home *** CD-ROM | disk | FTP | other *** search
- CardShark-Hearts(tm)
- Version 2.1
-
- Copyright 1992 Nelson Ford, PsL
-
-
- Contents:
-
- 1. Copyright, Trademark, Use & Distribution License
- 2. Installation
- 3. Overview of the Game
- 4. Mechanics of Play
- 5. Rules of Play
- 5a. Passing
- 5b. Playing
- - automatic "cash-in"
- 6. Strategy
- 6a. Ganging Up on the Low Hand
- 6b. Stopping the Shoot
- 6c. The Worst Way to Stop a Shoot
- 6d. The Computer Hands
- 6e. "Panic" Mode
- 7. Options
- 7a. AutoPlay
- 7b. Deal # Prompt
- 7c. Pause
- 7d. Play Through
- 7e. Duplicate Play
- 7f. Card Backs
- 7g. Game Goal
- 7h. Change Scores
- 7i. Zero Game Score
- 8. View
- 8a. Documentation
- 8a. All Hands
- 8b. Game Record
- 8c. Last Game
- 8d. Edit INI File
- 9. Quit
- 9a. Deal
- 9b. Game
- 10. Hint
- 11. Pass <Direction>
- 12. How The Computer Plays
- - No Cheating
- 13. Association of Shareware Professionals
- 14. Benefits of Registering
- 15. Order Form
-
-
-
- 1. Copyright Use & Distribution License:
-
- You should have received this program free or for a low fee through as
- shareware for evaluation purposes only. You may use the program for a
- reasonable evaluation period. Payment to the author of the program is
- required for use beyond simple evaluation. See the registration form at
- the end of this file.
-
- This program may be copied for others to try, so long as no changes are
- made to the program nor any of the accompanying files, including this one,
- and ONLY if you write to the author for permission. Vendors who are current
- members in good standing of the Association of Shareware Professionals must
- still notify the author that you are distributing the program, but you do
- not have to wait for permission to begin distribution.
-
- VENDORS and BBS's must agree to stop distributing this program when requested
- or automatically if your membership in A.S.P. is dropped for any reason.
-
- CS-Hearts is written in Visual Basic. The Visual Basic runtime module,
- VBRUN100.DLL, is Copyright by Microsoft Corp.
-
- VBCARDS.DLL, which contains the card faces and backs, was written by
- Richard R. Sands and is public domain. Programmers wanting to use this DLL
- in their own card games may contact Sands on CompuServe: 70274,103.
-
- CARDSHARK-HEARTS and the "CARDSHARK-" card game name prefix are trademarks
- of Nelson Ford, PsL.
-
-
-
- 2. Installation
-
- You can put the CS-Hearts files in any directory; HOWEVER, the VBCARDS.DLL and
- CTLHWND.DLL files should be copied to some directory in your PATH, such as
- your Windows directory. If you already have a VBCARDS.DLL in your Windows
- directory, compare the size, date and time of that file to the one in this
- package. If they do not match, you may have to remove or temporarily rename
- the other file to use this one. You might try running CS-Hearts before doing
- so to see if it works with the files already in place.
-
- CS-Hearts also requires VBRUN100.DLL. VBRUN is used by dozens (maybe hundreds)
- of pd/shareware programs and is widely available. If you already have VBRUN,
- you do not have to do anything else. If you do not have it, you can get it
- from PsL by sending $5 to cover shipping and handling to the address on the
- order form at the end of this file. You can also download it from CompuServe.
- GO MSBASIC, enter DL-5 at the Forum prompt, and BRO VBRUN*.* to find it.
-
- After copying the CS-Hearts files to the directory of your choice, use Program
- Manager File-New menu options to add CS-Hearts' EXE file to one of your
- Program Groups, if you wish to have it readily available. Otherwise, you can
- run it with the File-Run option of Program Manager.
-
-
-
- 3. Overview
-
- Hearts is an addictive and interesting four-handed game (no partners). You
- play one hand and the computer plays the other three hands individually.
- "Individually" means that the computer does not "cheat" -- it does not look
- into other hands or play any differently against the human opponent than it
- does against the other computer hands.
-
- While there are MANY variations of the game of Hearts, the variation and rules
- used in this program are the most popular ones.
