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- TOMMY'S COON CAN (C) COPYRIGHT 1992 BY TOMMY'S TOYS
- P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
- CATALOG #TM-136-1A
-
- INSTRUCTIONS:
-
- AS OF 1992, PCS HAVEN'T PENETRATED ALL THAT FAR INTO BLACK ETHNIC GHETTOS, SO
- WE'RE BRINGING THE CARD-PLAYING FUN THEY HAVE IN THE GHETTO TO YOU! (ALSO TRY
- TOMMY'S TONK, CATALOG #TM-134).
-
- HISTORY:
- COON CAN IS SAID TO HAVE COME FROM MEXICO, WHERE IT WAS ORIGINALLY CALLED
- CON QUIEN, OR "WITH WHOM?" IN SPANISH. IT IS SAID TO HAVE BEEN THE GRANDDADDY
- OF ALL RUMMY GAMES.
-
- PLAYERS: TWO, YOU AGAINST THE COMPUTER.
-
- THE DECK:
- IN COON CAN, THE 8S, 9S AND 10S ARE REMOVED, THE JACK OF EACH SUIT BEING
- CONSIDERED TO FOLLOW THE 7 (THIS IS ALSO KNOWN AS THE 40-CARD SPANISH DECK).
-
- THE UPCARD PILE: THERE IS AN UPCARD PILE OF FACE-UP CARDS FORMED DURING PLAY
- FROM DISCARDS.
-
- MELDS: THE OBJECT OF EACH GAME IS TO FORM MELDS CONSISTING OF 3 OR MORE CARDS
- OF THE SAME RANK, OR 3 OR MORE CARDS OF THE SAME SUIT IN SEQUENCE, JUST LIKE
- IN ANY GAME OF RUMMY.
-
- (NOTE: ACE RANKS LOW, KING HIGH, SO A-2-3 IS LEGAL AND Q-K-A IS NOT).
-
- BETTING:
- COON CAN IS A BETTING GAME, EACH HAND BEING PLAYED FOR A STAKE AGREED-TO
- BEFOREHAND. SINCE THE COMPUTER ACTS AS BANKER YOU START OUT BY SPECIFYING
- YOUR BET, $1 TO $999. (IF YOU WANT THE SAME BET AS LAST TIME, JUST HIT THE
- <ENTER> KEY).
-
- YOUR POT:
- WHEN YOU EXIT THE PROGRAM THE COMPUTER WILL AUTOMATICALLY SAVE YOUR POT ON THE
- DISK AND RESTORE IT WHEN YOU PLAY THE GAME AGAIN; IF YOU WANT TO REFRESH YOUR
- POT JUST DELETE THE FILE COONCAN.SCR.
-
- THE DEAL:
- STARTING WITH DEALER'S OPPONENT, CARDS ARE DEALT ONE AT A TIME UNTIL BOTH
- PLAYERS HAVE 10 CARDS (THAT'S HALF THE DECK DEALT - HA HA).
-
- THE OBJECT OF PLAY:
- IS TO GO COON CAN, THAT IS, TO MELD ALL ONE'S CARDS ON THE TABLE BEFORE YOUR
- OPPONENT DOES.
-
- MELD TABLE:
- MELDS THAT ARE LAID DOWN ON THE TABLE ARE KEPT SEPARATE FOR EACH PLAYER.
-
- *TO SPECIFY CARDS* WHEN PROMPTED, JUST TYPE 1..9,A,B FOR CARDS #1...10,11.
-
- LEADER:
- THE FIRST PLAYER (LEADER) IS THE OPPONENT OF THE DEALER. AFTER THAT, PLAY
- ALTERNATES. THE INITIAL (FIRST HAND) DEALER IS CHOSEN RANDOMLY BY THE
- COMPUTER.
