Fun School 2: For the Under-6s
DOSEducational
How it plays
Each player starts with fifteen checkers arranged in a set pattern. On each turn, you roll two dice and move one or two checkers by the numbers shown. A point occupied by a single opposing checker is called a blot; landing on it sends that checker to the bar, and the opponent must re-enter it before moving other checkers. You cannot land on a point with two or more opposing checkers. Once all your checkers are in your home board, you may begin bearing off. The doubling cube raises the stakes and allows a player to double the game value during play.
Plan your run
Backgammon strategy balances aggressive hitting with safe positioning. Aim to build points in your home board and on your opponent's side to block their movement. Try to control the 5-point in your home board, as it is a key defensive and offensive point. Avoid leaving blots exposed when possible, especially when your opponent has a chance to hit. Use the doubling cube carefully: offer doubles when you clearly have an advantage, and accept or decline based on your chances of winning the game.
Several unrelated computer programs and commercial releases for DOS use the title Backgammon. The supplied title and platform do not identify a specific developer, publisher, release, or version. Without additional information such as the year, packaging, publisher, or distinctive screen details, historical reception and the exact rules implementation cannot be verified. This record therefore avoids attributing features, modes, characters, controls, or cheats to the wrong game. The title conventionally refers to the traditional board game, but that alone is not sufficient to document a particular DOS adaptation accurately.
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