY  
• Before a game begins, press this key to  
display your score or accumulated win-  
nings. This score can be negative if you  
have lost more points than you have won.  
• During the game, press this key to see  
your pip score. This is the total of all dice  
ROLL KEY  
Press this key when rOLLis shown on  
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you need to roll in order to win the game.  
Press this key a second time to see the  
computer’s pip score.  
-DECLINE KEY  
Press this key to decline a double by LCD  
Backgammon. Also use it to reduce the  
level or contrast setting.  
/KEY (CONTRAST)  
Press this key to view the current display  
contrast setting. You increase or decrease  
the setting by pressing the + or - keys.  
This allows you to compensate for differ-  
ences in lighting and battery strength.  
Press the /key again to resume play.  
ACCEPT KEY  
Press this key to accept a double by LCD  
Backgammon.  
DOUBLE KEY  
Press this key if you think you are win-  
ning and want to double the stakes. You  
can only double if no one has the cube, or  
you have the cube. You have the cube  
when a WHITE cube and it’s value is  
shown on the screen. You may only dou-  
ble before you roll the dice for your turn.  
OPTIONS KEY  
Pressing the OPTIONS key repeatedly  
will display all selectable options. To  
select or change an option, use the  
+SELECT or the -DECLINE key. A  
colon (:) will be shown, if the option has  
been accepted.  
Rules Of The Game  
The Objective  
First press of the OPTIONS key -  
bE:EP - Sound is on.  
The objective of the game is to be the first  
player to move all their 15 pieces around  
the Board into their home table(refer to  
the figure on page 3), and then remove  
them or “bear off” from the Board . See  
figure below:  
bEEP- Sound is off. However, the low  
tone for illegal moves or illegal key  
presses does not turn off.  
Second press of the OPTIONS key -  
CU:bE- The doubling cube can be used.  
CUbE- Cube is off, so no doubling will  
be permitted.  
Third press of the OPTIONS key  
resumes play.  
Playing the Game  
NEW KEY  
You can begin a new game at any time.  
• Each player moves their pieces accord-  
ing to the numbers shown on the dice.  
• A player moves the same piece or any  
two pieces, once for the number on one  
die. And again for the number on the  
other die. But you cannot add the total of  
the two die.  
+SELECT KEY  
Press this key to select which pip you  
would like to move. It will only point to  
pips that can be legally moved. Also use  
it to increase the level and contrast set-  
ting.  
• A player must, if possible, play both  
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parts of his roll.  
opponents inner home table before you  
may move any of your other pieces. For  
example, refer to the figure below:  
• If it is impossible to use both parts of a  
roll, a player must (if possible) use the  
higher part. Then the player must “pass”.  
• If a player is unable to use any part of  
his roll to move any of his pieces, he must  
“pass” and it is his opponent’s turn again.  
• When a player rolls doubles, you can  
make four moves of the same piece or  
any combination of pieces you choose.  
• Each player moves their pieces from his  
opponent’s inner table to his inner table  
as shown below:  
If you have a piece on the BAR and throw  
2 and a 4, you cannot re-enter your pieces  
on point 2 or 4 since they have been  
closed by your opponent. You would  
need to “pass”. You can only get off the  
BAR if you land on points 1,5, and 6. If  
you land on point 5, your opponent’s  
piece will be removed to the BAR.  
How To Bear Off  
• When all 15 pieces are in a player’s  
inner home table, the player must remove  
or “bear off” the pieces from the board.  
• If a number thrown is higher than any  
points occupied by the player’s pieces,  
then you may bear off from the highest  
points. For Example, if you throw a 6 and  
a 4, you can bear off from points 5 and 4,  
because you have no pieces on point 6.  
see below:  
The three type of moves shown are:  
I - clear of any other pieces  
II - occupied by one or more of his own  
pieces.  
III - occupied by any single opponents’s  
piece (called a blot). You may hit the  
opponent’s piece and move it to the BAR.  
• When you have two or more pieces on  
a point it is called a “closed point”. Your  
opponent is not permitted to land on it.  
See the top figure in next column.  
• If the number thrown corresponds  
exactly to a point with a players’s piece,  
the player may bear it off.  
• If a number thrown is lower than any  
points occupied by the player’s pieces,  
then you must move the piece further  
How To Get In From Bar  
• If one of your pieces has been placed on  
the BAR, you must re-enter into your  
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along in your home table.  
Hints On Strategy  
Gammons  
Early in play it is best to leave your back  
pieces alone, unless you can bring them  
out on good throws (6-5, 6-6, 4-4, or by  
hitting a blot). As the game moves on,  
you should try to make a prime which is  
six consecutive closed points. Your oppo-  
nent cannot move over a prime, so you  
have blocked him in, thus increasing your  
chances of winning.  
You should hit your opponent’s men  
when he leaves blots far from your home  
table. Enemy blots in your home table are  
dangerous to hit, since your opponent  
may re-enter and hit your blot sending  
you back to the bar and your inner table.  
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 scores 2 points. This  
situation is called a “Gammon”.  
