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Skillgammon
is a more strategic, skill-oriented
version of backgammon. You
will be playing red, and a
computer-controlled opponent
will be playing white. Instead
of rolling dice, you will be
selecting from up to five different
possible dice rolls. The main
Object of the game is to remove
your red pieces from the board
before your computer-controlled
opponent removes the white
pieces.
At the beginning of your
turn, chose one of the dice
rolls displayed in the "Available
Rolls" box. When there
is only one roll left in
this box, five more rolls
will appear in the "Coming
Next" box. After that
final roll is used, these
five rolls will move into
the "Available Rolls" box
and become available to you
and the computer-controlled
player. Scoring is based
on three things: pips, bearing
off, and time.
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The
game starts with 1000 points
by default :
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Whenever
you reduce your pips, your score is increased
by that amount.
Whenever your opponent's pips decreases,
your score is decreased by that amount.
Whenever you bear off a piece, your score
goes up by 25 points.
Whenever your opponent bears off a piece,
your score goes down by 25 points.
At the end of the game, you receive a
time bonus based on the following formula:
Time Bonus = ( Time Remaining * 800 )
/ Time Limit
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Try to form as many locks
as possible. This will limit your opponent's
choices. The most valuable place to form
blocks are in your home court. Avoid leaving
blots, especially the closer they get to
your home court, where being knocked off
will lose you a lot of pips. Look ahead to
the other available rolls. Sometimes you
can make moves which would be too risky in
regular backgammon, but which are safe in
Skillgammon because no upcoming roll will
result in your being knocked to the bar.
If you find yourself well behind, try to
keep pieces in your opponent's home court
as long as possible, in order to keep open
as long as possible the possibility of knocking
your opponent's pieces to the bar. |
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