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1994-04-24
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TOMMY'S TUXEDO (C) COPYRIGHT 1987 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #87-055-1A
INSTRUCTIONS:
PUT ON YOUR TUX AND PLAY THE FOLLOWING CASINO GAMES:
1. BACCARAT/CHEMIN DE FER 4. KENO
2. ROUGE ET NOIR 5. ACEY-DUCEY
3. FARO/STUSS
YOUR POT:
YOUR POT IS AUTOMATICALLY SAVED AND RESTORED BETWEEN PROGRAM RUNS ON THE FILE
TUXEDO.SCR. IF YOU WANT TO START EVEN WITH A NEW POT, JUST ERASE THIS FILE
FIRST.
I. BACCARAT/CHEMIN DE FER
THE PLAYERS:
IN BACCARAT, THE HOUSE PLAYS AGAINST "LEFT" AND "RIGHT". (YOU PLAY FOR BOTH
LEFT AND RIGHT IN TURN.)
IN CHEMIN DE FER ("ROAD OF IRON"), THE HOUSE PLAYS AGAINST ONLY ONE PLAYER.
THE DECK:
SIX STANDARD DECKS OF 52 ARE SHUFFLED TOGETHER; CARDS ARE GATHERED AND
RESHUFFLED WHEN THERE ARE 6 CARDS REMAINING IN THE DECK.
YOUR BET:
TO PLAY, FIRST PLACE YOUR BET OF 1 TO 500 DOLLARS, FOLLOWED BY THE ENTER KEY.
IF YOU WISH TO REPEAT YOUR PREVIOUS BET, JUST HIT THE ENTER KEY.
BET TYPE:
IN CHEMIN DE FER, YOU CAN BET THAT YOU WILL WIN OR THAT YOU WILL LOSE.
IN BACCARAT YOU CAN BET THAT LEFT WILL WIN, THAT RIGHT WILL WIN, OR THAT BOTH
WILL WIN ("A CHEVAL"). IF YOU BET A CHEVAL, THEN IF THE HOUSE ONLY BEATS ONE
SIDE THE BET IS CALLED OFF; HOUSE WINS THE BET ONLY IF IT BEATS BOTH; YOU
WIN ONLY IF HOUSE LOSES TO BOTH.
INITIAL DEAL:
IN BACCARAT THE HOUSE DEALS TWO CARDS TO ITSELF, TWO CARDS TO LEFT, AND TWO
CARDS TO RIGHT, ALL FACE DOWN.
IN CHEMIN DE FER THE HOUSE DEALS TWO CARDS TO ITSELF AND TWO CARDS TO PLAYER.
NOTE THAT THE DEAL IS ONE CARD TO EACH PLAYER AT A TIME, IN ROTATION.
CARD VALUES:
A FACE CARD OR 10 IS COUNTED AS 0, AN ACE AS 1, AND THE OTHER CARDS AS THEIR
INDEX VALUES.
NATURALS:
A NATURAL IS ONE OR MORE CARDS WHICH TOTAL 8 OR 9.
INITIAL BET SETTLEMENT:
AFTER THE INITIAL CARDS ARE DEALT, THERE IS AN IMMEDIATE SETTLING OF BETS
AS FOLLOWS:
IF EITHER SIDE HAS A NATURAL THEN ALL PLAYERS SHOW THEIR CARDS AND
SETTLE BETS, ELSE PLAY CONTINUES.
YOUR PLAY:
YOU ALWAYS MAKE THE FIRST PLAY. IF YOU HAVE <=4 THEN YOU MUST HIT, IF YOU
HAVE >=6 THEN YOU MUST STAND, AND IF YOU HAVE 5 THEN YOU HAVE THE OPTION.
IF YOU HAVE THE OPTION, USE THE FOLLOWING KEYBOARD COMMANDS TO MAKE YOUR
CHOICE:
<ENTER> = STAND
H = HIT (A CARD IS DRAWN AND ADDED TO YOUR HAND FACE UP).
