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Backwards move. Men still on bar. Move not rolled. Bad starting position. Destination occupied. Can't remove men yet. @(#)data.c 1.6 88/02/07 SMICׂ׬)jأ$eهو Ogڣ"aێ>܀+gݤݳ0oޭ0Lߌ KFU0QRS6p'=} H|  8P\pĄĘĨĴ        (0DLXdpTo start the game, I roll a 3, and you roll a 1. This meansthat I get to start first. I move 8-5,6-5 since this makes anew point and helps to trap your back men on 1. You should beable to do a similar move with your roll.Now you shall see a move using doubles. I just rolled double5's. I will move two men from position 13 to position 3. Thenotation for this is 13-8,13-8,8-3,8-3. You will also roll dou-bles, but you will be able to make a much stronger move.Excellent! As you can see, you are beginning to develop a wallwhich is trapping my men on position 24. Also, moving your backmen forward not only improves your board position safely, but itthwarts my effort to make a wall.My roll now is 5 6. Normally, I would use that roll to move fromposition 24 to position 13 (24-18-13), but your new point preventsthat. Instead, I am forced to move from 13 to 2, where my man isopen but cannot be hit.As you can see, although you left a man open, it is a rela-tively safe move to an advantageous position, which might helpyou make a point later. Only two rolls (4 5 or 5 4) will allowme to hit you. With an unprecedented amount of luck, I happento roll a 4 5 and hit you as just mentioned.You're pretty lucky yourself, you know. I follow by rolling 2 3and moving 25-22,24-22, forming a new point.Not a spectacular move, but a safe one. I follow by rolling 6 1.I decide to use this roll to move 22-16,16-17. It leaves me withone man still open, but the blot is farther back on the board, andwould suffer less of a loss by being hit.By moving your two men from 17 to 20, you lessen my chance ofgetting my man off the board. In fact, the odds are 5 to 4against me getting off. I roll with the odds and helplesslyreceive a 3 5.Note that the blot on 7 cannot be hit unless I get off the barand have a 1 or a 6 left over, and doing so will leave two ofmy men open. Also, the blot on 16 cannot be hit at all! Witha sigh of frustration, I roll double 6's and remain immobile.See, you did not get hit and, you got to 'cover up' your open men.Quite an accomplishment. Finally, I get off the bar by rolling6 2 and moving 25-23,23-17.My venture off the bar did not last long. However, I got luckyand rolled double 1's, allowing me to move 0-1,1-2,15-14,15-14.You are improving your position greatly and safely, and are wellon the way to winning the game. I roll a 6 2 and squeak pastyour back man. Now the game becomes a race to the finish.Now that it is merely a race, you are trying to get as many menas possible into the inner table, so you can start removing them.I roll a 3 4 and move my two men farthest back to position 11(15-11,14-11).The race is still on, and you have seem to be doing all right.I roll 6 1 and move 14-8,13-12.Notice that you get to remove men the instant you have all ofthem at your inner table, even if it is the middle of a turn.I roll 1 2 and move 13-11,12-11.Although you could have removed a man, this move illustrates twopoints: 1) You never have to remove men, and 2) You should tryto spread out your men on your inner table. Since you have oneman on each position, you should be able to remove at least twomen next turn. I roll 2 5 and move 8-6,11-6.This time you were able to remove men. I roll 3 4 and move11-7,11-8. The race continues.More holes are opening up in your inner table, but you arestill very much ahead. If we were doubling, you would havedoubled long ago. I roll 2 6 and move 8-6,11-5.It pays to spread out your men. I roll 3 5 and move 7-4,8-3.You can only remove some men, but you spread out more andmore, in order to be able to remove men more efficiently.I roll double 3's, which help, but not that much. I move8-5,3-0,3-0,3-0.I roll 1 4 and move 5-4,4-0.You are now nicely spread out to win a game. I roll 5 6 andmove 5-0,6-0.Any minute now. Just a few short steps from victory. I roll2 4 and move 6-4,4-0.It looks pretty hopeless for me, but I play on, rolling 1 3 andmoving 4-3,3-0.Congratulations! You just won a game of backgammon against thecomputer! You will now be able to play a game, but remember,when you start playing, that doubling will be enabled, whichwill add another factor to the game... Good luck!!@(#)fancy.c 1.6 88/02/07 SMIbccdceclcmhomcmlndup%%%%%&&&&! Internal cursor error. licopc@(#)init.c 1.5 88/02/07 SMI/usr/games/backgammon/usr/games/teachgammon WhiteRedwhitered@(#)odds.c 1.5 88/02/07 SMI@(#)one.c 1.5 88/02/07 SMIError: ... @(#)save.c 1.5 88/02/07 SMIAre you sure you want to leave now?Enter a file name: The file '' already exists. Are you sure you want to use this file? Can't use This game has been saved on the file ''. Type "backgammon " to recover your game. Can't recover file: . @(#)subs.c 1.6 89/06/28 SMIPlayer is red, computer is white.Player is white, computer is red.(No computer play.)0_$LzUsage: backgammon [-] [n r w b pr pw pb t3a] - gets this list 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 term terminal is a term sfile recover saved game from file addbuf (write):buflush (write):readcRed's roll: White's roll: Game value: . doubled last. Are you sure you want to quit?Would you like to save this game? (Y, N, or (Y or N) Yes. No. Blot hit on Score: , fixttyROLL: @(#)table.c 1.5 88/02/07 SMI?