-
- The goal in Hearts is to have the low score. You get one point for each Heart
- that you take and 13 points for the Queen of Spades ("QS"). Since you want to
- have the low score, the goal is to avoid taking Hearts and, at almost all
- costs, avoid taking the QS.
-
- One exception is that if you take the QS and all 13 of the Hearts, each of
- your opponents gets 26 points. This is called Shoot the Moon ("Shoot"), but it
- is difficult to do if playing good opponents. (It is very easy to end up with
- 25 points against you rather than giving everyone else 26 points, and a 51
- point swing is difficult to overcome in a game to 100.)
-
- Unlike Bridge, Spades, and other games, there is no "trump" in Hearts.
- The high card played in the suit led always takes the trick.
-
- You can elect to play to any number of points, but the default is 100. When one
- player goes over 100, the person with the lowest number of points at that time
- is the winner.
-
- I wrote CardShark Hearts out of frustration with the weak play of existing
- Hearts games. In writing it, I gained a deeper respect for the problems faced
- by the authors of the other games. Although tests have shown that CardShark
- Hearts can beat the other games, it is a long, long way from the
- sophistication that I had hoped to attain when I started this program.
-
- On the other hand, does anyone really want a game they can't possibly beat?
-
-
-
- 4. Mechanics of Play:
-
- A mouse is required to play CS-Hearts. In normal play mode (ie: not AutoPlay),
- cards are selected to pass or play by clicking on the card, then clicking the
- Ok button. At the end of each trick, also click the Ok button when prompted.
-
- When you click on the card, it will rise up above the rest. If you change your
- mind before clicking on Ok, simply click on the card again to lower it.
-
- While it is a very minor (in my opinion) nuisance to have to click on the Ok
- button in addition to clicking on the card, I think it is worthwhile, based on
- my experience with other card games that give you no way of correcting an
- accidental selection or that make the confirming action so easy that you
- automatically blow by it.
-
- I have several times been in the middle of a good game in other Hearts games
- and ruined it by accidentally clicking on the the wrong card.
-
-
-
- 5. Rules of Play:
-
- There are two parts to the game of Hearts: Passing and Playing.
-
-
- 5a. Passing
-
- After each of the four hands is dealt 13 cards, you must select three cards to
- pass to an opponent. The passing direction rotates on each deal: to the right,
- across, left, and no-pass ("hold"). Some people play other passing patterns,
- but this is the most widely used one.
-
- Cards are passed face-down, so the other players do not see what you are
- passing.
-
- Selecting the three cards to pass is at least as important as the actual play
- of the hand, if not more so. For example, if you are dealt the lone Queen of
- Spades ("QS") and do not pass it, then the first time spades are led (and the
- other players WILL attack spades right away), you will be forced to play it.
- The other players will play low (if they can) and force you to win the trick,
- thus taking 13 points.
-
- Novices are often afraid to ever hold onto the QS, but you normally will want
- to hold it when you can adequately protect from having it led out of you.
-
- Holding the QS gives you two advantages: nobody can drop it on you, and you
- can choose whom to drop it on -- normally the person with the lowest score.
-
- How many spades is considered "adequate protection"? You will find that out
- through experience. (I don't want to spoil all your fun!)
-
- Other considerations include passing low cards so that you can Shoot, passing
- low Hearts to keep other players from Shooting, and so on. Again, experience
- is the best teacher, but when you register CS-Hearts, the manual you get has a
- section that tells you how to get the most out of your passing game.
-
- In addition, you can use the Hint and Duplicate Play options to see how the
- computer would pass and play the cards you are dealt. This is also a good way
- to learn.
-
-
-
- 5b. Playing
-
- The person with the Two of Clubs starts play by leading it. Play goes
- clockwise and each player must follow suit, if possible.
-
- You can play the QS or a Heart at any time that you cannot follow suit, except
- that you cannot LEAD a Heart until they have been "broken". Hearts are broken
- when someone discards a Heart or the QS. Other than that, you can lead any suit.
- You CAN lead the QS before Hearts are broken, if you want to.
-
- Some people play that if you only have Hearts and the QS left, you must lead
- the QS. In this game, you can lead a Heart if you wish. Also, some people play
- that you cannot play the QS on the first trick; in this game, you can.
-
- There are numerous other variations on the rules of the game, but the rules
- followed in CS-Hearts are the ones normally used. My inclination is not to
- muck up the game with such variations, especially since it is so difficult
- to perfect the play of the computer with standard rules.