IT IS NOW THE HOUSE'S PLAY:
THE HOUSE IS CONSTRAINED TO PLAY BY THE FOLLOWING RULES:
1. IF YOU STAND, THEN THE HOUSE MUST DRAW ON <=5, STAND ON >=6.
2. IF YOU TOOK A CARD THEN THE HOUSE MUST DO THE FOLLOWING, DEPENDING
ON WHAT CARD YOU DREW AND WHAT HAND THE HOUSE IS HOLDING:
YOU DREW HOUSE MUST
0 OR 1 DRAW ON <=3, STAND ON >=4
2 OR 3 DRAW ON <=4, STAND ON >=5
4 OR 5 DRAW ON <=5, STAND ON >=6
6 OR 7 DRAW ON <=6, STAND ON >=7
8 DRAW ON <=2, STAND ON >=3
9 DRAW ON <=2, STAND ON >=4, OPTION ON 3
WIN ON HIGH SCORE:
THE PLAYER THAT HAS THE HIGHEST SCORE NOT GREATER THAN 9 AFTER THE HOUSE'S
TURN WINS THE AMOUNT BET FROM THE OTHER, TIES ALLOWED.
--------------------------
II. ROUGE ET NOIR
IN THIS GAME OFTEN PLAYED AT MONTE CARLO, 6 STANDARD 52-CARD PACKS ARE
SHUFFLED TOGETHER.
BEFORE THE DEAL BEGINS, YOU PLACE YOUR BET ON ROUGE, NOIR, COULEUR, OR
INVERSE.
THE HOUSE THEN BEGINS THE "COUP" BY DEALING A ROW OF CARDS, SCORING AS
FOLLOWS: 1 FOR AN ACE, 10 FOR A FACE CARD OR TEN, INDEX VALUE FOR OTHER CARDS.
WHEN THE CUMULATIVE SCORE REACHES 31 OR MORE, THE ROW IS COMPLETE. IT
REPRESENTS NOIR.
THE HOUSE THEN DEALS A SECOND ROW IN THE SAME WAY, REPRESENTING ROUGE.
THE BETS ARE SETTLED AS FOLLOWS:
1. THE WINNING ROW IS THAT WHICH SCORES NEARER TO 31. IF THE PLAYER
BETS ON THE WINNING ROW, HE WINS EVEN MONEY. A BET ON COULEUR WINS
IF THE FIRST CARD OF THE NOIR ROW IS OF THE SAME COLOR AS THE
WINNING ROW; A BET ON INVERSE WINS IF IT IS OF THE OPPOSITE COLOR.
2. IF BOTH ROWS SCORE THE SAME, IT IS A "REFAIT", AND BETS ARE CALLED OFF
EXCEPT WHEN THERE IS A REFAIT AT 31, IN WHICH CASE THE HOUSE TAKES HALF
OF THE PLAYER'S BET. SINCE A REFAIT AT 31 OCCURS ABOUT ONCE IN EVERY 40
COUPS, THE HOUSE HAS AN ADVANTAGE OF ABOUT 1.25 PER CENT ON ALL MONEY
BET AGAINST IT.
--------------------------
III. FARO/STUSS
FARO IS A GAME THAT CAN BE TRACED AS FAR BACK AS 17TH CENTURY FRANCE. THE
NAME IS AN ENGLISH CORRUPTION OF PHARAOH, WHOSE PICTURE GRACED FRENCH PLAYING
CARDS OF THAT ERA.
FARO IS PLAYED WITH A STANDARD PACK OF 52 CARDS.
YOU PLACE 1 TO 13 EVEN-MONEY BETS ON THE CARD RANKS 1 (ACE) THROUGH 13 (KING):
FOR CARD RANK #I (1=ACE, ..., 13=KING), YOU EITHER PLACE NO BET,
BET THAT IT WILL WIN, OR BET THAT IT WILL LOSE (COPPER THE BET).
THE DEALER THEN SHUFFLES THE DECK AND PLACES IT FACE UP ON THE TABLE. THE
FIRST CARD IS SODA, THAT IS, VOID. IT IS THEN DRAWN AND USED TO FOUND THE
WINNING PILE. THE CARD LEFT EXPOSED LOSES.