}R?QB9876543210.9876543210/ -'./ , 654321.H =9=8=7=6=5=4=3=25130=.9=8=7=6=5=4=3=2=1=0= ,-' . Enter moves as - or / where is the startingposition, is the finishing position, and is the roll.Remember, each die roll must be moved separately. Move:    Move: Move: @(#)teach.c 1.8 89/04/19 SMI Fdw Enter a space or newline to roll, or b to display the board d to double q to quit teachgammon(gtty)TERMbackgammonnHelp! Backgammon program is missing!! @(#)ttext1.c 1.5 88/02/07 SMI(<[l&i(i)i/0?@)i0q%dCEIBF 'f%ai+j.o3sa  ^   ! _     @ }   B I QIMRHEDSPT--> I Introduction to Backgammon M Moves and Points R Removing Men from the Board H Hitting Blots E Ending the Game and Scoring D Doubling S Strategy P The Program and How to Use It also, you can type: ? to get this list Q to go start playing T to go straight to the tutorial  These rules consist of text describing how to play Backgammonfollowed by a tutorial session where you play a practice gameagainst the computer. When using this program, think carefulybefore typing, since it reacts as soon as you type something. Inaddition, the program presents text output, such as these rules,in small blocks that will not roll off the top of the screen.Frequently, you will see the characters '-->' indicating that theprogram is waiting for you to finish reading, and will continueprinting when you type a space or newline. Also, the rules aredivided into sections, and although you should read them in or-der, you can go directly to any of them by typing one of the fol-lowing letters:(Remember to hit a space or a newline to continue.) Introduction: Backgammon is a game involving the skill of two players andthe luck of two dice. There are two players, red and white, andeach player gets fifteen men. The object of the game is to re-move all your men from the board before the opponent does. Theboard consists of twenty-four positions, a 'bar' and a 'home' foreach player. It looks like this: Although not indicated on the board, the players' homes arelocated just to the right of the board. A player's men are placedthere when they are removed from the board. The board you justsaw was in it's initial position. All games start with the boardlooking like this. Notice that red's pieces are represented by theletter 'r' and white's pieces are represented by the letter 'w'.Also, a position may have zero or more pieces on it, e.g. posi-tion 12 has five red pieces on it, while position 11 does nothave any pieces of either color. Moves and Points: Moves are made along the positions on the board according totheir numbers. Red moves in the positive direction (clockwisefrom 1 to 24), and white moves in the negative direction (coun-terclockwise from 24 to 1). A turn consists of rolling the dice, and moving the number ofpositions indicated on each die. The two numbers can be used tomove one man the sum of the two rolls, or two men the number oneach individual die. For example, if red rolled 6 3 at the startof the game, he might move a man from 1 to 7 to 10, using bothdice for one man, or he might move two men from position 12, oneto 15 and one to 18. (Red did not have to choose two men start-ing from the same position.) In addition, doubles are treatedspecially in backgammon. When a player rolls doubles, he gets tomove as if he had four dice instead of two. For instance, if yourolled double 2's, you could move one man eight positions, fourmen two positions each, or any permutation in between. However, there are certain limitations, called 'points.' Aplayer has a point when he has two or more men on the same posi-tion. This gives him custody of that position, and his opponentcannot place his men there, even if passing through on the way toanother position. When a player has six points in a row, it iscalled a 'wall,' since any of his opponent's men behind the wallcannot pass it and are trapped, at least for the moment. Noticethat this could mean that a player could not use part or all ofhis roll. However, he must use as much of his roll as possible. Removing Men from the Board: The most important part of the game is removing men, sincethat is how you win the game. Once a man is removed, he staysoff the board for the duration of the game. However, a playercannot remove men until all his men are on his 'inner table,' orthe last six positions of the board (19-24 for red, 6-1 forwhite). To get off the board, a player must roll the exact number toget his man one position past the last position on the board, orhis 'home.' Hence, if red wanted to remove a man from position23, he would have to roll a 2, anything else would be used foranother man, or for another purpose. However, there is one ex-ception. If the player rolling has no men far enough to move theroll made, he may move his farthest man off the board. For exam-ple, if red's farthest man back was on position 21, he could re-move men from that position if he rolled a 5 or a 6, as well as a4. Since he does not have men on 20 (where he could use a 5) oron 19 (where he could use a 6), he can use these rolls for posi-tion 21. A player never has to remove men, but he must