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backgammon(6) [suse man page]

BACKGAMMON(6)							 BSD Games Manual						     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 are only one letter, so you don't need to type a carriage return, except at the end of a move. The program is mostly self-explanatory, 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, instructions 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 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 neces- sary 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 carriage 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. BSD
May 31, 1993 BSD

Check Out this Related Man Page

CHECKERS(6)							   Games Manual 						       CHECKERS(6)

NAME
checkers - game SYNOPSIS
/usr/games/checkers DESCRIPTION
Checkers uses standard notation for the board: BLACK +-----+------+------+------+------+------+------+------+ |//// | 1 | //// | 2 | //// | 3 | //// | 4 | |//// | | //// | | //// | | //// | | +-----+------+------+------+------+------+------+------+ | 5 | //// | 6 | //// | 7 | //// | 8 | //// | | | //// | | //// | | //// | | //// | +-----+------+------+------+------+------+------+------+ |//// | 9 | //// | 10 | //// | 11 | //// | 12 | |//// | | //// | | //// | | //// | | +-----+------+------+------+------+------+------+------+ | 13 | //// | 14 | //// | 15 | //// | 16 | //// | | | //// | | //// | | //// | | //// | +-----+------+------+------+------+------+------+------+ |//// | 17 | //// | 18 | //// | 19 | //// | 20 | |//// | | //// | | //// | | //// | | +-----+------+------+------+------+------+------+------+ | 21 | //// | 22 | //// | 23 | //// | 24 | //// | | | //// | | //// | | //// | | //// | +-----+------+------+------+------+------+------+------+ |//// | 25 | //// | 26 | //// | 27 | //// | 28 | |//// | | //// | | //// | | //// | | +-----+------+------+------+------+------+------+------+ | 29 | //// | 30 | //// | 31 | //// | 32 | //// | | | //// | | //// | | //// | | //// | +-----+------+------+------+------+------+------+------+ +-----+------+------+----WHITE----+------+------+------+ Black plays first. The program normally plays white. To specify a move, name the square moved from and the square moved to. For multiple jumps name all the squares touched. Certain commands may be given instead of moves: reverse Reverse roles; the program takes over your pieces. backup Undo the last move for each player. list Print the record of the game. move Let the program select a move for you. print Print a map of the present position. CHECKERS(6)

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