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reversi(6) [v7 man page]

REVERSI(6)							   Games Manual 							REVERSI(6)

NAME
reversi - a game of dramatic reversals SYNOPSIS
/usr/games/reversi [ [ -r ] file ] DESCRIPTION
Reversi (also known as `friends', `Chinese friends' and `Othello') is played on an 8x8 board using two-sided tokens. Each player takes his turn by placing a token with his side up in an empty square. During the first four turns, players may only place tokens in the four cen- tral squares of the board. Subsequently, with each turn, a player must capture one or more of his opponent's tokens. He does this by placing one of his tokens such that it and another of his tokens embrace a solid line of his opponent's horizontally, vertically or diago- nally. Captured tokens are flipped over and thus can be re-captured. If a player cannot outflank his opponent he forfeits his turn. The play continues until the board is filled or until no more outflanking is possible. In this game, your tokens are asterisks and the machine's are at-signs. You move by typing in the row and column at which you want to place your token as two digits (1-8), optionally separated by blanks or tabs. You can also type c to continue the game after hitting break (this is only necessary if you interrupt the machine while it is deliberating). g n to start reversi playing against itself for the next n moves (or until the break key is hit). n to stop printing the board after each move. o to start it up again. p to print the board regardless. q to quit (without dishonor). s to print the score. Reversi also recognizes several commands which are valid only at the start of the game, before any moves have been made. They are f to let the machine go first. h n to ask for a handicap of from one to four corner squares. If you're good, you can give the machine a handicap by typing a negative number. l n to set the amount of lookahead used by the machine in searching for moves. Zero means none at all. Four is the default. Greater than six means you may fall asleep waiting for the machine to move. t n to tell reversi that you will only need n seconds to consider each move. If you fail to respond in the alloted time, you forfeit your turn. If reversi is given a file name as an argument, it will checkpoint the game, move by move, by dumping the board onto file. The -r option will cause reversi to restart the game from file and continue logging. REVERSI(6)

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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
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