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The Complete Encyclopedia of Games 1
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crazy8s.doc
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1994-04-24
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141 lines
TOMMY'S CRAZY EIGHTS (C) COPYRIGHT 1987 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #87-086-1A
INSTRUCTIONS:
THIS IS A CARD GAME FOR TWO. YOU PLAY AGAINST THE COMPUTER. YOUR HAND IS
DISPLAYED AT THE TOP OF THE SCREEN, THE COMPUTER'S UNDER IT.
THE DECK: A STANDARD DECK OF 52 CARDS IS USED.
CRAZY CARD: YOU CAN SELECT ANY CARD RANK AS "CRAZY". NORMALLY PEOPLE CHOOSE
THE 8, THUS THE NAME CRAZY EIGHTS.
THE DEALER: THE FIRST DEALER IS RANDOMLY CHOSEN. AFTER THAT, THE DEAL GOES
TO THE WINNER OF THE LAST HAND, OR, IF THERE WAS NO WINNER, TO THE OTHER
PLAYER.
THE DEAL: EACH PLAYER GETS 7 CARDS, DEALT ONE AT A TIME ALTERNATELY. THE
TOP CARD OF THE DECK IS TURNED FACE UP AND PLACED BESIDE IT TO FORM THE
UPCARD PILE (IT IS ALSO CALLED THE STARTER). NON-DEALER PLAYS FIRST.
THE PLAY:
THE PLAYER MUST LAY A CARD FACE UP ON THE UPCARD PILE. THIS CARD MUST BE
OF THE SAME RANK OR SUIT AS THE CURRENT UPCARD. ALTERNATELY, THE PLAYER CAN
LAY DOWN A CRAZY CARD OF ANY SUIT AND THEN SELECT A NEW SUIT: THE OTHER PLAYER
MUST EITHER LAY DOWN ANOTHER CRAZY CARD OR A CARD OF THIS SUIT ON HIS TURN.
NOTE: IN TOMMY'S CRAZY EIGHTS, YOU ENTER THE NUMBER OF THE CARD (LEFTMOST=1)
THAT YOU WANT TO PLAY, THEN HIT <ENTER> OR THE SPACE BAR. YOU CAN USE EITHER
THE KEYBOARD TO ENTER THE NUMBERS, OR THE ARROW KEYS ON THE NUMERIC KEY PAD:
LEFT/RIGHT SELECT THE CARD....THE DOWN ARROW KEY OR <ENTER> OR THE SPACE BAR
THEN MAKES THE PLAY. WHEN NAMING THE CRAZY SUIT, USE THE LEFT/RIGHT ARROW
KEYS TO SELECT, THE DOWN ARROW KEY TO ENTER.
DRAWING AND PASSING:
A PLAYER MAY DRAW AS MANY TIMES AS HE LIKES BEFORE PLAYING HIS CARD. IF THE
DECK IS EXHAUSTED AND NO CARD CAN BE PLAYED, THE PLAYER PASSES.
NOTE: TO DRAW, HIT THE "D" KEY, THE "." KEY, OR THE "INS" OR "DEL" KEYS OR
DOWN ARROW KEY ON THE NUMERIC KEY PAD.
DON'T ENABLE THE NUM LOCK KEY: IF YOU DO, YOU CANNOT USE THE "INS" KEY FOR
DRAWING BECAUSE IT CHANGES INTO THE "0" KEY, WHICH IS USED TO PICK A CARD TO
PLAY.
PASSING IS AUTOMATIC BECAUSE THE COMPUTER "PEEKS" AT YOUR CARDS AND KNOWS
WHEN YOU MUST PASS.
THE HAND:
THE PLAYER WHO SUCCEEDS IN EMPTYING HIS HAND FIRST WINS. IF ALL THE CARDS
HAVE BEEN DRAWN FROM THE DECK AND NO PLAYER CAN MAKE A PLAY, THE GAME ALSO
ENDS (THE GAME IS "BLOCKED") AND THE PLAYER WITH THE LOWEST HAND TOTAL WINS.
HAND TOTAL:
THE HAND TOTAL IS THE SUM OF THE VALUES OF THE CARDS IN THE HAND, WITH AN
ACE COUNTING AS 1 POINT, FACE CARDS AS 10 POINTS, AND THE OTHERS AS THEIR
RANKS; BUT CRAZY CARDS COUNT AS 50 POINTS.