-
- THE CRUX OF THE GAME:
- COON CAN IS A MELD COMBO CONSISTING OF 11 CARDS; SINCE ONLY 10 ARE DEALT
- TO START WITH, THE 11TH CARD IS NECESSARILY ONE PLUCKED FROM THE UPCARD PILE
- AND LAID DOWN ON THE TABLE IMMEDIATELY, COMBINING WITH THE REMAINING HAND CARDS
- AND EXISTING MELDS. THIS IS WHAT THE STRATEGY OF THE GAME REVOLVES AROUND.
-
- TEN-CARD HOLE:
- A HAND & MELDO COMBO THAT CANNOT GO COON CAN YET IS CALLED A "HOLE". SINCE
- THERE ARE ONLY 10 CARDS OF EACH SUIT IN THE DECK, A COON CAN NECESSARILY
- CONTAINS CARDS OF AT LEAST 2 DIFFERENT SUITS. THEREFORE, IF YOU END UP WITH A
- 10-CARD HOLE OF ACE..KING IN A SINGLE SUIT, THERE IS NO WAY YOU CAN COMBINE ANY
- UPCARD WITH YOUR HOLE SO AS TO GO COON CAN, EVER! NATURALLY THEN, THE GAME
- IS JUICED-UP WITH A RULE PERMITTING PLAYERS TO TRY TO FORCE EACH OTHER INTO A
- TEN-CARD HOLE BY MAKING AN OPPONENT MELD A CARD WHEN HE DOESN'T WANT TO.
-
- STARTING:
- THE LEADER PLUCKS THE TOP CARD FROM THE DECK AND PLACES IT FACE UP, STARTING
- THE UPCARD PILE. HE MUST THEN EITHER USE IT IN A MELD COMBO, LAYING THE MELD
- FACE UP ON THE TABLE AND DISCARDING A DIFFERENT HAND CARD TO THE UPCARD PILE,
- OR PASS (THUS RETAINING 10 CARDS IN HIS HAND OR ON THE TABLE). *NO PLAYER MAY
- PICKUP THE UPCARD AND PUT IT IN HIS HAND!*
-
- TURNS:
- THEREAFTER, EACH PLAYER IN TURN MUST EITHER TAKE THE UPCARD AND USE IT IN A
- MELD (ADDING TO A MELD ALREADY ON THE TABLE, OR USING HAND CARDS), THEN DISCARD
- A HAND CARD; OR TURN THE UPCARD FACE DOWN AND PLUCK THE NEXT CARD FROM THE DECK,
- LAYING IT FACE UP ON TOP OF THE UPCARD PILE, AND TRYING TO PLAY THAT. NOTE
- THAT ONCE TURNED FACE DOWN ON THE UPCARD PILE, CARDS ARE NOT IN PLAY ANYMORE.
-
- HITTING ONESELF:
- A PLAYER IN TURN MAY HIT (LAY OFF) HIS HAND CARDS ON HIS OWN MELDS, AND ALSO
- LAY DOWN AS MANY MELDS AS HE WANTS FROM HIS OWN HAND. AT ANY TIME (EVEN DURING
- THE UPCARD PLAY) THE PLAYER MAY READJUST HIS MELDS AS DESIRED AS LONG AS THEY
- STAY LEGAL (IF YOU HIT A<UTO> WHEN ASKED FOR YOUR PLAY, THE COMPUTER WILL PICK
- UP THE UPCARD AND ADJUST
- YOUR MELDS FOR YOU).
-
- HITTING & FORCING:
- A PLAYER MAY HIT ONE OF THE OPPONENT'S MELDS WITH A SINGLE CARD INSTEAD OF
- DISCARDING ON THE UPCARD PILE: THE OPPONENT MUST THEN DISCARD TO THE UPCARD
- PILE FROM HIS HAND IN LIEU OF A TURN BECAUSE HE NOW HAS TOO MANY CARDS.
- NOTE: YOU SHOULDN'T DO THIS IF THE OPPONENT HAS NO CARDS IN HAND, BECAUSE YOU
- MAKE HIM GO COON CAN!