1. THE DEALER THEN DRAWS ANOTHER CARD FROM THE DECK AND PLACES IT ON THE
LOSING PILE. THE CARD LEFT EXPOSED ON THE DECK WINS.
2. THE BETS ARE NOW SETTLED AND NEW BETS MAY BE PLACED.
3. THEN ANOTHER CARD IS DRAWN. IT IS PLACED ON THE WINNING PILE. THE CARD
LEFT EXPOSED LOSES.
4. THE BETS ARE NOW SETTLED AND NEW BETS MAY BE PLACED.
STEPS 1-4 ABOVE ARE CONTINUED UNTIL THERE ARE ONLY 3 UNKNOWN CARDS LEFT IN
THE DECK. (IN TOMMY'S TUXEDO THE WINNING AND LOSING CARDS ARE MERELY
DISPLAYED ON THE SCREEN, BUT THE ABOVE DESCRIBES HOW TO DO IT MANUALLY).
NOTE THAT YOUR NET GAIN ON EACH DRAW OF FARO IS THE BET ON THE WINNING CARD
MINUS THE BET ON THE LOSING CARD, CONSIDERING BETS TO WIN AS POSITIVE AND
BETS TO LOSE AS NEGATIVE.
OF COURSE, ALL BETS ON OTHER CARDS RIDE UNTIL THE NEXT STEP OF THE GAME.
E.G.:
BET 40 ON CARD 1 TO WIN = BET OF + 40 ON CARD 1
BET 30 ON CARD 4 TO LOSE = BET OF - 30 ON CARD 4
BET 100 ON CARD 13 TO WIN = BET OF +100 ON CARD 13
THE DRAWS:
WINNING CARD: 13 LOSING CARD: 4 NET GAIN: +100-(-30)=130
WINNING CARD: 4 LOSING CARD: 13 NET GAIN: -30-(+100)=-130
WINNING CARD: 4 LOSING CARD: 1 NET GAIN: -30-(+40)=-70
WINNING CARD: 1 LOSING CARD: 13 NET GAIN: +40-(+100)=-60
CALLING THE TURN:
THE COMPUTER THEN INFORMS YOU OF THE RANKS OF THESE LAST THREE CARDS, BUT
NOT THEIR ORDER. THE HOUSE THEN OFFERS 4 TO 1 ODDS TO YOU TO "CALL THE
TURN", THAT IS, TO GUESS THE ORDER IN WHICH THE LAST 3 CARDS APPEAR.
CAT-HOPS:
IF THE LAST 3 CARDS INCLUDE A PAIR, IT IS A CAT-HOP, AND THE HOUSE ONLY
PAYS EVEN MONEY FOR CALLING THE TURN.
SPLITS:
IF THE SAME CARD RANK COMES UP AS BOTH A WINNER AND A LOSER, THE HOUSE WILL
TAKE ONE HALF OF EVERYTHING THAT HAS BEEN WON ON THAT RANK, RETURNING THE
OTHER HALF TO YOU.
STUSS:
THE ONLY DIFFERENCE BETWEEN FARO AND STUSS IS THAT IN STUSS THE HOUSE TAKES
THE ENTIRE AMOUNT BET ON A SPLIT INSTEAD OF JUST HALF.
HOUSE ADVANTAGE:
THIS IS A FAIR GAME EXCEPT WHEN CALLING THE TURN (WHEN THE TRUE ODDS ARE 5 TO
1 NOT 4 TO 1, AND 2 TO 1 NOT 1 TO 1 FOR CAT-HOPS), AND WHEN A SPLIT OCCURS.
IT IS PROBABLY TOO FAIR TO BE POPULAR WITH GAMBLERS.
--------------------------
IV. KENO
KENO ORIGINATED IN AMERICAN CASINOS. IT GIVES THE HOUSE A HUGE ADVANTAGE AND
IS POPULAR BECAUSE MOST PEOPLE DON'T KNOW THAT.