If the loser has not managed to bear off  
any men and also has at least one man on  
the bar or in the winner’s inner table, then  
the winner has made a “Backgammon”  
and his basic score is 3 points.  
The winner’s basic score is then multi-  
plied by the value of the doubling cube to  
obtain the actual number of points scored.  
As your opponent makes points in his  
home table you should play more cau-  
tiously because it will be more difficult  
for you to enter a man after being hit.  
Doubling Cube  
Use of the doubling cube can make the  
game much more exciting. The cube has  
its faces numbered 2,4,8,16,32 and 64. At  
the start of the game the cube is “in the Special Care  
Avoid rough handling such as bumping or  
middle”, it does not have any effect at  
that stage.  
Before he rolls the dice to make a move,  
a player may take the cube from “the  
middle” and offer it to his opponent. If  
the opponent accepts the doubling cube,  
it is turned up with the number 2 showing  
dropping.  
Avoid moisture and extreme temperatures.  
For best results, use between the temperatures  
of 39ºF and 100ºF (4ºC and 38ºC).  
Clean using only a slightly damp cloth.  
Do not use cleaners with chemical agents.  
on it. On any of the opponents turns, Battery Information  
before he rolls his dice, he may offer the  
doubling cube to the other player. If the  
other player accepts it, the face with the 4  
is turned up and the cube is held by that  
player. This can continue to happen until  
the maximum cube value of 64 is  
reached.  
Your LCD Backgammon uses 2 “AAA”  
batteries.  
Do not mix old and new batteries.  
Do not mix alkaline standard or  
&
rechargeable batteries.  
Install batteries so that the polarity  
(+ and -) matches the diagrams in the battery  
compartment.  
Computers can sometimes "lock  
up" due to static discharge or  
other electrical disturbances. If  
this should happen, use a slim,  
pointed object to press the buton  
marked “RESET.”  
Use only batteries of the same type and  
equivalency.  
Remove exhausted batteries from the unit.  
Do not short circuit battery terminals.  
Excalibur Electronics reserves the right to  
make technical changes without notice in the  
interest of progress.  
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7
FCC Notice  
This device complies with Part 15 of the FCC Rules. Operation is subject to the following two  
conditions: (1) this device may not cause harmful interference, and (2) this device must accept  
any interference received, including interference that may cause undesired operation.  
NOTE: This equipment has been tested and found to comply with the limits for a Class B digital  
device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable  
protection against harmful interference in a residential installation. This equipment generates,  
uses and can radiate radio frequency energy and, if not installed and used in accordance with the  
instructions, may cause harmful interference to radio communications. However, there is no  
guarantee that interference will not occur in a particular installation. If this equipment does cause  
harmful interference to radio or television reception, which can be determined by turning the  
equipment off and on, the user is encouraged to try to correct the interference by one or more of  
the following measures:  
-- Reorient or relocate the receiving antenna.  
-- Increase the separation between the equipment and receiver.  
-- Connect the equipment into an outlet on a circuit different from that to which the receiver is  
connected.  
-- Consult the dealer or an experienced radio/TV technician for help.  
Limited 90 Day Warranty  
EXCALIBUR ELECTRONICS, INC., war-  
rants to the original consumer that its products  
are free from any electrical or mechanical  
defects for a period of 90 Days from the date  
of purchase. If any such defect is discovered  
within the warranty period, EXCALIBUR  
ELECTRONICS, INC., will repair or replace  
the unit free of charge upon receipt of the unit,  
shipped postage prepaid and insured to the  
factory address shown at right.  
The only authorized service center in the  
United States is:  
Excalibur Electronics, Inc.  
13755 SW 119th Ave  
Miami, Florida 33186 U.S.A.  
Phone: 305.477.8080  
Fax: 305.477.9516  
Ship the unit carefully packed, preferably in  
the original carton, and send it prepaid, and  
adequately insured. Include a letter, detailing  
the complaint and including your daytime  
telephone number, inside the shipping carton.  
If your warranty has expired and you want an  
estimated fee for service, write to the above  
address, specifying the model and the  
problem.  
The warranty covers normal consumer use and does not  
cover damage that occurs in shipment or failure that results  
from alterations, accident, misuse, abuse, neglect, wear and  
tear, inadequate maintenance, commercial use, or unreason-  
able use of the unit. Removal of the top panel voids all war-  
ranties. This warranty does not cover cost of repairs made or  
attempted outside of the factory.  
Any applicable implied warranties, including war-  
ranties of merchantability and fitness, are hereby limit-  
ed to 90 Days from the date of purchase.  
Consequential or incidental damages resulting from a  
breach of any applicable express or implied war-  
ranties are hereby excluded. Some states do not  
allow limitations on the duration of implied war-  
ranties and do not allow exclusion of incidental  
or consequential damages, so the above limita-  
tions and exclusions in these instances may not  
apply.  
DO NOT SEND YOUR UNIT  
WITHOUT RECEIVING  
AN ESTIMATE FOR  
SERVICING.  
WE CANNOT STORE  
YOUR UNIT!  
E125-072908-00  
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