home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
The X-Philes (2nd Revision)
/
The X-Philes Number 1 (1995).iso
/
xphiles
/
hp48hor1
/
tenk.doc
< prev
next >
Wrap
Text File
|
1995-03-31
|
7KB
|
124 lines
10,000 Documentation
-----------------------------------------------------------------
Title: TenK (10,000 [or 10 "K"])
Author: B. Scott "Scotty" Thompson
The object of 10,000 is to get your "table" to 10,000 points
before any other player. This version of 10,000 allows up to ten
players, complete with entering their names.
To start: Press any of the first six menu keys (if you've changed
the order of the directory, press any of the keys that have a
degree symbol before the word "run."). A title page will appear.
You may press any key to continue at this point. You will hear a
short 'beep' (make sure that beeps are enabled when first playing
this so that you can be aware of the various sounds). You will
then be asked to enter the number of players. You may enter a
number between 1 and 10. Any text or other quirks in the command
line will make the computer beep and ask for a retry. Please
don't press the ON key while playing this game!!! There is an
exit point in the program if you wish to leave early.
After you have entered the number of players, the computer will
ask for each player's name. You may either enter their names (up
to 15 characters each), or you may just press enter and "Player
n" will appear in place of their name(s). When all names have
been entered, you will see an Initialization Screen. Please wait
for just a few seconds for this to clear. This is setting-up the
parameters and variable tables that the program needs to operate.
In the upper 1/3 of the display area, you will see 5 pseudo-3D
dice, with the word "ROLL" under them. There is a triangle-
looking pointer under the first die. Enclosed in two solid lines
running the length of the screen are:
"ROLL:____0-HAND:____0-TABLE:____0"
the first item, ROLL, is the value of your selected current roll.
The next item, HAND, is the value of your accumulated hand (the
total of all valid rolls). TABLE is your individual table. This
number is the "one that counts." You need this number to get to
10,000 before anyone else's.
The only way you can get on the table is to have your run
initially equal or exceed 500 points. Once you have accumulated
enough points to be on the table, you will be prompted to roll or
stand. YOU ARE ONLY ALLOWED TO STAND WHEN YOU HAVE COMPLETED
YOUR INITIAL RUN OF 500 OR MORE POINTS. ONCE YOU STAND, YOUR
TABLE IS UPDATED BY ADDING YOUR HAND VALUE TO THE OLD TABLE
VALUE. YOU WILL NOT BE ASKED TO STAND IF YOU'RE TABLE IS '0' AND
YOU HAVE NOT ACCUMULATED AT LEAST 500 POINTS IN YOUR 'HAND'.
A "RUN" can consist of the following:
1. Rolling a 1
2. Rolling a 5
3. Rolling three (or more) of a kind
4. Rolling a "12345" (any combination)
5. Rolling a "23456" (any combination)
NOTE: Items 4 and 5 are only valid if all 5 dice are being rolled
at once.
If any of the above criteria are not met, you lose the value that
has accumulated in your 'hand' and play passes to the next
person.
Scoring: 1's are worth 100 points, 5's are worth 50. Three (or
more) of a kind are worth 100 times the face value of the die in
which three or more were rolled, for each group of three. For
example, 1 3 4 4 4. You have 1 "1" and three "4's." If you kept
the one and three four's, you would have 500 points
(1*100+4*400). If you had 2 3 4 4 4, it would only be 400
points.
Don't worry, though, this program keeps track of your rolls.
Just make sure you select the right combinations. An example of
selection: You have 1 3 4 4 4, you can only hold the "1" and/or
the THREE "4's." If you try to hold the "3" or any less than all
three "4's," you will get beeped and you'll have to reselect the
proper run.
Note that selection ability is for strategy. If you have three
dice that are flagged in use and you roll the other two dice,
your chances of rolling a 1 or a 5 are slim (you can't get the 3-
of-a-kind or the 12345,23456 runs with only two dice), so you can
be selective as to which dice to hold. For example, if you hold
everything that is legitimate to play, you might be faced with
one or two die (dice) that might make you lose a good run.
However, if you kept, say, two "1's" and left the "5" to roll
again, you're chances might be better. You'll develop your own
strategy.
To move the pointer and to select the die (dice) you wish to keep
(i.e., only valid holds that equate to points), you use the left
and right "graphics cursor movement keys (NOT THE BACKSPACE! IT
IS USED TO END THE GAME). To hold a die that says "ROLL" under
it, you press the up-arrow. To 'unhold' a die that says "HOLD"
under it, press the down-arrow. To complete your selection and
continue the game, press enter. At this stage, when you're
pointing-out the die (dice) that you want to hold, if you press
the BackSpace Key, you will be asked if you wish to quit. You
may press Y or N. Pressing Y goes immediately to the Game Over
screen. Pressing N resumes normal selection operation, so not
all is lost if you accidentally press the backspace key instead
of the cursor key.
As an additional note: If you get three or more "1's," they are
worth 1,000 points. Three "5's" are the standard 500 points, not
50 points apiece. Remember that once a die is WAITing, you can
no longer play with that die until all dice have been used. In
that case, you can just keep on rolling (the dice will change to
ROLL when this happens and you elect to continue rolling).
If you have any problems with this program, please let me know.
I just recently put the exit routine in and though I've tested
the program, one never knows...
Happy rolling!
Scotty.
(213) 539-3611 (Wk), 9780 (Hm).
P. S. Thanks to my sister, Rhonda, for showing me how to play.