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LETRUC.DOC
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1992-10-06
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173 lines
TOMMY'S LE TRUC (C) COPYRIGHT 1992 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #TM-137-1A
INSTRUCTIONS:
THIS TOY IMPLEMENTS CARD GAMES FOR BLUFFERS, CLOWNS AND JOKERS! SKILL AND
LUCK ARE NEEDED, BUT A SENSE OF HUMOR AND AN ABILITY TO BLUFF ARE INDISPENSABLE!
THE GAMES:
1. LE TRUC
2. GOPS
THESE ARE 2-PLAYER CARD GAMES, YOU AGAINST THE COMPUTER, WHO IS NOT ONLY
KNOWN FOR HIS BLUFFING SKILL, BUT HIS GREAT SENSE OF HUMOR! (HE TELLS JOKES
ALL THE TIME, INCLUDING MORON JOKES -- NO OFFENSE HA HA!)
ARROW KEYS:
USE THE LEFT/RIGHT ARROW KEYS ON THE NUMERIC KEY PAD TO SELECT THE CARD YOU
WANT TO PLAY, THEN HIT <ENTER> OR THE UP OR DOWN ARROW KEY TO PLAY IT.
ON YES/NO QUESTIONS, USE THE UP ARROW KEY FOR YES, DOWN ARROW KEY FOR NO, IF
YOU WANT TO.
I. LE TRUC
HISTORY: THIS IS A FRENCH PROVENCAL GAME, SPAWN OF SUCH VARIANTS AS THE BRETON
GAME OF ALUETTE, THE ARGENTINE GAME OF EL TRUCO, AND THE ENGLISH GAME OF PUTT
(PUT). IT'S IN THE PEAK OF LOBSTER SEASON THAT THE PROVENCALS SLAP THE CARDS
DOWN IN NORMANDY FRENCH RESTAURANTS TO SEE WHO PAYS FOR THE SNAIL BUTTER (HA
HA).
THE DECK:
THE 32-CARD DECK (2S THRU 6S STRIPPED) IS USED. CARDS RANK AS FOLLOWS, FROM
HIGH TO LOW: 78AKQJT9. FOR REASONS THAT WE WON'T ENTER INTO, THE EIGHT IS
REFERRED TO AS THE "SIX".
SUITS: ALL SUITS ARE EQUAL, THERE IS NO TRUMPING.
THE DEAL:
STARTING WITH DEALER'S OPPONENT, CARDS ARE DEALT ONE AT A TIME UNTIL BOTH
PLAYERS HAVE 3 CARDS.
THE OBJECT OF PLAY:
IS TO WIN THE MOST GAMES. EACH GAME IS WON BY THE FIRST PLAYER TO WIN 2
ROUNDS. EACH ROUND IS WON BY THE PLAYER WHO REACHES 12 POINTS FIRST ON A
SERIES OF 3-TRICK DEALS.
CALLING FOR CARDS:
AFTER THE DEAL, NON-DEALER MAY EITHER START PLAY OR CALL FOR CARDS. IF THE
LATTER, THE DEALER MAY REFUSE, FORCING NON-DEALER TO START PLAY, OR ACCEPT,
IN WHICH CASE BOTH PLAYERS THROW THEIR CARDS ASIDE FACE-DOWN AND THERE IS A
NEW DEAL. THIS PROCESS CAN BE REPEATED OVER AND OVER UNTIL THE PACK RUNS OUT,
IN WHICH CASE THE DEAL SWITCHES SIDES, AND THERE IS A NEW SHUFFLE.
THE PLAY:
EACH PLAYER HAS 3 CARDS SO THERE ARE 3 TRICKS PER DEAL. THE FIRST TRICK IS
LEAD BY NON-DEALER, AFTER THAT BY THE WINNER OF THE PREVIOUS TRICK.
TRICKS:
THE WINNER OF THE TRICK IS THE ONE PLAYING THE HIGHER-RANKING CARD, SUITS NOT
COUNTING FOR ANYTHING. IF THE TWO CARDS PLAYED ARE EQUAL IN RANK, THOUGH, THE
WINNER OF THE FIRST TRICK WINS! HOWEVER, IF NOBODY HAS WON A TRICK YET, THE
CARDS ARE SAID TO BE "SPOILED" AND ARE SET ASIDE WHILE A NEW TRICK IS PLAYED
WITH THE SAME LEADER AS BEFORE...THE WINNER OF THAT TRICK TAKES BOTH TRICKS.
IF THREE TRICKS IN A ROW ARE SPOILED, NOBODY WINS THE DEAL, OTHERWISE PLAY
ENDS AS SOON AS ONE PLAYER HAS WON TWO TRICKS, COLLECTING ALL THE POINTS FOR
THE ROUND.
POINTS AND DOUBLING:
EACH DEAL (SERIES OF TRICKS) IS PLAYED INITIALLY FOR A BET OF 1 POINT.
ANY TIME A PLAYER IS ABOUT TO PLAY A CARD TO A TRICK HE MAY OFFER TO DOUBLE
(HE SAYS, FOR EXAMPLE, "2 IF I PLAY?" "4 IF I PLAY?", ETC.).
THE OPPONENT MAY EITHER ACCEPT, WHEREBY PLAY GOES ON, OR DECLINE, IN WHICH
CASE THE CARDS ARE THROWN IN, THE DEAL IS DONE, AND THE DOUBLER GETS THE
AMOUNT BET SO FAR BEFORE THE DOUBLE (1,2,4, ETC.). OBVIOUSLY, IF EACH PLAYER
PUTS THE PEDAL TO THE METAL, AND DOUBLES BEFORE EACH PLAY, A SINGLE DEAL CAN
END A ROUND (2,4,8,16,32,64!).
