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- TOMMY'S PINOCHLE (C) COPYRIGHT 1988 BY TOMMY'S TOYS
- P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
- CATALOG #88-116-1A
-
- INSTRUCTIONS:
-
- PINOCHLE IS ONE OF THE MOST INTERESTING OF CARD GAMES BECAUSE IT REQUIRES A
- GOOD CARD MEMORY PLUS RIGID MATHEMATICAL INSIGHT IN KNOWING WHEN AND WHAT TO
- PLAY OR MELD. THIS IS A CLASSIC GAME FOR THE BESPECTACLED TEACHER TYPE,
- ESPECIALLY THE STERN DISCIPLINARIAN VARIETY, MAYBE THAT IS WHY THEY CALL IT
- PINOCHLE, FROM P(ROF.) KNUCKLE (HA HA -- WE ARE JUST ENGAGING IN FOLK
- ETYMOLOGY).
-
- THERE ARE MANY VARIATIONS OF PINOCHLE, 2, 3, AND 4 HAND, BETTING AND NON
- BETTING, AUCTION, PARTNERSHIP, WIDOW, RADIO, ETC., BUT THIS PROGRAM PLAYS
- 2-HANDED PINOCHLE, YOU AGAINST THE COMPUTER, WITH TWO 24-CARD PINOCHLE DECKS
- SHUFFLED TOGETHER (MORE SERIOUS PLAY USES TWO 32-CARD DECKS BUT THIS PROGRAM
- IS ALREADY SERIOUS ENOUGH). MANY EXPERTS SAY 2-HAND IS THE MOST CHALLENGING
- BECAUSE THE MOST TRICKS ARE PLAYED IN EACH HAND.
-
- ANSWERING YES/NO QUESTIONS: WHEN PROMPTED FOR A YES/NO ANSWER, YOU CAN TYPE
- "Y" OR "N" FROM THE KEYBOARD, OR USE THE LEFT/RIGHT ARROW KEYS ON THE NUMERIC
- KEY PAD TO SELECT Y OR N, THEN HIT THE UP/DOWN ARROW KEYS OR <ENTER>.
-
- THE DISPLAY:
- YOUR CARDS ARE SHOWN AT THE TOP OF THE SCREEN, THE COMPUTER'S UNDERNEATH. IF
- YOU SELECT OPEN HANDS OPTION, YOU CAN SEE THE COMPUTER'S HAND AS WELL AS YOUR
- OWN, BUT IT CAN'T SEE YOURS (THIS IS FOR SELF-TEACHING PURPOSES).
-
- THE DECK:
- TWO STANDARD 24-CARD PINOCHLE DECKS (DEUCES THROUGH EIGHTS STRIPPED) ARE
- SHUFFLED TOGETHER (THE 32-CARD DECK KEEPS THE SEVENS AND EIGHTS). ALWAYS
- REMEMBER THAT THERE ARE ONLY 6 CARD TYPES (9,10,J,Q,K,A) IN PLAY, AND THAT
- THERE IS A DUPLICATE OF EACH OF THE 24 UNIQUE CARDS IN THE DECK.
-
- RANKS:
- THE CARDS RANK IN THE FOLLOWING ORDER (HIGH TO LOW):
- A, 10, K, Q, J, 9
-
- REMEMBER THAT A 10-SPOT BEATS ANYTHING ELSE BUT AN ACE IN PINOCHLE; YOU MIGHT
- THINK OF IT AS AN ACELET.
-
- OBJECT OF THE GAME:
- TO BE THE FIRST TO SCORE 1,000 POINTS BY THE END OF A HAND. SCORES ARE MADE
- BY MELDING AND BY TAKING TRICKS. YOU CAN HAVE DUPLICATES OF THE SAME MELD
- TYPE, SCORING SEPARATELY FOR EACH ONE. MELDS ARE TAKEN FROM THE HAND AND
- LAID FACE UP ON THE TABLE, BUT ARE STILL PART OF ONE'S PLAYABLE CARDS.
