Megasoft2000 Ltd.
Palm OS Software Division (PSD).
Supports all handhelds running Palm OS 5.0 or greater
Supports Hi-Res (320x320), Hi-Res+ (320x480) and Landscape (480x320) displays
Supports 16-bit color displays only.
To install this program you should synchronize: MegaGammon.prc to your device. Files can be installed by using the Desktop S/W or just any other application.
The MegaGammon game is an analogy with one of the most popular and classical game: BackGammon! We propose a completely automatic version where all your attention should be concentrated not on the actions but on your skills and desire to conquer a crafty rival who will play against you. The algorithm of this version is based on the adventurous and risky laying style of your computer opponent. It makes you be attentive, concentrate your attention on your opponent`s actions and analyse each of your steps. Remember: your opponent is eager to punish you for carelessness at any minute and after any move. Don`t give him this chance!
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New Game - Start a new game
Undo - Last move undo
Hint - Hint that can be used to perform an optimal move
Results - This window tabulates and indicates statistics about all of
your games. On the base of these data you can analyse your success and bitter
defeats. We hope that in a short period of time this window will make you
happy!
Statistics - Dice throws statistics for both players.
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Settings - Game adjustment
Difficulty - Difficulty level for backgammon game
Registration - After you have purchased this program you get the
registration code, which you must enter in this window.
About - Information about game developers.
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Continue with - This option enables selecting the scenario after the game is over.
"BackGammon" – the game of BackGammon always launches.
"Nardi" – the game of Nardi (Feuga) always launches.
"Previus game" – the game played last launches.
"Selection" – screen dialog (BackGammon, Nardi, Exit) launches.
Checkers move - Checkers move direction selection
Animation speed - Checkers move speed
Dice autoroll for - The game can roll the dice for you and for itself.
Otherwise before each move you are to press the dice area in order to roll
them. Remember that you can double only before you roll the dice. That is why
do not set this parameter to "Both" or "Human" if you
intend to use a doubling cube
Doubling - Enables to use a doubling cube
Automove - In case this option is selected: if the selected checker can
be moved to the only position this move needs no additional approval then.
Sound volume - Digital sound volume (Palm, Inc. devices only)
Handedness - Interface setting (Landscape mode only)
Onscreen Undo - The "Undo" button will be available on the
game main screen.
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Results.
This window tabulates and indicates statistics about all of your games. On the
base of these data you can analyse your success and bitter defeats. We hope
that in a short period of time this window will make you happy!
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Statistics.
Dice throws statistics for both players.
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As soon as you touch any of your man the system will
automatically indicate all possible points for the movements of the selected man.
Touch one of the defined points and enjoy the animated movement of the stone. If
you have made a wrong move you may return and select another move as the system
does not limit the number of returns. If you find it difficult to select the
proper move you can use help which is at your disposal at any time during the
game.
The doubling cube starts at one. To double the other player, tap
the doubling cube. If you are doubled, then you have the option to accept or
refuse the double. If the double is refused, then the player loses the game. You
can double only before you roll the dice for your turn. If you have "AutoRoll
for Player"or "AutoRoll for Both"options set on, then you will
not be able to double.
The object of the game is to move 15 checkers around the board, getting them all to your inner board and then to "bear them off" as quickly as possible (actually move them off the board). The first one to bear off all of his or her checkers is the winner.
To begin the game, each player throws one of his two dice. The player with the highest die roll uses the two dice to make his first move. He does this by moving a checker the number of points equal to one of the dice. Then moving the same piece again, or another piece by the number of pips shown on the second die.
Movement of each side occurs in only one direction. The flow of movement begins at the opponent's inner table, around and through the outer table, and finally to the player's own inner table. After the first throw the players alternate throwing their dice. Each moves his pieces as specified above (each die being a separate move). But there are a few caveats. First, a checker cannot be placed on a point where the opponent has 2 or more pieces. (However, a checker may move through a point having more than one opposing checker.) Second, if a player throws doubles on his dice, he gets to move twice. For example double fours would yield sixteen points of movement in batches of four.
In deciding where to move it is usually best to avoid creating a blot. A blot is a point upon which there is only one checker. If the opponent ends a movement from one or the other of his dice on a blot the blotted checker is placed on the bar. (This is called a hit.) If a player has one or more checkers on the bar, he must use his dice roll to return his checkers to play (if possible). The player places his checker on the point on his opponent's inner board that corresponds with the roll of one or the other of the dice. If all possibilities of returning a checker to play are occupied by two or more opposing checkers, then the checkers must remain on the bar and the dice roll abandoned (the rolling player then cannot move for that turn).