REMAINDERING:
IF DOUBLING WOULD TAKE THE PLAYER BEYOND 12 POINTS, THERE IS NO POINT IN
PLAYING FOR MORE, SO HE PLAYS INSTEAD FOR THE REMAINDER OF POINTS NEEDED TO
TAKE HIM TO 12 AND WIN THE ROUND: HE IS SAID TO "REMAINDER". TO MAKE THE GAME
REALLY NUTS, IF THE OPPONENT TAKES THE CHALLENGE, HE TOO REMAINDERS
AUTOMATICALLY, NO MATTER HOW FAR AWAY HE WAS FROM 12! THE TRICK THEN BECOMES
ALL OR NOTHING!
NOTES ON STRATEGY:
THE LUCK OF THE DRAW IS ALMOST A NON-FACTOR, INDEED, EVEN IF YOU ARE DEALT ALL
7S YOU MIGHT ONLY END UP WITH 1 POINT IF YOU DOUBLE AND THE OPPONENT QUITS.
THE BEST STRATEGY IS TO NEVER DO ANYTHING PREDICTABLE, AND BLUFF, DOUBLE BLUFF,
AND TRIPLE BLUFF RIGHT UP TO THE LAST SECOND. FOR EXAMPLE, LET'S SAY YOU HAVE
BEEN DEALT 7,8,9 TO THE DEALER'S 7,8,A. IF IT WEREN'T FOR DOUBLING, YOU WOULD
PROBABLY LOSE THE DEAL. BUT IF YOU START OUT BY CALLING FOR CARDS TO BLUFF
THE OPPONENT INTO THINKING YOU HAVE A BELOW-AVERAGE HAND (YOU DON'T -- HA HA!),
YOU CAN WIN AS FOLLOWS:
1. HE REFUSES THE CALL FOR CARDS BECAUSE HE'S GOT AN ABOVE-AVERAGE HAND.
2. YOU LEAD YOUR MIDDLE CARD, THE 6 (8 HA HA!).
3. OPPONENT DOUBLES TO 2, AND YOU ACCEPT.
4. OPPONENT WINS YOUR 6 WITH HIS HIGHEST CARD, THE 7. HE NOW HAS A BIG
ADVANTAGE BECAUSE IF THE SECOND TRICK IS SPOILED (EQUAL CARDS PLAYED),
HE WINS AUTOMATICALLY.
5. THINKING YOU WERE BLUFFING, OPPONENT DOUBLES TO 4, BUT YOU ACCEPT!
6. OPPONENT LEADS HIS MIDDLE CARD, THE 6 (8 HA HA!).
7. YOU DOUBLE TO 8, AND HE STILL THINKS YOU'RE BLUFFING, SO HE ACCEPTS.
8. YOU WIN THE TRICK BY PLAYING YOUR HIGHEST CARD THE 7, MAKING HIM WONDER
ABOUT YOUR HAND.
9. YOU NOW HAVE A 9 AND HE HAS AN ACE, BUT HE DOESN'T KNOW THAT!
10. YOU OFFER YOUR REMAINDER, MAKING HIM THINK YOU DOUBLE-BLUFFED HIM,
WHEN ACTUALLY YOU'RE TRIPLE-BLUFFING HIM INSTEAD!
11. HE REFUSES, AND YOU WIN (HA HA)!
II. GOPS
THIS GAME IS PLAYED WITH A STANDARD 52-CARD PACK STRIPPED OF ALL THE HEARTS
(39 CARDS).
TO PLAY THIS GAME, ONE PLAYER TAKES ALL THE CLUBS AND THE OTHER PLAYER TAKES
ALL THE SPADES. THE DIAMONDS ARE THEN SHUFFLED AND PLACED FACE-DOWN IN A
PILE.
ON EACH TURN THE TOP DIAMOND IS DRAWN AND PLACED FACE UP ON THE TABLE.
EACH PLAYER THEN BIDS FOR IT BY LAYING ONE HAND CARD FACE DOWN ON THE TABLE.
THE CARDS ARE THEN TURNED UP AND THE HIGHER RANKING CARD WINS (KING IS HIGH,
ACE IS LOW). IF THERE IS A TIE, THE NEXT DIAMOND IS TURNED UP AND THE PLAY IS
FOR BOTH, THE NUMBER OF DIAMONDS RIDING GROWING EVEN MORE IF THERE IS ANOTHER
TIE...IF THERE IS A TIE ON THE LAST CARD, NOBODY WINS THE DIAMOND OR DIAMONDS
UP FOR GRABS.
THE WINNER IS THE PLAYER WHO HAS WON THE MOST DIAMOND CARD POINTS: ACE OF
DIAMONDS IS 1, SPOT CARDS ARE FACE VALUE, JACK IS 11, QUEEN 12 AND KING 13.
STRATEGY: EITHER CHEAT OR BLUFF LIKE GANGBUSTERS (HA HA).
---------------------------------------------------------------------------
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 JOKE TOGGLE. TURN THE JOKES OFF IF YOU WANT.
F5 DISPLAY THESE INSTRUCTIONS
F6 REPLAY DEAL OPTION: LETS YOU REPLAY EACH DEAL IF YOU WANT.
(FOR THIS TOY THIS OPTION IS REALLY DUMB, BUT YOU'RE THE MASTER,
SO HERE IT IS - HA HA!)
F7 QUIT THE PROGRAM
F8,F9 DECREASE/INCREASE PROGRAM DELAY FACTOR (PROGRAM SPEED)
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: >LETRUC MS
----------------------
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.