-
- GAME POINT:
- WHILE 1000 IS THE STANDARD GAME POINT, YOU CAN SET THE GAME POINT TO ANY VALUE
- BETWEEN 500 AND 30,000 IF YOU WANT; OR YOU CAN PLAY A SINGLE HAND GAME, HIGH
- SCORE THE WINNER.
-
- STANDARD MELDS:
- THESE ARE THE STANDARD MELDS, WHICH MUST BE MEMORIZED. THEY ARE CATEGORIZED
- IN CLASSES, AS FOLLOWS:
-
- SPECIAL:
- PINOCHLE: Q OF SPADES AND J OF DIAMONDS. SCORING VALUE: 40 POINTS.
- DEECE OR DIX: NINE OF TRUMP. SCORING VALUE: 10 POINTS.
-
- SEQUENCE:
- FLUSH: A, 10, K, Q, J OF TRUMP. SCORING VALUE: 150 POINTS.
- MARRIAGE: K AND Q OF SAME SUIT. SCORING VALUE: 40 POINTS FOR TRUMP SUIT
- (ROYAL MARRIAGE), 20 POINTS FOR NON-TRUMP SUIT (COMMON MARRIAGE).
-
- GROUP:
- 4 FACE CARDS OF SAME DENOMINATION AND DIFFERENT SUITS. KNOWN AS 40 JACKS
- (40 POINTS), 60 QUEENS (60 POINTS), 80 KINGS (80 POINTS), 100 ACES (100
- POINTS).
-
- NOTE THAT THE ONLY NON-ROYALTY CARDS (9, 10) THAT SCORE ARE TRUMPS, HENCE
- THERE ARE 2*2*3 = 12 'DEAD CARDS' IN PLAY.
-
- OTHER INTERESTING MELDS NOT USED IN THIS PROGRAM, BUT GOOD FOR COCKTAIL PARTY
- CHIT-CHAT:
- GRAND PINOCHLE: ADD KING OF SPADES TO REGULAR PINOCHLE.
- ROUNDHOUSE: MARRIAGE IN ALL 4 SUITS AT THE SAME TIME.
- DOUBLE MELDS: DOUBLE PINOCHLE, DOUBLE MARRIAGE, ETC.
-
- SUMMARY OF STANDARD MELDS:
-
- POINTS MELD CLASS
- ------ ---- -----
- 150 FLUSH SEQUENCE
- 100 100 ACES GROUP
- 80 80 KINGS GROUP
- 60 60 QUEENS GROUP
- 40 40 JACKS GROUP
- 40 PINOCHLE SPECIAL
- 40 ROYAL MARRIAGE SEQUENCE
- 20 COMMON MARRIAGE SEQUENCE
- 10 DEECE SPECIAL
-
- MELDING RULES:
-
- 1. AT LEAST ONE CARD FROM THE HAND MUST BE USED TO MAKE EACH MELD, WITH
- ADITIONAL CARDS COMBINED OPTIONALLY FROM WHAT HAS ALREADY BEEN MELDED.
-
- 2. THE SAME CARD MAY NOT BE USED TWICE IN THE SAME MELD; NOR IN ANY TWO
- MELDS OF THE SAME CLASS, UNLESS THE SECOND IS HIGHER SCORING THAN THE
- FIRST. (THE CLASSIC EXAMPLE IS K-Q OF TRUMPS, WHICH MAY BE MELDED
- FOR 40 POINTS, THEN A-10-J ADDED LATER FOR ANOTHER 150 POINTS; BUT IF
- THE FLUSH IS MELDED FIRST, THE MARRIAGE POINTS AREN'T GIVEN BECAUSE THE
- SECOND MELD IS LOWER SCORING THAN THE FIRST.)
-
- TO MAKE A MELD:
- JUST ENTER THE NUMBERS (1..9,A,B,C) OF ALL THE CARDS YOU WANT TO MELD, THEN
- HIT THE <ENTER> KEY TO PROCEED. OR, USE THE LEFT/RIGHT ARROW KEYS TO SELECT
- A CARD, THEN THE UP/DOWN ARROW KEYS TO REGISTER IT; WHEN ALL CARDS DESIRED ARE
- REGISTERED, HIT THE <ENTER> KEY TO PROCEED. YOU CAN UN-REGISTER A CARD BY
- REGISTERING IT TWICE.