-
-
- Automatic Cash-In:
-
- At the end of each Trick, the program checks to see if all the points have
- been played or if the person with the lead has all winning cards left. If
- either of these is true, the program stops play, displays the remaining cards,
- and in the latter case, gives the remaining points to the person with the
- lead.
-
- After all, if all the points are in, there is no reason to continue play.
- And if the person with the lead doesn't have a card left that is lower than
- those held by the other hands, there is likewise no point in playing it out.
- (Yet CS-Hearts is presently the only Hearts game that offers this feature.)
-
- One exception is that if only one trick is left, the program will not cash in,
- since it is usually faster just to play the last trick.
-
-
- 6. Strategy
-
- The manual you get when you register contains many tips on playing. You do
- NOT need these tips to play and enjoy the game, but they can help you win
- more, both against the computer and against human opponents. Here are a few of
- the more important ones:
-
-
- 6a. Ganging Up on the Low Hand:
-
- One basic strategy is that if you are holding the QS with sufficient protection
- for it, then you should not just throw it at the first opportunity. Instead, try
- to give it to the low hand (assuming one player's score is at least 13 points
- lower than the others).
-
- If you are low scorer, then
-
- - If someone else is within 13 points or so of your score, try to give QS to
- them. If more than one player is within 13 points of your score, give it
- to the first one of the two hands that you can.
-
- - If you can give the QS to a hand that will then go over the Goal, do it.
- (Remember to do this only if YOU have the low score, obviously.)
-
- - If everyone's score is well above yours, dump the QS on the first person you
- can. There is no point in taking risks in that situation.
-
- Even if you do not hold the QS, you may be able to control who gets it. If you
- are leading Spades, for example, and have enough Spades to force the QS out of
- the hand holding it, but that hand is not the one you want to get the points,
- then try leading a suit in which you have a lot of cards with good low ones to
- give the other player a chance to dump the QS on someone else. You may not want
- to risk this unless you have a very safe hand (ie: low cards in every suit).
-
-
-
- 6b. Stopping the Shoot:
-
- Although taking the QS is costly, it is TWICE as costly to let someone shoot, so
- stopping the shoot is an important part of your strategy.
-
- One way is to try to discard Hearts when you cannot follow the suit that has
- been led, trying to give a Heart to two different players ("splitting" Hearts).
- Until Hearts have been split, you should not discard your highest Heart, since
- you may need it to stop a Shoot. Once Hearts are split, discard your highest
- Hearts.
-
- Another way is to try to take a trick that someone has discarded a Heart on,
- if Hearts haven't already been split. Novices are often afraid to take even a
- single point, but taking one point is a cheap way to insure that nobody else
- can Shoot and give you 26 points.
-
- Once someone takes the QS, you should not rest easy until someone else has taken
- a Heart; otherwise, there is a risk that the person could Shoot. Because the
- penalty for allowing someone to shoot is so large, it is worth taking a few
- Hearts to prevent it, if necessary.
-
- If the computer detects that you are always playing low on Hearts when you could
- play high and stop a Shoot, then the next time, it may play low too, and the
- other hand could get away with Shooting and you will lose, so don't just rely on
- the computer hands to stop other computer hands from Shooting.
-
- However, if the hand on your right leads, say, the Four of Hearts and you have
- the Two and the Three in addition to some higher ones, it is usually all right
- to play low, since there is a strong probability that one of the other hands
- will be forced to win the trick.
-
- If the hand on the right leads, say, a Ten of Hearts and you have a higher one
- and don't play it and the other hands cannot beat it, that may have been the
- leader's only losing Heart and he may Shoot.
-
- As you can see, stopping the Shoot is a major part of the game.
-
-
- Change in Strategy:
-
- CS-Hearts was originally written to ALWAYS take the first Heart led when the
- hand leading the Heart is the only one with points so far. This gave maximum
- protection against a Shoot and at worst, cost only 4 points.
-
- However, many people have suggested that this makes it too easy for someone
- who has taken a point to get rid of a high Heart by leading it and, in fact,
- the computer hands use this strategy.
-
- So by popular demand, the computer hands will duck a Heart lead a certain
- percentage of the time. However, there are many times when taking the Heart is
- good strategy apart from stopping the Shoot. So don't count on the computer
- hands ducking!