-
- SLEEPING:
- IF A PLAYER SLEEPS A CARD (DISCARDS ONE HE COULD HAVE USED TO HIT ON HIS OWN
- MELDS), THE OPPONENT MAY FORCE HIM TO HIT IT INSTEAD (HE THEN HAS TO DISCARD
- ANOTHER CARD FROM HIS HAND). THIS DENIES THE USUAL ESCAPE FROM THE TEN-CARD
- HOLE.
-
- WINNER AND NEXT DEALER (TABS):
- THE WINNER IS THE PLAYER WHO GOES COON CAN FIRST. IF THE ENTIRE DECK IS
- EXHAUSTED WITHOUT EITHER PLAYING GOING COON CAN, THEN THE GAME IS A
- "TAB(LEAU)", THE BET IS CARRIED TO THE NEXT HAND, AND THE OPPONENT DEALS THE
- NEXT HAND. IF THERE IS A COON CAN, THE LOSER DEALS THE NEXT HAND.
-
- REPLAY HAND OPTION:
- AT THE BEGINNING OF EACH HAND, YOU HAVE THE OPTION OF REPLAYING THE LAST HAND;
- THE DECK IS RESTORED TO WHAT IT WAS AFTER THE SHUFFLE & CUT DURING THE LAST
- HAND. OF COURSE YOU CAN USE THIS TO GAIN AN UNFAIR ADVANTAGE ON THE COMPUTER,
- BUT THIS IS A TOY AFTER ALL, AND YOU ARE BOSS.
-
- FUNCTION KEYS: THESE ARE HOT KEYS, MEANING THEY CAN BE PRESSED AT ANY TIME.
- ---------------------------------------------------------------------------
- F1 * SOUND EFFECTS TOGGLE
- F2 * DEMO MODE TOGGLE. IN DEMO MODE THE COMPUTER PLAYS BOTH HANDS
- WHILE YOU WATCH.
- F3 AUTOSORT MODE TOGGLE. IN AUTOSORT MODE THE COMPUTER SORTS
- YOUR HAND FOR THE LOWEST UNMATCHED PV SCORE.
- F5 DISPLAY THESE INSTRUCTIONS
- F6 REPLAY DEAL OPTION: LETS YOU REPLAY EACH DEAL IF YOU WANT.
- F7 QUIT THE PROGRAM
- F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR
-
- *NOTE: THE LEGEND FOR A TOGGLE SWITCH INDICATES THE MODE THAT WILL BE ENTERED
- BY PRESSING THE KEY, WHICH IS THE OPPOSITE OF THE MODE IN EFFECT AT THE TIME.
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
-
- EXAMPLE: >COONCAN MS
-
- NOTES ON STRATEGY:
- THERE ARE ONLY 40 CARDS IN THE DECK, AND THE INITIAL DEAL USES HALF OF THEM.
- THE ADVANTAGE IN CONCEALING CARDS IN THE HAND IS THAT THEY CAN BE MELDED AS
- STRAIGHTS OR TUPLES TO GET THE BEST ADVANTAGE, BUT AFTER MELDED, THEY CAN ONLY
- BE CHANGED IF THE MELDS STAY MELDED. SINCE THERE IS NO WAY TO IMPROVE THE HAND
- FROM THE DECK, THERE ARE FEW OTHER REASONS FOR CONCEALING MELDS IN THE HAND.
- IF ONE HAS A LONG STRAIGHT ONE WOULD LIKE TO LAY 2 MELDS ON THE TABLE TO GET
- OUT OF THE DANGER OF A 10-CARD HOLE, OR SLEEP A CARD AFTER LAYING ONLY PART OF
- THE STRAIGHT DOWN.
-
- THE SIMPLEST CASE IS WHEN THE OPPONENT HAS A 9-CARD SAME-SUIT HOLE ON THE
- TABLE SUCH AS ACE...QUEEN, AND YOU HOLD THE KING: JUST HIT HIM AND YOU HAVE
- HIM IN A 10-CARD HOLE; IF THE KING TURNS UP AND HE TRIES TO PASS IT, FORCE
- HIM TO TAKE IT (IF YOU LET THE KING BY HE WILL NEVER LET YOU FORGET IT LATER,
- HA HA).