-
- ON THE GAME SCREEN CARD DISPLAY, MELDED CARD CLASSES ARE INDICATED BY
- SUBSCRIPTS, P FOR SPECIAL, G FOR GROUP, S FOR SEQUENCE.
-
- CARD VALUES:
- IN ADDITION TO MELDS, POINTS MAY BE SCORED FOR CARDS WON IN TRICKS. THERE ARE
- 3 DIFFERENT SYSTEMS FOR SCORING CARDS WON IN TRICKS IN PINOCHLE, AND BEFORE
- THE START OF GAME YOU MUST SELECT WHICH YOU WANT:
-
- 1. OLD TIMER'S COUNT.
- 2. SIMPLIFIED COUNT.
- 3. STREAMLINED COUNT.
-
- CARD OLD TIMER'S COUNT SIMPLIFIED COUNT STREAMLINED COUNT
- ==== ================= ================ =================
- A 11 10 10
- 10 10 10 10
- K 4 5 10
- Q 3 5 0
- J 2 0 0
- 9 0 0 0
-
- NOTE THAT IN A HAND OF PINOCHLE THE TOTAL VALUE OF ALL CARDS WON IN TRICKS
- IS ALWAYS 240 (30 FOR A...9 X 4 PER SUIT X 2 ROUNDS PER HAND), PLUS 10 FOR THE
- LAST TRICK, FOR A TOTAL OF 250 TRICK POINTS PER HAND REGARDLESS OF THE SCORING
- SYSTEM USED.
-
- DEALER:
- FIRST DEALER IS CHOSEN RANDOMLY BY THE COMPUTER. AFTER THAT THE DEAL
- ALTERNATES.
-
- THE DEAL:
- THE CARDS ARE DEALT 4 AT A TIME, STARTING WITH NON-DEALER, UNTIL EACH PLAYER
- HAS 12 CARDS. THE NEXT CARD IS THEN PLACED FACE UP ON THE TABLE. THE REST OF
- THE DECK GOES FACE DOWN, PARTIALLY OVERLAPPING THE UPTURNED CARD (UPCARD);
- IN ADDITION, SOME, INCLUDING US, PLAY THAT THE DECK IS FANNED OUT TO
- FACILITATE DRAWING ANYWHERE FROM IT, AND IN TOMMY'S PINOCHLE, A CARD IS
- RANDOMLY SELECTED FROM THE DECK BY THE COMPUTER ON EACH DRAW.
-
- TRUMP:
- THE TRUMP SUIT IS THE SUIT OF THE UPCARD (25TH CARD DEALT). IF THE UPCARD IS
- A 9 THE DEALER GETS 10 POINTS AT ONCE FOR DEECE.
-
- PLAY:
- EACH HAND IS PLAYED IN 2 ROUNDS OF 12 TRICKS EACH. IN THE FIRST ROUND THE
- PLAYERS KEEP THEIR HAND SIZE UP AT 12 CARDS BY REPLENISHING FROM THE DECK;
- IN THE SECOND ROUND THE PLAYERS PLAY THEIR LAST 12 CARDS OUT TO A FINISH.
-
- FIRST ROUND:
- 1. NON-DEALER PLAYS FIRST. HE LEADS OFF THE TRICK BY TAKING ANY CARD FROM
- HIS HAND AND PLAYING IT FACE UP ON THE TABLE.
-
- NOTE: TO PICK A CARD TO PLAY, JUST SPECIFY ITS NUMBER (1,2...,9,A,B) IN THE
- HAND. OR, SELECT THE CARD YOU WANT WITH THE LEFT/RIGHT ARROW KEYS ON THE
- NUMERIC KEY PAD, THEN HIT <ENTER>, SPACEBAR, OR UP/DOWN ARROW KEYS TO PLAY IT.
-
- 2. DEALER NOW PLAYS. HE PLAYS ANY CARD FROM HIS HAND ON HIS OPPONENT'S
- FACE UP LEAD CARD. (IN THE FIRST ROUND A PLAYER IS NOT OBLIGED TO
- FOLLOW SUIT OR PLAY TRUMP IF HE DOESN'T WANT TO.)