-
-
- 6c. The Worst Way to Stop the Shoot:
-
- ...is to take the QS. Say that someone has taken all the hearts and the only
- points left are the 13 assigned to the QS. Whether or not you should take 13
- yourself to avoid having to take 26 (along with everyone else) has to be decided
- by the score situation.
-
-
- 6d. The Computer Hands:
-
- Poorly written Hearts games are frustrating, because one computer hand may
- make bad plays that let another computer hand win. It doesn't matter how good
- a player you are if the program is so poorly written that one computer hand
- gives the game away to one of the other computer hands.
-
- A common flaw is for one hand to Shoot when Shooting lets another hand win the
- game. PsL Hearts' computer hands are designed not to try to Shoot if doing so
- will let another computer hand win. For example, say the scores for the hands
- are:
-
- #1 - 80 (you)
- #2 - 90
- #3 - 50
- #4 - 70
-
- Some computer Hearts games would let player #2 Shoot the Moon. This would cause
- you to lose, but player #3 would be the winner since adding 26 to his 50 points
- would still leave him low hand. So in this case, player #2 would not try to
- Shoot in "real life", since the object is to be the low scorer when someone else
- goes over 100.
-
- However, if player #4 Shoots, he would win the game, since his 70 points would
- be low after adding 26 to everyone else's score. And of course, player #3 would
- be happy to Shoot.
-
- In fact, player #3 would make no attempt to stop players #1 and #2 from
- Shooting, since he wins if they Shoot!
-
-
- 6e. "Panic" Mode:
-
- The computer players are designed with a Panic Mode. Given the scores shown
- above, if faced with either having to take the QS or having to let player #2
- take it, player #4 would take it. Otherwise, #2 will "go out" (get over 100
- points) and player #3 would win with the low score.
-
- If #3's score were only a few points below #4's, and there are plenty of Hearts
- left, #4 may let #2 take the QS in the above situation, hoping to stick #4 with
- enough Hearts to make up the difference.
-
-
-
- 7. Options:
-
- 7a. AutoPlay:
-
- The Computer plays your hand too. This is a good way to study the strategy. It
- can be toggled on and off at any time there is a prompt (such as at the end of
- each trick), so you can use it to play a single trick when you would like to
- see what the computer would play, then turn it back off.
-
- When Duplicate Play is chosen (see below), AutoPlay is automatically toggled on
- for the computer's turn.
-
-
- 7b. Deal # Prompt:
-
- If you select this option, you will be prompted before each deal for a deal
- number. This allows you to replay a particular deal, but please keep in
- mind that to get the computer to play the same way again, both the
- passing direction and the starting game scores must be the same as in
- the original deal. To set the scores back, select Change Game Scores.
-
- Whether you select this option or not, the deal number is at the start of
- the game record, which you can view at any time. (See section 9.) It is
- also displayed at the right of the menu bar.
-
- Note that if you replay a deal, the score will still be added to the totals.
- (The exception is if you replay the last deal, totals don't change.)
- If you want the scores restored, look at the game record to see what
- the scores should be, then use the Change Scores option, below.
-
-
- 7c. Pause:
-
- Causes you to have to click the Ok button after each hand has played before the
- computer goes on to the next hand. This is mainly of use when "View All Hands"
- is on and you want to study the hands to see if you can figure out which card
- the computer will play before it plays it.
-
- It is interesting to turn on AutoPlay, Show All Hands, and Pause and see how
- the computer plays each hand. (See Duplicate Play, below.)
-
-
- 7d. Play Through:
-
- This option will cause the program to play straight through a deal without any
- pauses until the end. It plays all four hands. This can be used to generate a
- game record for a particular deal number.
-
- Play Through can also be used during the Computer's turn during Duplicate Play
- (see below) if you are not interested in studying the play of the computer and
- just want to generate its scores.
-
- This option is turned off at the end of each deal to prevent unintentional
- playing into the next deal.
-
-
- 7e. Duplicate Play:
-
- Duplicate Play lets you compare your score to the score the computer gets when
- it plays the same cards. When you select Duplicate Play, after you play each
- hand, the hand will be dealt again, all hands will be displayed, AutoPlay will
- be turned on, and the computer will play all positions.
