BACKGAMMON(6)
NAME
backgammon - the game of backgammon
teachgammon - learn to play backgammon
SYNOPSIS
backgammon [-] [-nrwb] [-pr] [-pw] [-pb] [-t term] [-s file]
teachgammon
DESCRIPTION
This program lets you play backgammon against the computer or against a
"friend". All commands only are one letter, so you don't need to type a
carriage return, except at the end of a move. The program is mostly self
documenting, so that a question mark (?) will usually get some help. If
you answer `y' when the program asks if you want the rules, you will get
text explaining the rules of the game, some hints on strategy, instruc-
tion on how to use the program, and a tutorial consisting of a practice
game against the computer. A description of how to use the program can
be obtained by answering `y' when it asks if you want instructions.
The possible arguments for backgammon (most are unnecessary but some are
very convenient) consist of:
-n don't ask for rules or instructions
-r player is red (implies n)
-w player is white (implies n)
-b two players, red and white (implies n)
-pr print the board before red's turn
-pw print the board before white's turn
-pb print the board before both player's turn
-t term
terminal is type term, uses /usr/share/misc/termcap
-s file
recover previously saved game from file. (This can also be done
by executing the saved file, i.e., typing its name in as a com-
mand)
Any unrecognized arguments are ignored. An argument of a lone `-' gets a
description of possible arguments.
If term has capabilities for direct cursor movement (see termcap(5))
backgammon ``fixes'' the board after each move, so the board does not
need to be reprinted, unless the screen suffers some horrendous malady.
Also, any `p' option will be ignored. (The `t' option is not necessary
unless the terminal type does not match the entry in the
/usr/share/misc/termcap data base.)
QUICK REFERENCE
When the program prompts by typing only your color, type a space or car-
riage return to roll, or
d to double
p to print the board
q to quit
s to save the game for later
When the program prompts with 'Move:', type
p to print the board
q to quit
s to save the game
or a move, which is a sequence of
s-f move from s to f
s/r move one man on s the roll r separated by commas or spaces and
ending with a newline. Available abbreviations are
s-f1-f2
means s-f1,f1-f2
s/r1r2 means s/r1,s/r2
Use b for bar and h for home, or 0 or 25 as appropriate.
AUTHOR
Alan Char
FILES
/usr/games/teachgammon rules and tutorial
/usr/share/misc/termcap terminal capabilities
BUGS
The program's strategy needs much work.