-
- 3. WINNER OF THE TRICK SCORES THE CARDS WON. THE TRICK IS WON BY THE
- HIGHEST CARD OF THE LEAD SUIT IF NO TRUMP CARD IS PLAYED, ELSE BY THE
- FIRST (NOT NECESSARILY THE HIGHEST) TRUMP CARD PLAYED. TIES ARE BROKEN
- IN FAVOR OF THE LEADER.
-
- 4. WINNER OF THE FIRST TRICK MAY THEN MELD IF DESIRED, BUT ONLY ONE MELD
- MAY BE MADE.
-
- 5. IF THE WINNER OF THE TRICK HAS A DEECE IN HIS HAND HE MAY EXCHANGE IT
- FOR THE UPCARD, SCORING 10 POINTS; THIS IS IN ADDITION TO THE OPTIONAL
- MELD. (OR A PLAYER CAN MELD A DEECE WITHOUT EXCHANGING IT FOR THE
- UPCARD, SCORING 10 POINTS BUT LOSING THE CHANCE TO MAKE ANOTHER MELD).
-
- 6. AFTER THE OPTIONAL EXCHANGE AND MELD, THE FIRST-TRICK WINNER NOW SELECTS
- ANY CARD FROM THE STOCK, AND HIS OPPONENT ALSO DOES SO. (IN TOMMY'S
- PINOCHLE THE DRAWING IS AUTOMATICALLY DONE BY THE COMPUTER).
-
- 7. IN SUBSEQUENT TRICKS MELDED CARDS MAY BE PLAYED IN TRICKS JUST AS IF
- THEY WERE IN HAND (THERE ARE ALWAYS 12 CARDS IN EACH PLAYER'S HAND,
- COUNTING THE MELDS ON THE TABLE).
-
- 8. WINNER OF THE FIRST TRICK LEADS OFF THE SECOND TRICK, THEN PLAY
- CONTINUES AS ABOVE UNTIL THE DECK IS EXHAUSTED: OPPONENT PLAYS A CARD,
- WINNER TAKES TRICK, OPTIONALLY MELDS AND/OR EXCHANGES A DEECE FOR THE
- UPCARD, THEN DRAWS FROM DECK, THEN OPPONENT DRAWS FROM DECK, ETC.
-
- 9. WINNER OF THE LAST TRICK TAKES THE LAST CARD FROM THE DECK AND SHOWS
- IT FACE UP, KEEPING IT FOR THE SECOND ROUND; THE LOSER OF THE TRICK
- TAKES THE UPCARD, WHICH WILL USUALLY BE THE DEECE: NEITHER SCORES
- FOR THE LAST CARD TAKEN. EACH PLAYER NOW HAS 12 CARDS LEFT IN HAND
- OR IN MELDS ON THE TABLE.
-
- SECOND ROUND:
- EACH PLAYER NOW GATHERS HIS 12 REMAINING CARDS AND CONTINUES PLAY AS FOLLOWS,
- WITH NO MORE MELDING ALLOWED:
-
- 1. WINNER OF LAST TRICK LEADS FIRST TRICK.
- 2. OPPONENT NOW MUST PLAY A CARD OF LEAD SUIT IF HE HAS IT, ELSE HE MUST
- PLAY A TRUMP IF HE HAS ONE; IF THE LEAD CARD WAS A TRUMP, HE INDEED
- MUST PLAY A HIGHER-RANKING TRUMP IF HE HAS IT: ONLY WHEN HE HAS NO
- TRUMP CARD AT ALL CAN HE PLAY A CARD OF ANOTHER SUIT.
- THE WINNER OF THE TRICK IS THE HIGHEST LEAD SUIT IF NO TRUMP PLAYED,
- ELSE THE HIGHEST (NOT NECESSARILY THE FIRST) TRUMP PLAYED; TIES ARE
- BROKEN IN FAVOR OF THE PLAYER WHO LEADS.
- 3. PLAY CONTINUES UNTIL ALL THE CARDS ARE PLAYED. WINNER OF THE LAST
- TRICK GETS A 10 POINT BONUS.