-
- After the computer is through playing the same hand you just played, your "Dup
- Game" score will be increased or decreased by the difference in your score and
- the computer's score on the same hand. At the end of the regular game, the "Dup
- Total" score is increased by one if you have outscored the computer in duplicate
- play or decreased by one if the computer outscored you for the game.
-
- In addition, after a game has been won, by you or a computer hand, you can add
- the Dup score to your game score to see if the computer would have won the game
- based on the scores it made on the same hands.
-
- For example, if you won a game with a score of 30 and the next highest hand
- was 40 and your Dup score was 15 (meaning that you took a net of 15 fewer
- points than the Duplicate player during the game), the you would add the 15
- Dup points to your 30 points to get a projected score of 45 for the computer,
- meaning that the computer would not have won the game. Likewise, if you lost a
- game by 10 points and the Dup score was -11, then the Duplicate player would
- have won the game.
-
- This is not completely accurate, because part of winning a game is trying to
- stick the low scorer. The first Duplicate method I tried was to let the
- Duplicate player have its own set of scores, while playing the same deals.
- This has the advantage of letting you see precisely if the computer would have
- won the game given the same deals you had, but since the opponents' scores
- would differ and since play is based in part on opponents' scores, it meant
- that the play of the individual deals would not be comparable. So I decided to
- go with the method that lets every hand be played under the same conditions.
-
-
-
- Background:
-
- In card games, luck can greatly influence the outcome of the game, particularly
- when the skill of the players is very close. Bridge players have gotten around
- this problem by devising a method of playing called "Duplicate".
-
- In Duplicate Bridge, every pair of players plays the same cards that every other
- pair does (basically). Your score for the tournament is not the sum of the
- scores you get against the opponents at your table; instead, your score is
- based on how the score you got against your opponents compares to the scores
- that every other pair got when they played the same cards.
-
- In Hearts, you may lose or win games because of bad luck in the lay of the cards.
- By playing in the Duplicate mode, even if you get bad cards, you can still have
- fun by seeing how your score compares to the computer's when it has to play the
- same bad cards.
-
-
- 7f. Card Backs:
-
- Lets you toggle through the available decorative card backs.
-
-
- 7g. Game Goal:
-
- Lets you change the score to which the game is played. Default is 100.
-
-
- 7h. Change Scores:
-
- Lets you change all the scores.
-
-
- 7i. Zero Out Scores:
-
- This will zero out the current game scores, allowing you to start a new game.
-
-
-
- 8. View:
-
- 8a. All Hands:
-
- This is a good way to learn the game or to study the computer's strategy.
- Like the other options, it can be toggled on or off at any time, so you could
- turn it on if you feel a need to see the other hands for some reason, then
- turn it back off.
-
-
- 8b. Documentation:
-
- Notepad is brought up to display the documentation file. If you do not have
- Windows Notepad in your Windows directory, this option will not work. You can
- use any word processor to view these files.
-
-
- 8c. Game Record:
-
- At any time during the game, you can use this menu option to view a record
- of the current game. (The Window's NOTEPAD.EXE program is required, or
- a substitute editor of the same name.)
-
- The current game record, is stored in CSHEARTS.TMP and the prior game
- is in CSHEARTS.BAK.
-
- In the Duplicate Play mode (see 7e, above), the Computer's deal record is
- appended to the end of yours.
-
- You can use Notepad to view, add comments to, and print the game.
- You can also save it permanently by using the File-Save As menu in
- Notepad.
-
- You can view a game up "View" until the passing has been done for the
- next game. Then it is copied into CSHEARTS.BAK (which you can view
- with the View Last option) and the new game is written to CSHEARTS.TMP.
-
-
- 8d. View the Last Game:
-
- Lets you view the prior game's record. See comments above.
-
-
- 8e. Edit the INI File:
-
- Program parameters are stored in the file CSHEARTS.INI, which should be in
- your Windows subdirectory. By selecting this option, the INI file will be
- brought up in Notepad so that you can change any parameters you wish. You
- should rarely need to do this, but the option is there.
-
-
-
- 9. Quit:
-
- 9a. Quit Deal:
-
- This allows you to abort play and get a new deal. If you have the
- Deal # Prompt turned on, you could enter the same deal number again
- to start the same deal over. If you replay the last deal, the resulting
- score is not added to the game score. If you replay some other deal,
- the score WILL be added to the game score. If you do not want it added,
- you will have to use the Change Scores option to change it back.
