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- 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.
-