If a player can move, he or she must move. If only one or the other of the dice can possibly be used, then the highest of the two dice must be chosen. Once all of the checkers have entered a player's inner table, he or she can begin the process of bearing off. To do this the player removes the checkers on points corresponding to his dice roll. If a die is greater than occupied points, one of the lesser points may be borne off unless there still remain checkers on a higher numbered point. For example a player rolls a 4 and a 3. He has a checker on the 2 and 3 points as well as the 6 point. He can bear off the checker on the 3 point, but must move the checker on the 6 point rather than bear the checker off on the 2 point on the off chance he might roll a six on his next turn.
When one side or the other has borne off all of his or her checkers, the game is over and the score is tallied.
A player who ends the game without having borne off a single checker is said to have been "gammoned". This entitles the winning player to garner double the number of points he would have received for winning the game (taking into account the doubling cube as well). If the losing player is gammoned plus has a piece on the bar, then he is backgammoned, which would triple the victor's winnings from the game in question.
Two players place 15 men each on his/her part of the board along
the left side of it.
Placed in the initial position men are called “Head”, so to move from the
initial position is "to take from the head". Only one man can be taken
from the head during a move. During the first move a player can take two men
from the head. The necessity to move two men at a time appears for the person
who is the first to move when the following dice combinations occur: six-six,
four-four, three-three, etc.
Men move counter-clockwise in Narde. Narde lacks bumped pieces, as there
aren’t any encounter battles.
Two dice ("zari") are used in the game.
The first move decision: each player rolls one die to decide the first move. The
right to make the first move gets the player whose die value is higher. If both
players roll the same number, they re-roll the die until one gets the higher
number.
While playing the game each player rolls two dice ("zari"). After the
player has rolled the dice he moves one of his men according to the number on
one of the dice, then he moves any other man according to the number on the
other die. For example, the number on the "zari"is four-two. In this
case the player makes four moves with one man and two moves with the other man.
It is allowed to make six moves with only one man that is the player first makes
four moves and then two. According to the rules one mustn’t move two men
according to the number on one of the dice. If the number on the dice is five–three,
it is impossible to make two moves with one man, three moves with the other man
and then three more with another one. If the dice show double, i.e. the same
number of points (two-two, three-three, etc.), the player makes four moves,
moving his men according to the number on the dice.
Unlike backgammon, narde rules say that if six men are situated in front of one
of the opponent’s men, this man is blocked. The building of the continuous row
of your six men is thought to be the ideal result to jam the rival’s men.
The player mustn’t:
Move the man to the point that is occupied by the opponent’s man.
Block all the rival’s men;one of the rival’s men must be in front of the
block.
Starting from above, one can draw the conclusion that the objective of each
player is to block as many points with his men as possible thus limiting the
movement of the rival’s men. The situation in which the men can’t move, i.e.
the player can’t move the men according to the number on the dice (the men get
to the occupied points), means that the player looses all the spots and misses
his turn. In case when it is possible to move the checker according to the
number on one of the dice but there is no possibility to move the checker
according to the number on the other die, one must make only the possible move
and the points of the second die are lost. The player can’t refuse the full
move even if this move is unfavorable. In case the player can perform any of the
two moves but only one, he has to play the higher number. For example, the dice
combination is six-four. The player can make six or four moves with his checker.
It is correct to make six moves. Fewer points are lost at that.
When the player moved all his 15 men in his Home board, one can begin bearing
them off from the board. The player bears the piece in such a way: 2 dice are
rolled and the men on the points defined by the roll are removed from the board.
For example, if it is 6, one can remove the piece from the 6th point.
If there are no men on the point defined by the numbers on the dice, the player
can move the piece from the points higher then the number. If the player can
make a move, one doesn’t have to bear the piece off from the board. You may
bear off pieces if all your pieces are in your Home board.
The winner of the game is the player who is the first to make the cycle and when
at "home" bears all his men off. The loser pays the stake fixed before hand.
Before buying it, you can play 10 complete games in total. If
you want to buy it address
to:
http://www.mobihand.com
Copyright © 1999-2006
Megasoft2000. All rights
reserved.
support@megasoft2000.com
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