make asmany moves as possible. Hitting Blots: Although two men on a position form an impenetrable point, alone man is not so secure. Such a man is called a 'blot' and hasthe potential of getting hit by an opposing man. When a player'sblot is hit, he is placed on the bar, and the first thing thatplayer must do is move the man off the bar. Such moves arecounted as if the bar is one position behind the first positionon the board. Thus if red has a man on the bar and rolls 2 3, hemust move the man on the bar to position 2 or 3 before moving anyother man. If white had points on positions 2 and 3, then redwould forfeit his turn. Being on the bar is a very bad position,for often a player can lose many turns trying to move off thebar, as well as being set back the full distance of the board. Ending the Game and Scoring: Winning a game usually wins one point, the normal value of agame. However, if the losing player has not removed any men yet,then the winning player wins double the game value, called a'gammon.' If the losing player has a player on the bar or on thewinner's inner table, then the winner gets triple the game value,which is called a 'backgammon.' (So that's where the name comesfrom!)@(#)ttext2.c 1.6 89/06/28 SMI   0n2p  WX^9y2p.m>|@C K.g(j*gw Doubling: If a player thinks he is in a good position, he may double thevalue of the game. However, his opponent may not accept the pro-posal and forfeit the game before the price gets too high. Aplayer must double before he rolls, and once his double has beenaccepted, he cannot double again, until his opponent has doubled.Thus, unless the game swings back and forth in advantage betweenthe two players a great deal, the value of the game should below. At any rate, the value of the game will never go above 64,or six doubles. However, if a player wins a backgammon at 64points, he wins 192 points! Strategy: Some general hints when playing: Try not to leave men openunless absolutely necessary. Also, it is good to make as manypoints as possible. Often, two men from different positions canbe brought together to form a new point. Although walls (sixpoints in a row) are difficult to form, many points nestled close-ly together produce a formidable barrier. Also, while it is goodto move back men forward, doing so lessens the opportunity for youto hit men. Finally, remember that once the two player's havepassed each other on the board, there is no chance of either teambeing hit, so the game reduces to a race off the board. Addi-tional hints on strategy are presented in the practice game. The Program and How It Works: A general rule of thumb is when you don't know what to do,type a question mark, and you should get some help. When it isyour turn, only your color will be printed out, with nothingafter it. You may double by typing a 'd', but if you type aspace or newline, you will get your roll. (Remember, you mustdouble before you roll.) Also, typing a 'r' will reprint theboard, and a 'q' will quit the game. The program will type'Move:' when it wants your move, and you may indicate each die'smove with -, where is the starting position and isthe finishing position, or / where is the roll made.-- is short for -,- and / isshort for /,/. Moves may be separated by a commaor a space. While typing, any input which does not make sense will not beechoed, and a bell will sound instead. Also, backspacing andkilling lines will echo differently than normal. You may examinethe board by typing a 'r' if you have made a partial move, or be-fore you type a newline, to see what the board looks like. Youmust end your move with a newline. If you cannot double, yourroll will always be printed, and you will not be given the oppor-tunity to double. Home and bar are represented by the appropri-ate number, 0 or 25 as the case may be, or by the letters 'h' or'b' as appropriate. You may also type 'r' or 'q' when the programtypes 'Move:', which has the same effect as above. Finally, youwill get to decide if you want to play red or white (or both if youwant to play a friend) at the beginning of the session, and youwill not get to change your mind later, since the computer keepsscore. Tutorial (Practice Game): This tutorial, for simplicity's sake, will let you play onepredetermined game. All the rolls have been pre-arranged, andonly one response will let you advance to the next move.Although a given roll will may have several legal moves, the tu-torial will only accept one (not including the same moves in adifferent order), claiming that that move is 'best.' Obviously,a subjective statement. At any rate, be patient with it and havefun learning about backgammon. Also, to speed things up a lit-tle, doubling will not take place in the tutorial, so you willnever get that opportunity, and quitting only leaves the tutori-al, not the game. You will still be able to play backgammonafter quitting. This is your last chance to look over the rules before the tu-torial starts.@(#)tutor.c 1.5 88/02/07 SMIThat is a legal move, but there is a better one. AARGH!!! @(#)termcap.c 1.11 88/02/08 SMITERMCAP/etc/termcapTermcap entry too long Bad termcap entry Infinite tc= loop Termcap entry too long E^^\\::n r t bf @(#)tgoto.c 1.5 88/02/08 SMIOOPS@(#)tputs.c 1.5 88/02/08 SMI5MS7)  ((((( DDDDDDDDDDAAAAAABBBBBB