Einstein Touch Backgammon User manual

Einstein
Touch Backga
mmon
Userʼs Guide
MODEL NO. ET477

To conserve battery life, this unit will automatically
shut off if left inactive.
C
ongratulations on your purchase of Einstein Touch Backgammon. Now, the
challenging game of Backgammon can travel with you anywhere. Einstein
Touch Backgammon offers two levels of challenging computer opponents,
has simple, intuitive controls and provides nearly endless Backgammon fun!
Albert Einstein is probably best known for his famous formula,
E=mc
2
, but this German-born theoretical physicist made unparalleled
contributions to modern scientifi c thought. In the fi eld of physics, he
introduced his special theory and general theory of relativity and, in 1921,
his work on the photoelectric effect won him the Nobel Prize in Physics.
Please read this
guide thoroughly especially noting safety and care
instructions
.
Keep this guide for reference.
2
CONTENTS:
1 - Einstein Touch
Backgammon
1 - Stylus
1 - Userʼs Guide
ALBERT EINSTEIN and related rights ™/© of
HUJ, used under license.
BATTERY INSTALLATION
1.
T
he battery compartments are
l
ocated on the back of the unit.
Using a small Phillips screwdriver, remove each compartment
cover.
2. Install 2 fresh, alkaline AAA batteries, making sure to match the
polarity (+ and -) as shown on the diagram inside of the battery
compartments.
3. Replace the covers and screw in fi rmly.
NOTE
: After inserting new batteries, if the unit does not work
properly, press
the RESET button.
STYLUS
The stylus is located on the side of the unit held in a built-in compartment.
Slide the stylus out for use and in for storage.

KEY FUCNTIONS
O
N/START
Touch
this key to turn
the unit on.
Press this
key
to confirm which game
level you want to play.
S
ound
Touch
this
key
to turn the
sound
on
or off.
N
ew Game
Touch
and hold this
key
for two
seconds to start a new game.
S
elect
Touch
this
key
to select the game
level; press this button to move the
small hand icon through the points
on which you have checkers. Bef
ore
on which you have checkers. Before on which you have checkers. Bef
starting a new game use this button
to select between a level 1 or level 2
g
ame.
L
eft
Touch
this
key
(the left dice position)
to move the selected checker the
number of points shown on the left
dice marker.
R
ight
T
ouch
this
key
(the right dice
position) to move the selected
checker the number of points shown
on the right dice marker.
D
ice
Touch
this
key
to roll the dice.
U
ndo
Touch
this
key
to undo the last move
(for
level 1
only).
P
oints
Touch
th
e tip of a triangle (or point)
to
select the checker you would
like to move. Press a new
point
that
corresponds to the destination of
the selected checker, based on the
numbers on the dice that you rolled.
GETTING STARTED
Rules of Backgammon
Rules of Backgammon
Each player has 15 checkers or pips
(The player automatically has white
checkers, and the computer has the
black checkers)
. The checkers must
first be moved around the points and
into each playerʼs own inner table.
The first player to remove (bear
off) all 15 of his checkers from
his inner table will win the game.
•
Each player moves his
checkers according to the
numbers shown on the two dice.
•
You can move the same
checker more than once. You
can move multiple checkers
according to the numbers on the dice.
•
You must move once for the
number on one die and again for
the number on the other die,
not the total of the two dice.
3