-
- OF COURSE HIS CHANCES OF USING THE ODD CARD ARE BASED ON ITS VALUE, FOR
- EXAMPLE, IF HE HAS A 6 THEN WHEN ANOTHER 6 TURNS UP HE CAN TAKE THE 6 ALREADY
- IN THE SAME-SUIT MELD AND MAKE 6-6-6, THEN REARRANGE A..5 AND 7..Q TO GO COON
- CAN; BUT IF HE HAS A 3 THERE IS NO SUCH LUCK.
-
- SOME HANDS SIMPLY CAN'T MAKE 2 DIFFERENT MELDS, NO MATTER WHAT UPCARDS SHOW UP.
- OTHERS CAN MAKE A QUICK MELD, BUT THE CHANCE OF THE SECOND MELD IS BALANCED
- AGAINST THE NEED TO KEEP GROWING THE MELD ON THE TABLE TOWARDS A POSSIBLE
- YOU-KNOW-WHAT. SOME HANDS CAN MAKE 2 MELDS AT ONCE IF A CERTAIN CARD IS DRAWN,
- AND YOU HAVE TO DECIDE IF YOU CAN WAIT IT OUT (FOR EXAMPLE, 2-3-4 HEARTS, 4-5
- CLUBS CAN MELD AT ONCE WITH ANOTHER 4, OR YOU CAN WAIT FOR A 3 OR 6 OF CLUBS
- FOR A DOUBLE MELD).
-
- LET'S SAY YOU HAVE AN 8-CARD SAME-SUIT HOLE IN YOUR HAND. IF AT LEAST 1 OF
- THE ODD CARDS OVERLAPS A CARD IN THE 8-CARD RUN, YOU CAN DRAW A TRIPLET TO
- BREAK OUT OF THE HOLE; IF THEY FORM AT LEAST 2 OUT OF 3 CARDS IN A SEQUENCE,
- YOU CAN GET OUT THAT WAY; ELSE YOUR HAND IS DOOMED.
- FOR EXAMPLE, IF YOU HOLD:
-
- ACE SPADES, 2..Q CLUBS, K HEARTS
-
- THE ONLY POSSIBLE MELD WITH AN UPCARD IS WITH ACE OR KING OF CLUBS, LEAVING
- YOU WITH A HOPELESS HAND, SO IN GENERAL A LONG SUIT MEANS BAD HAND, WHILE A
- BALANCED HAND (WITH RESPECT TO SUITS) MEANS GOOD HAND.
-
- BUT NOTE THAT IF YOU HELD 2, 5, 6, OR Q HEARTS INSTEAD OF K HEARTS, YOU COULD
- GO COON CAN WHEN ANOTHER ONE TURNS UP, WHILE, FOR INSTANCE, HOLDING 4 HEARTS
- WOULD LEAD TO A RESIDUAL HAND OF 2 HEARTS, 3 HEARTS, SO YOU WOULD HAVE TO WAIT
- FOR THE LAST 4 TO TURN UP SO YOU CAN MAKE A QUARTET ON THE TABLE, THEN
- REARRANGE THE 2-3-4 HEARTS AND THE 4-4-4 TO GO COON CAN.
-
- "WITH WHOM", THEN, WILL YOU RISK THE UPCARD? NO WONDER THEY GAVE IT THAT
- NAME (HA HA).
-
- ----------------------
- DID YOU LIKE THIS TOY?
- DON'T FORGET TO TRY OUR GOBS OF OTHER NEAT LOW-PRICED GAMES AND TOYS 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 CATALOG PLUS OTHER
- GOODIES, FOR ONLY $2 SHIPPING/HANDLING TO ANY U.S. ADDRESS, $3 OUTSIDE U.S.
- (U.S. DOLLARS ONLY).
-
- HAVE FUN!
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-