IN THIS VERSION YOU MUST PUT DOWN $1.20 AS YOUR BET. YOU MUST THEN PICK 8
"SPOTS" OR NUMBERS BETWEEN 1 AND 80. THE COMPUTER THEN RANDOMLY SELECTS 20
SPOTS, AND COUNTS THE NUMBER OF SPOTS YOU GUESSED CORRECTLY.
IT THEN PAYS OFF AS FOLLOWS:
# SPOTS GUESSED PAYOFF
0-4 NOTHING
5 $10.00
6 $100.00
7 $2200.00
8 $25000.00
--------------------------
V. ACEY-DUCEY
ACEY-DUCEY IS A SIMPLE GAME PLAYED AGAINST THE COMPUTER FOR ELECTRONIC MONEY.
THE COMPUTER DEALS TWO CARDS FACE UP. IF THE RANKS OF THE TWO CARDS ARE
SEPARATED BY LESS THAN 2, THE COMPUTER REDEALS.
YOU CAN THEN EITHER BET UP TO $500 OR PASS.
IF YOU BET, THE COMPUTER DRAWS ANOTHER CARD. IF THE RANK OF THAT CARD LIES
STRICTLY BETWEEN THE RANKS OF THE FIRST TWO CARDS, YOU WIN, ELSE YOU LOSE.
NOTE THAT THE ACE RANKS BELOW THE DEUCE.
-------------------------
SPECIAL MODES:
SOUND EFFECTS: TO TOGGLE THE SOUND EFFECTS ON AND OFF, HIT FUNCTION KEY F1.
DEMO MODE: TO TOGGLE THE DEMO MODE, HIT FUNCTION KEY F2.
IN DEMO MODE THE COMPUTER PLAYS YOUR HAND, ALWAYS BETTING $100.
NOTE THAT THE MODE CHANGE DOES NOT TAKE EFFECT UNTIL AFTER THE
CURRENT PLAY IS OVER.
SPEED CONTROL: THE UP ARROW KEY DECREASES, AND THE DOWN ARROW KEY
DECREASES, THE PROGRAMMED DELAY FOR VIEWING MESSAGES.
"SECRET" PEEKABOO MODE: WHEN IN DEMO MODE, YOU CAN HIT FUNCTION KEY F6
TO TOGGLE THE PEEKABOO MODE. IN PEEKABOO MODE, THE COMPUTER
PEEKS AT THE TOP CARD OF THE DECK TO HELP DECIDE YOUR PLAY.
CARDCOUNT MODE: HIT FUNCTION KEY F3 TO TOGGLE THE CARDCOUNT MODE. IN
CARDCOUNT MODE, THE REMAINING NUMBER OF EACH OF THE 13 KINDS OF
CARDS LEFT IN THE DECK ARE DISPLAYED BELOW THE BETTING BOX. NOTE
THAT IF THE COUNT IS GREATER THAN 9, THE LETTERS A THRU O REPRESENT
10 THRU 24.
TO DISPLAY THESE INSTRUCTIONS: HIT FUNCTION KEY F5.
TO SWITCH GAME TYPES: HIT FUNCTION KEY F9.
TO SKIP THE STARTUP MUSIC ("ORPHEUS IN THE UNDERWORLD" BY JACQUES OFFENBACH)
HIT THE <ENTER> KEY TWICE INSTEAD OF ONCE WHEN RUNNING THE PROGRAM FROM DOS.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
* SKIP THE STARTUP SHOW
EXAMPLE: >TUXEDO MS
----------------------
DID YOU LIKE THIS TOY?
DON'T FORGET TO TRY OUR GOBS OF OTHER NEAT LOW-PRICED TOYS AND GAMES FOR THE
IBM PC AND COMPATIBLES. OUR NIFTY DEMO DISK, CONTAINING AN ELECTRONIC TOY
CATALOG AND OTHER GOODIES, IS ONLY $2 TO ANY U.S. ADDRESS, $3 OUTSID U.S.
(U.S. FUNDS ONLY OR CHECK DRAWN ON U.S. BANK). (PLEASE SPECIFY 5.25 INCH OR
3.5 INCH DISKETTE). IF YOUR PC BORES YOU WRITE US NOW.
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
ENJOY!