HAND SCORE:
IF THE GAME IS NOT BLOCKED, THE WINNER GETS POINTS EQUAL TO THE HAND TOTAL OF
THE LOSER'S HAND. IF THE GAME IS BLOCKED, THE WINNER GETS POINTS EQUAL TO THE
DIFFERENCE IN HAND TOTALS; IF THE HAND TOTALS ARE EQUAL, THE WINNER GETS
NOTHING.
GAME POINTS AND GAME:
A GAME IS 100-500 POINTS (CALL IT G), SELECTABLE AT PROGRAM STARTUP.
THE WINNER OF THE GAME GETS G GAME POINTS PLUS THE DIFFERENCE IN FINAL POINT
TOTALS.
**************
ROLLING STONE
************** SURPRISE! WE ADDED THIS GAME IN JUST FOR FUN!
THIS GAME IS ALSO CALLED ENFLE OR SCHWELLEN. IT IS A GAME WHERE ALL IS
DEADLOCKED WITH MACHINE-LIKE PRECISION UNTIL SUDDENLY SOMETHING SWELLS AND
IT ALL BURSTS! UP TO 6 MAY PLAY BUT IN THIS VERSION YOU PLAY AGAINST THE
COMPUTER.
THE PACK: THE 52-CARD PACK IS STRIPPED OF 2S THRU 6S, LEAVING 32 CARDS.
THE RANK IS ACE HIGH. (IF 5 PLAY, THE 5S AND 6S ARE ALSO USED; IF 6 PLAY,
THE WHOLE 52-CARD PACK WOULD BE USED).
THE DEAL: 3 THEN 2 THEN 3, FOR 8 TOTAL EACH.
ANTE: SOMETIMES THIS GAME IS PLAYED FOR MONEY AND THERE IS AN ANTE. HERE
WE WILL ONLY PLAY FOR POINTS.
THE PLAY: ELDEST LEADS. OTHERS MUST FOLLOW SUIT. IF ALL PLAYERS ARE ABLE
TO FOLLOW SUIT, THE CARDS PLAYED ARE THROWN OUT OF PLAY AND THE NEXT TRICK
IS LED BY THE PLAYER WHO PLAYED THE HIGHEST CARD. IF A PLAYER MUST RENEGE,
HE MUST PICK UP ALL THE CARDS PLAYED SO FAR AND ADD THEM TO HIS HAND, THEN LEAD
A NEW ROUND. PLAY GOES ON UNTIL ONE PLAYER RIDS HIMSELF OF ALL HIS CARDS.
GAME: THE FIRST PLAYER TO PLAY HIS LAST CARD WINS 1 POINT FOR EACH CARD LEFT
IN OPPONENT'S HAND. WINNER DEALS NEXT HAND.
--------------
FUNCTION KEYS:
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 YOUR HAND TOO.
TO QUIT: HIT FUNCTION KEY F7.
TO CHANGE THE SCREEN BORDER COLOR (COLOR MONITORS ONLY): HIT FUNCTION KEY F10.
TO DISPLAY THESE INSTRUCTIONS: HIT FUNCTION KEY F5.
GAME SPEED CONTROL: FUNCTION KEY F3 DECREASES, AND FUNCTION KEY F4 INCREASES,
THE DELAY BETWEEN TURNS. THE VALUE OF THIS DELAY, IN SECONDS, IS DISPLAYED
ON THE BOTTOM LINE OF THE SCREEN.
MATCH SCORE FILE:
THE NUMBER OF GAMES WON BY EACH SIDE IS AUTOMATICALLY KEPT ON THE FILE
CRAZY8S.SCR. TO CLEAR THE MATCH SCORE JUST ERASE THE FILE.
TO SKIP STARTUP SHOW: HIT <ENTER> KEY TWICE INSTEAD OF ONCE WHEN RUNNING THE
PROGRAM FROM DOS, OR USE THE * COMMAND PARAMETER.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
* SKIP STARTUP SHOW
EXAMPLE: >CRAZY8S 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. WE ARE WAITING TO SEND YOUR 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 A GOOD TIME!