•
Each player moves his checkers
from his opponentʼs inner home table
(the upper right quadrant on your
screen) to his own inner home table (the
lower-right quadrant on your screen).
•
When you have two or more
checkers on a point (a closed
point), your opponent is not
permitted to land on that point.
•
When you land on a point that is
occupied by one of your opponentʼs
checkers, that checker of your
opponentʼs is bumped off the point
and is placed on the bar in the middle.
•
When you throw doubles, you
can make four moves total. You
can make four moves with the
same checker or move any other
checkers in any combination possible.
•
You may move to any point that is:
1) empty;
2) occupied by one or more of your
own checkers or
3) occupied by only one of your
opponentʼs checkers. Your opponentʼs
checker is then removed to the bar.
•
When all 15 checkers are in a
playerʼs inner home table, the player
can begin to bear off the checkers.
•
If one of your checkers has been
placed on the bar, you must re-
enter it into your opponentʼs inner
home table by throwing the dice
and placing the checker on one of
the corresponding points (1-6). You
must re-enter your checker before
you may move any of your other
pieces. To move the checker from
the bar back to the point, see diagram
1 below. In diagram 1, you can get
off the bar if you land on point one,
five or six. Remove your opponentʼs
checker only if you land on point five.
•
When all 15 pieces are in a playerʼs
inner home table, the player must
remove (or bear off) the pieces from
the point. If a number thrown is
higher than any points occupied by the
playerʼs pieces, then player may bear
off from the highest occupied point.
To bear off the checkers, see diagram
2 on the following page. In diagram
2, if a six and a four are rolled,
a checker from the four-point is
removed. Since there are no checkers
on the
next highest point, in this
case the five-point, is removed.
4

HOW TO PLAY
After inserting batteries and pressing
RESET
button, you can press the
ON
button to turn on the unit. You will
see the game level ʻ
L1
ʼ flashing on
the screen. There are two levels. In
level
L2
you can not take back your
previous move. You can select
L1
or
L2
to play by pressing the
SELECT
or the
LEFT/RIGHT
button. Press the
ON
button
to confirm the level and start play. In
your backgammon game, you play
against the computer and the computer
always plays first. You must roll dice
for yourself and for the computer by
pressing the
DICE
button. The black
head represents the computerʼs side
and the white head represents your side.
When it is your turn simply press
DICE
to roll the dice for yourself.
The two dice will flash their
numbers. Move your checker based
on the numbers on your two dice.
There are two methods to select a
checker.
Method 1:
Press the point which you have a
checker you want to move. A small
hand icon will appear on the point you
have selected. Then press the point
that you want to move your checker to.
Method 2:
You may press the
SELECT
button,
and you will see the small hand icon
appear on the first point on which
you have a checker (the top right
position). Press
SELECT
button again
to move the hand icon to the next
point on which you have a checker.
Move the hand in this way until it
appears above the checker you want
to move, then press the
LEFT
or
RIGHT
die button to move your checker.
The checker will move the number
of spaces that corresponds to the
number on the die you just selected.
NOTE
:
If you move more than 5
checkers to a single point, the bottom
checker of the point will flash to
indicate that you have additional
checkers on this space. You must
move all your checkers to your
inner home table, and bear off them
quickly to defeat the computer.
You can begin to bear off checkers
from the board when all 15 of
your checkers have been moved
into your inner home table.
To bear off your checkers, you may
either press the
LEFT
or
RIGHT
button
which will move your checkers off
the corresponding point, or select the
checker you want to bear off and
then press the remove area (the large
5

oval on the right side f the LCD).
The player that finishes bearing off all
15 checkers first wins the game. The
ʻ
WIN
ʼ icon will flash on the screen
with a winning melody. You can press
the
START
button to start a new game.
CARE & HANDLING
• Avoid rough handling such as
bumping or dropping.
• Avoid moisture and extreme
temperatures. For best results, use
between the temperatures of 39
°
F
and 100
°
F (4
°
C and 38
°
C).
• Clean using only a slightly damp
cloth. Do not use cleaners with
chemical agents.
• Do not submerge this unit in water
or other liquids.
BATTERY INFORMATION
• Your Touch Backgammon uses
2-AAA batteries.
• Do not mix old and new batteries.
• Do not mix alkaline & standard or
rechargeable batteries.
• Install batteries so that the polarity
(+ and -) matches
the diagrams in the battery
compartment.
• Use only batteries of the same
type.
• Remove exhausted batteries from
the unit.
• Do not short circuit battery
terminals.
6
RES
ET
On the back of the unit is the res
et
button. Should the unit
“lock up”,
use a
pen t
ip or other similar object to
press this
button and retur
n the unit to
its default settings.
This will erase any
game data as well as the date and time.