-
- GAME:
- PLAY CONTINUES UNTIL SOME PLAYER REACHES THE GAME POINT AT THE END OF A HAND.
- IF BOTH EXCEED THE GAME POINT ON THE SAME HAND, HIGHER WINS. IF BOTH TIE AT
- SOME SCORE PAST THE GAME POINT, ADDITIONAL HANDS ARE PLAYED UNTIL THE TIE IS
- BROKEN. (SOME PLAY THAT THE GAME POINT IS RESET 250 POINTS HIGHER, BUT THAT
- COMES FROM THE STONE AGES WHEN THEY DID ALL THE POINT COUNTING WITH PENCIL
- AND PAPER AND ROUNDED ALL THE SCORES OFF TO THE NEAREST TEN TO SIMPLIFY
- ARITHMETIC WITHOUT A COMPUTER.)
-
- ----------------------
- FUNCTION KEY COMMANDS:
- SOUND EFFECTS TOGGLE: FUNCTION KEY F1 TOGGLES THE SOUND EFFECTS ON AND OFF.
-
- DEMO MODE TOGGLE: FUNCTION KEY F2 TOGGLES THE DEMO MODE. IN DEMO MODE, THE
- COMPUTER PLAYS BOTH HANDS WHILE YOU WATCH.
-
- TO QUIT: HIT FUNCTION KEY F7.
-
- TO DISPLAY THESE INSTRUCTIONS: HIT FUNCTION KEY F5.
-
- TO POP-UP A MELD TABLE DISPLAY: HIT FUNCTION KEY F3 (HIT A SECOND TIME TO
- REMOVE). NOTE: A NEAT TRICK. POP UP THE MELD TABLE, THEN HIT F7 (QUIT), TYPE
- "N", THEN HIT F3 AGAIN, THEN <ENTER>: NOW THE MELD TABLE STAYS UP ALL THE TIME
- (IT MAY THEN NOT BE ERASED UNTIL THE CURRENT GAME ENDS) AND THE F3 KEY WILL
- HAVE NO FURTHER EFFECT. (AFTER HITTING "N", YOU SHOULD HIT <ENTER> TO POP THE
- MELD TABLE DOWN IF YOU CHANGE YOUR MIND BEFORE IT'S TOO LATE).
-
- TO CHANGE THE SCREEN BORDER COLOR (COLOR MONITORS ONLY): HIT FUNCTION KEY F10.
- IN MONO MODE, PRESSING F10 TOGGLES BETWEEN REGULAR AND HILITED TEXT FOR THE
- MESSAGE LINE.
-
- TO CHANGE THE SPEED WITH WHICH THE COMPUTER PLAYS: USE FUNCTION KEYS F8 AND F9.
- THE DELAY AFTER THE COMPUTER MELDS, IN SECONDS, IS SHOWN AT THE LOWER RIGHT
- HAND CORNER OF THE SCREEN.
-
- TO SKIP THE STARTUP MUSIC: HIT THE <ENTER> KEY TWICE INSTEAD OF ONCE WHEN
- RUNNING THE PROGRAM FROM DOS.
-
- MATCH SCORE FILE:
- THE NUMBER OF GAMES WON BY EACH SIDE IS AUTOMATICALLY SAVED ON FILE
- PINOCHLE.SCR AND RESTORED WHEN RUNNING THE PROGRAM AGAIN. TO CLEAR THE
- MATCH SCORES JUST ERASE THE FILE.
-
- -------------------
- A NOTE ON STRATEGY:
- THE ONE WHO CAN BEST REMEMBER THE CARDS THAT HAVE BEEN PLAYED THROUGHOUT THE
- GAME HAS AN ADVANTAGE. THEREFORE AT LEAST TRY TO KEEP TRACK OF WHICH TRUMPS
- HAVE BEEN PLAYED, AND A FEEL FOR WHAT HAPPENED TO THE MELD-MAKING CARDS.