-
- If you are trying to replay another hand, keep in mind that the scores
- and passing direction influence the play of the computer, so you should
- use Change Scores to set the scores to their starting values of the hand
- to be replayed before beginning play.
-
-
-
- 9b. Quit Game:
-
- This quits the game of Hearts completely. The game-record files remain on your
- disk in the files CSHEARTS.TMP and .BAK and you can view those with Notepad.
-
-
-
- 10. Hint
-
- If you would just like to see what the computer would play or pass in a
- particular situation, click on Hint on the menu bar.
-
- The card that the computer selects will pop up. You can put it back in
- your hand by clicking on the card, then click on the card you want. To accept
- the computer's suggestion, click the Ok button.
-
- You cannot ask for a hint if you have already clicked on a card to raise it
- up.
-
-
-
- 11. Pass [direction]
-
- This not only indicates the direction of passing for the current deal,
- clicking on it cycles through the passing directions. If you are playing
- over a particular deal number, you may need to use this option to set the
- passing to the proper direction.
-
- In particular, if you replay a deal that you just finished (say, to see how
- the computer does in comparison to how you did), you must make sure that
- the direction of passing is the same.
-
-
-
- 12. How The Computer Plays
-
- While chess games on the computer have attained Master strength, card
- games such as Bridge and Hearts have remained relatively weak.
-
- CS-Hearts is stronger than other shareware Hearts games, but it still
- has a lot of room for improvement in playing strategy.
-
- CS-Hearts' main strength is that it never forgets what has been played.
- It usually knows (statistically) the best time to play a high card or a
- low card.
-
- However, what makes card games both interesting and difficult to program is
- that what's statistically correct can backfire at times, which can make the
- game look really stupid, when it really has chosen the correct line of play.
-
- The game's main weaknesses are that it is not programmed for every possible
- situation that can arise, nor does it attempt to make inferences about
- card holdings based on how other hands play.
-
- For example, with scores about even, if a hand doesn't follow suit on the
- first trick, nor does it play the QS, it is probably safe to assume that
- the hand does not have the QS, but the program does not try to make such
- assumptions. (As a matter of fact, other shareware card games, against
- which CD Hearts was tested, seem to withhold playing the QS at times for
- no apparent reason, so the assumption would be wrong in that case.)
-
- This means that a human player with a good understanding of strategy and an
- excellent memory for what has been played should be able to beat the game,
- since you are better able to adapt to different situations as they arise.
-
- It also means that like a human player, the computer may make a blunder
- some times (not very often, hopefully). If you would like to help with the
- improvement of this game, you report blunders to me at the address on the
- order form or via CompuServe.
-
- To report gross playing errors, load the file CSHEARTS.TMP into NOTEPAD and
- print it out, or send a copy of it to me on disk, or email it to me on
- CompuServe. (See: "Getting a Record of a Hand.")
-
- If you cannot do that, make a note of the Deal Number, the Passing Direction,
- and the Starting Scores, as well as the version of the program you have.
-
-
- No Cheating:
-
- The computer plays each hand individually. For each hand, a list is kept
- of the cards every other hand may have and the play of each hand is based
- on its own list.
-
- Since each hand removes the cards in its own hand from the list of cards
- that other hands may have, and since it knows what cards it passed to
- some other hand, each hand's lists of what the other hands may hold are
- different from every other hand's lists.
-
- When deciding what to pass or play for one hand, the computer never
- "peeks" into the other hands.
-
- In fact, when you register CS-Hearts, you will get as a bonus a special
- one-hand version of the game that plays only one hand. You tell it what
- cards have been dealt to it and what cards the other hands have played by
- clicking on lists of cards.
-
- I have used this special version of the game to test CS-Hearts against
- other Hearts computer games. (Naturally, CS-Hearts beats them all!!)
- When you register, you will also get a shareware disk with at least two
- other (DOS-based) Hearts games and one other Hearts game for Windows by
- other shareware authors. Under Windows, you can load another game and
- the one-handed game at the same time and let the two games play.
-
- You can also use the one-hand version of CS-Hearts to play against human
- opponents.
-
-
-
- 13. ASSOCIATION OF SHAREWARE PROFESSIONALS
-
- The Association of Shareware Professionals (ASP) is an organization of
- software authors committed to developing shareware as an acceptable
- alternative way of marketing software.