ABOUT ALBERT EINSTEIN
Born: March 14, 1879
Ulm, Württemberg, Germany
Died: April 18, 1955 (aged 76)
Princeton, New Jersey, USA
Residence: Germany, Italy, Switzerland, USA
Citizenship: German (1879-1896, 1914-1933)
Swiss (1901-1955)
American (1940-1955)
Notable Awards: Nobel Prize in Physics (1921)
Copley Medal (1925)
R.A.S Gold Medal (1925)
Max Planck Medal (1929)
Benjamin Franklin Medal (1935)
Honorary Doctorates: Princeton (1921)
Oxford (1931)
Harvard (1935)
“Great spirits have always found violent opposition from
mediocrities. The latter cannot understand it when a man does
not thoughtlessly submit to hereditary prejudices but honestly
and courageously uses his intelligence.”
7

This device complies with Part 15 of the FCC Rules Operation is subject to the fol-
lowing two conditions: (1) this device may not cause harmful interference, and (2) this
device must accept any interference received, including interference that may cause
undesired operation.
NOTE
: This equipment has been tested and found to comply with the limits for a Class
B digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to
provide reasonable protection against harmful interference in a residential installation.
This equipment generates, uses and can radiate radio frequency energy and, if no in-
stalled and used in accordance with the instructions, may cause harmful interference to
radio communications. However, there is no guarantee that interference will not occur
in a particular installation. If this equipment does cause harmful interference to radio
or television reception, which can be determined by turning the equipment off and on,
the user is encouraged to try to correct the interference by one or more of the following
measures.
• Reorient or relocate the receiving antenna.
• Increase the separation between the equipment and receiver.
• Connect the equipment into an outlet on a circuit different from that to
which the receiver is connected.
• Consult the dealer or an experienced radio/TV technician for help.
Computers can sometimes “lock up” due to static discharge or other
electrical disturbances. If this should happen, use a slim, pointed
object to press the button marked “RESET.”
8

90-DAY LIMITED WARRANTY
EXCALIBUR ELECTRONICS, INC., warrants to the original consumer that its
products are free from any electrical or mechanical defects for a period of 90 DAYS
from the date of purchase. If any such defect is discovered within the warranty period,
EXCALIBUR ELECTRONICS, INC., will repair or replace the unit free of charge
upon receipt of the unit, shipped postage prepaid and insured to the factory address
below.
The warranty covers normal consumer use and does not cover damage that occurs in
shipment or failure that results from alterations, accident, misuse, abuse, neglect, wear
and tear, inadequate maintenance, commercial use, or unreasonable use of the unit. This
warranty does not cover cost of repairs made or attempted outside of the factory.
Any applicable implied warranties, including warranties of merchantability and
fi tness, are hereby limited to 90 DAYS from the date of purchase. Consequential
or incidental damages resulting from a breach of any applicable express or implied
warranties are hereby excluded. Some states do not allow limitations on the duration
of LIMITED 90-DAY WARRANTY implied warranties and do not allow exclusion of
incidental or consequential damages, so the above limitations and exclusions in these
instances may not apply.
The only authorized service center in the United States is:
Excalibur Electronics, Inc.
13755 SW 119th Ave
Miami, Florida 33186 U.S.A.
Phone: 305.477.8080
Fax: 305.477.9516
www.ExcaliburElectronics.com
Ship the unit carefully packed, preferably in the original carton, and send it prepaid,
and adequately insured. Include a letter, detailing the complaint and including your
daytime telephone number, inside the shipping carton. If your warranty has expired and
you want an estimated fee for service, write
to the above address, specifying the model and the problem.
NOTE
: Please do not send your unit without first receiving an estimate for servicing
from EXCALIBUR ELECTRONICS, INC. Contact us before sending your unit. We
cannot store your unit!
9

NOTES
10

NOTES
11

Einstein Touch Backgammon
MODEL NO.
ET477
060908
EXCALIBUR ELECTRONICS
13755 SW 119
th
Avenue
Miami, Florida 33186
Phone: 305.477.8080
Fax: 305.477.9516
Please Visit Us @
www.ExcaliburElectronics.com
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