-
- THE PLAY OF THE FIRST ROUND IS CONCENTRATED ON MELDING WHILE LEAVING A STRONG
- HAND FOR THE SECOND ROUND. THE WINNERS OF THE LAST FEW TRICKS IN THE FIRST
- ROUND HAVE THE BEST CHANCE OF WINNING THE HAND BECAUSE THEY ARE THE ONES WHO
- CAN MAKE MELDS IN THE BEST WAY, OR AT ALL; AND THE MELDED CARDS ARE THEN
- AVAILABLE FOR THE SECOND ROUND. BUT WITHOUT USING SOME HIGH CARDS TO WIN
- TRICKS, NO MELDS CAN BE MADE. HENCE ONE USUALLY TRIES TO SACRIFICE THE FIRST
- FEW TRICKS IN AN INTELLIGENT WAY IN ORDER TO WIN THE LATER TRICKS, AND THE
- TENSION IN THE GAME IS BETWEEN THE URGE TO TAKE TRICKS NOW AND THE HOPE OF
- BIG MELDS LATER; THE SECOND ROUND IS LIKE THE HOME STRETCH OF THE DERBY,
- WHICH ONLY IS OF INTEREST IF THE 2 HORSES ARE NECK-IN-NECK TO START WITH. BUT
- IF ONE IS DEALT A POOR HAND, AND ONE IS NOT PLAYING A SINGLE HAND GAME (WHERE
- MELDING IS EVEN MORE IMPORTANT AND MIRACLE DRAWS MUST BE HOPED FOR), ONE CAN
- PLAY JUST FOR TRICK POINTS AND STAY IN THE GAME.
-
- A CLASSIC EXAMPLE IS HOLDING 3 ACES. HOLDING OUT FOR 100 ACES IS QUITE A
- TEMPTATION, BUT 11 OR MORE POINTS PER TRICK WON COULD NET HALF THAT MANY; AND
- WAITING TOO LONG COULD RESULT IN LOSING THE CHANCE TO MELD AT ALL; YET WAITING
- AWHILE COULD SANDBAG THE OTHER PLAYER INTO VAINLY HOLDING HIS FEW ACES
- FIGURING TO DRAW ACES FROM THE DECK; SO IF YOU CAN FIGURE A GENERAL FORMULA
- FOR WHAT TO DO, PATENT IT.
-
- SINCE THE LAST FEW TRICKS IN THE FIRST ROUND COUNT SO MUCH, TRY TO SAVE A FEW
- HIGH TRUMP CARDS FOR THE END OF THE ROUND. THUS UNTIL ABOUT HALF THE DECK HAS
- BEEN DRAWN, ONE HOLDING A FLUSH SHOULD ONLY MELD HIS ROYAL MARRIAGE; THEN
- IT IS ADVISABLE TO MELD THE FLUSH AS SOON AS ONE HAS NO MORE PROTECTIVE CARDS
- (SUCH AS MORE ACES AND TENS) THAT INSURE THE OPPORTUNITY TO MELD LATER.
-
- DON'T GIVE FREE INFORMATION TO THE OPPONENT. WHEN YOU MELD YOU SCORE POINTS
- IMMEDIATELY, BUT YOU ALSO INFORM THE OPPONENT OF YOUR HAND, SO USE MELDED
- CARDS WHENEVER YOU CAN IN TRICK PLAY. FOR EXAMPLE, IF YOU HOLD 2 IDENTICAL
- CARDS AND HAVE MELDED ONE OF THEM, ALWAYS PLAY TO A TRICK THE ONE WHICH HAS
- BEEN MELDED, NOT THE ONE LEFT IN THE HAND.
-
- WHEN LEADING (PLAYING THE FIRST CARD TO A TRICK), TEND TO USE A CARD FROM A
- LONG, NON-TRUMP SUIT. THE 10-SPOT OF THE LONGEST SUIT IS GENERALLY THE
- SAFEST LEAD, BECAUSE THE OPPONENT WILL RARELY ACE IT AND THUS LOSE HIS CHANCE
- FOR 100 ACES, AND IF HE TAKES IT WITH A TRUMP CARD WHOSE DUPLICATE YOU
- HOLD, HE LOSES HIS CHANCE OF MAKING A FLUSH, WHICH REQUIRES HE HAVE ALL THE
- TRUMPS FROM JACK THROUGH ACE.