-
- The author, Nelson Ford, is a member (and one of the founders) of the ASP.
- ASP wants to make sure that the shareware principle works for you. If you are
- unable to resolve a shareware-related problem with an ASP member by contacting
- the member directly, ASP may be able to help. The ASP Ombudsman can help you
- resolve a dispute or problem with an ASP member, but does not provide
- technical support for members' products. Please write to the ASP Ombudsman at
- 545 Grover Road, Muskegon, MI 49442 or send a CompuServe message via
- CompuServe Mail to ASP Ombudsman 70007,3536.
-
-
- 14. Benefits of Registering
-
- As with all shareware, if you use this program beyond a reasonable evaluation
- period, you must pay for it by registering with the author to be legally
- licensed to use it.
-
- In addition, registration brings with it other benefits:
-
- I play this game almost every day. If I find a weakness during play, I correct
- it. So the game is constantly being improved. I will release new versions only
- on a quarterly basis, since any more often than that tends to cause
- problems for most shareware vendors and BBS's.
-
- But when you register, you will, of course, be sent the latest version. If
- you would like a shareware copy of the latest version, you can get it at
- PsL's regular shareware disk fee rates: $5 per disk and $4 S&H per order.
- Send payment to the address on the order form below. Be sure to specify which
- version you have if you are expecting an upgrade.
-
- When you register, you will also receive a printed manual with a section
- on how to win at Hearts. There is a lot of strategy involved in passing
- and playing Hearts, and this book explains it in a clear and concise way.
-
- In addition, registration gets you One-Handed Hearts, designed for playing
- one hand against unknown opponents.
-
- Sometimes if the cards aren't going your way, you may start thinking that the
- program is "cheating". Since you only tell One-Handed Hearts (which uses the
- same algorithms as CardShark Hearts) which cards it has been dealt and which
- have been played by other hands, there is no way for it to cheat.
-
- We use this one-handed game to test the passing and playing algorithms
- against other card games. We will also give you a shareware disk with other
- Hearts games on it that you can play it against. (These other shareware
- games should be registered with their authors if you use them beyond
- evaluation.)
-
- When you register, we will also send you a free sample copy of our monthly
- shareware magazine, PsL News. (Or you can call or write for a free copy
- without registering.) If you register, you can subscribe to PsL News for
- just $12 for a year; that's one-third of the regular subscription price.
-
- Registered users can also get one-third off the price of the PsL Source
- Book and Reviews Disks. This 960-page book contains write-ups of over 7000
- public domain and shareware files. The five-disk Reviews Disk set contains
- the same write-ups, but our masters are updated monthly. (Free updates are
- available.)
-
- EXTRA BONUS: The first 50 people to register will also get a free deck of
- plastic-coated playing cards so that you can play Hearts (and
- other card games) with your friends.
-
-
- 15. Order Form:
-
-
- CardShark Hearts(tm) Registration Form
- =======================================
-
- Date: ____/____/____
-
- (PLEASE PRINT:)
-
- Name: _______________________________________________________
-
- Address: ____________________________________________________
-
- _____________________________________________________________
-
- _____________________________________________________________
-
- _____________________________________________________________
-
-
- License Fee for 1 copy of CS-Hearts ................. $25.00
- (Includes manual, disk with other shareware
- Hearts games, latest version of CS-Hearts,
- and the One-Handed CS-Hearts game.)
-
- Shipping & Handling ................................. 4.00
-
- Sales tax, if shipped in Texas ($2.39) ............. ______
-
- Total ....................................... ______
-
- Disk size preferred: __ 5.25" __ 3.5"
-
- Method of Payment: __Check/M.O. __Amex __MC __Visa __Discover
-
- Credit Card Information: (PLEASE PRINT) Expir.: ____/____
-
- Name on Card: __________________________ #: ________________
-
- Cardholder's Signature: _____________________________________
-
- Where did you get CS-Hearts? ________________________________
-
- What version do you have? _____________
-
-
- Mail To: Or Call:
-
- Nelson Ford Orders: 800-242-4PsL
- PsL FAX Orders: 713-524-6398
- P.O.Box 35705 Tech Support: 713-524-6394
- Houston, TX 77235-5705 CompuServe Orders: 71355,470
-