-
- USUALLY AN OPPONENT ONLY PLAYS AN ACE ON A 10 IF HE HOLDS THE OTHER IDENTICAL
- ACE (UNLESS HE IS TRYING TO CASH IN A BAD, THAT IS, UNMELDABLE, HAND).
-
- IF YOU ARE TRYING TO LOSE A TRICK, DON'T DISCARD FROM YOUR LONGEST SUIT
- BECAUSE THAT IS WHAT YOU ARE SAVING FOR LEADING; INSTEAD, PREFER A NINE OR
- JACK FROM A SHORT SUIT.
-
- TRY TO KEEP MENTAL TRACK OF WHEN YOUR OPPONENT CAN'T POSSIBLY HAVE CERTAIN
- CARDS, AND THEN MAKE USE OF THAT INFORMATION TO KNOW WHEN TO SWITCH GEARS AND
- CONCENTRATE ON BUILDING A GOOD HAND FOR THE SECOND ROUND; IN OTHER WORDS,
- WHEN THE OPPONENT DOESN'T HAVE ANY MELDS LEFT TO MAKE, DISREGARD ALL BUT THE
- HIGHER SCORING TRICKS AND KEEP THE GOOD CARDS IN HAND FOR THE SECOND ROUND.
-
- NOTE THAT THE NON-DEALER HAS THE GREATEST OPPORTUNITY TO LAY DOWN MELDS
- BECAUSE HE LEADS THE FIRST CARD AND CAN THEORETICALLY FORCE THE DEALER TO
- LOSE THE LAST TRICK SOMETIMES, SCORING THE 10 POINT BONUS.
-
- IN THE SECOND ROUND THE TENSION IS BETWEEN PLAYING HIGH CARDS EARLY TO WIN
- TRICKS, BUT LATE ENOUGH TO TAKE THE HIGHEST OF THE OPPONENT'S CARDS, WITHOUT
- WAITING TOO LONG AND GETTING SHORT-SUITED (E.G., IF YOU PLAY AN ACE OF HEARTS
- AND THE OPPONENT IS OUT OF HEARTS, HE CAN TRUMP YOU). SIMILARY, THE TRUMP
- SUIT IS WORKED TO YOUR ADVANTAGE BY RIDDING YOUR HAND OF SHORT SUITS ON LOSING
- TRICKS AND HOPING THE OPPONENT LEADS ONE OF YOUR VOID SUITS WITH SOMETHING
- HIGH WHICH YOU CAN TAKE WITH A LOW RANKING TRUMP. USUALLY THE PLAYER WHO IS
- LEADING THE LATER TRICKS CAN MAKE THE OTHER PLAYER DANCE TO HIS TUNE AND KEEP
- THE LEAD, MOPPING UP THE AVAILABLE POINTS. BUT IF YOU HAVEN'T BEEN MEMORIZING
- THE CARDS PLAYED, YOU WILL BY NOW BE IN BIG TROUBLE AGAINST THE OPPONENT WHO
- HAS, BECAUSE HE WILL SEEM TO KNOW WHAT YOU HAVE IN YOUR HAND THE CLOSER THE
- GAME GETS TO THE LAST TRICK.
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- * SKIP THE STARTUP SHOW
-
- EXAMPLE: >PINOCHLE MS
-
- ----------------------
- DID YOU LIKE THIS TOY?
- WHY NOT TRY SOME OF OUR OTHER GOBS OF NEAT LOW-PRICED TOYS AND GAMES FOR THE
- IBM PC AND COMPATIBLES? WE ARE WAITING TO SEND YOU OUR 5.25 INCH (360KB)
- OR 3.5 INCH (720KB) DEMO DISK, CONTAINING AN ELECTRONIC TOY CATALOG AND OTHER
- GOODIES, FOR ONLY $2 TO ANY U.S. ADDRESS, $3 OUTSIDE U.S. (U.S. DOLLARS ONLY).
- IF YOUR PC BORES YOU WRITE US NOW.
-
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-
- HAVE FUN!
-
-