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- TOMMY'S CARD MINERS <TM> (C) COPYRIGHT 1997 BY TOMMY'S TOYS
- P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
- CATALOG #TM-186-1A
-
- INSTRUCTIONS:
-
- ***TO EXIT, HIT FUNCTION KEY F7, THEN THE Y KEY.
- ***TO DISPLAY THESE INSTRUCTIONS FROM THE PROGRAM, HIT FUNCTION KEY F5.
-
- WELCOME, PARTNERS, TO A THINKING MAN'S GAME OF EXPLORATION AND DISCOVERY FOR
- TWO PLAYERS, EACH OF WHOM USES A DECK OF CARDS TO BUILD UNDERGROUND TUNNELS IN
- SEARCH OF PRECIOUS MINERALS: BRONZE, SILVER, GOLD, AND PLATINUM! WATCH THE
- MINESHAFTS GROW ALONG WITH THE OPPORTUNITY TO STRIKE IT RICH AND LAY CLAIM TO
- MOTHER LODES. THE MINER WHO FIRST STAKES CLAIM TO 21 POINTS WORTH OF MOTHER
- LODES WINS.
-
- MINERS (PLAYERS):
- TWO. THE COMPUTER MAY BE A MINER: JUST TYPE "COMPUTER" FOR NAME.
- *NOTE: IN THE UNREGISTERED SHAREWARE VERSION THE 2ND MINER MUST ALWAYS BE THE
- COMPUTER.
-
- DECKS, MARKERS, AND CARDS:
- EACH MINER HAS A 52-CARD DECK, ALSO A PAWN REPRESENTING HIMSELF IN HIS JOURNEYS.
-
- FIRST MINER:
- EACH MINER DRAWS ONE CARD FROM HIS DECK AND HIGH CARD GOES FIRST; IN THE EVENT
- OF A TIE ANOTHER CARD IS DRAWN, ETC. IN SUBSEQUENT GAMES LOSER OF PREVIOUS
- GAME GOES FIRST.
-
- PLAY AREA:
- THE CARDS ARE PLAYED OUT ON A 4-ROW BY 16-COLUMN TABLE REPRESENTING A VIRGIN
- MINE.
-
- INITIAL TABLEAU:
- THE PAIR OF CARDS JUST DRAWN IS LAID FACE DOWN NEXT TO EACH OTHER IN THE CENTER
- OF THE VIRGIN MINE (COLUMNS 7 AND 8), BECOMING 2 TUNNEL ENTRANCES.
- EACH MINER'S PAWN IS PLACED ON THE OTHER MINER'S CARD.
-
- INITIAL DEAL:
- EACH MINER IS DEALT 7 CARDS FROM HIS OWN DECK.
-
- TUNNELS:
- A TUNNEL, IN GENERAL, HAS AN ENTRANCE (FACE DOWN) CARD, THEN PATH (6..10 FACE
- UP) CARDS LEADING FROM IT, ALL OF THE SAME SUIT. A MOTHER LODE (JQKA) CARD
- TERMINATES A TUNNEL, FACE UP. THE OBJECT IS TO MOVE YOUR PAWN ALONG TUNNELS TO
- STRIKE CLAIMS TO MOTHER LODE CARDS, CONSTRAINED BY HAVING TO EXIT ONE TUNNEL
- BEFORE ENTERING ANOTHER.
-
- TURNS:
- ON EACH MINER'S TURN HE WILL, IN GENERAL, DRAW A CARD FROM HIS DECK, PLAY A
- CARD, AND MOVE HIS PAWN, AND SOMETIMES SCORE A MOTHER LODE.
-
- A CARD MAY EITHER BE PLAYED FACE DOWN OR FACE UP.
-
- THE WAY A FACE UP CARD IS USED DEPENDS ON ITS RANK:
-
- SHAFT CARDS (5,6,7,8,9,10): THESE CARDS BUILD SHAFTS THROUGH THE MINE.
- INITIALLY A SHAFT STARTS AT A TUNNEL ENTRANCE IN ANY OF THE 4 POSSIBLE OPEN
- DIRECTIONS N-E-S-W (KATTY-CORNER MOVEMENT IS NEVER PERMITTED). A SHAFT MAY
- ONLY BE EXTENDED BY ANOTHER CARD OF THE SAME SUIT, AND MAY BRANCH OFF AS
- DESIRED. WHEN A SHAFT REACHES THE EDGE OF THE PLAY TABLE THEN IT IS BLOCKED.
-
- MOTHER LODE CARDS (J,Q,K,A): JACKS REPRESENT BRONZE, QUEENS SILVER, KINGS GOLD,
- AND ACES PLATINUM. THEY CAN ONLY BE PLACED IN A TUNNEL OF THE SAME SUIT, AND
- CANNOT BE PLACED NEXT TO ANY TUNNEL ENTRANCE. THE CARD THEN ENDS THE TUNNEL.
- A MINER STAKES HIS CLAIM TO A MOTHER LODE BY MOVING HIS PAWN ONTO IT; OPPONENT
- CAN'T LATER STAKE A CLAIM TO IT ALTHOUGH HE CAN MOVE HIS PAWN ONTO IT.
-
- SCORES:
- MOTHER LODE CARDS J,Q,K,A ARE WORTH 1,2,3,4 POINTS EACH, RESPECTIVELY.
-
- MOVING THE PAWN:
- AFTER LAYING DOWN A SHAFT OR MOTHER LODE CARD YOU MUST MOVE YOUR PAWN EXACTLY
- ONE SPACE, HORIZONTALLY OR VERTICALLY, TO ANY ADJACENT CARD. YOU MAY NOT SKIP
- BETWEEN DIFFERENT SHAFTS (SUITS): YOU HAVE TO GO OUT THROUGH A TUNNEL ENTRANCE
- TO SWITCH TUNNELS. AND YOU MAY NOT WALK ONTO THE CARD THAT YOU JUST PLAYED. IF
- YOU MOVE ONTO A CARD WHERE YOUR OPPONENT'S PAWN IS RESTING YOU BUMP HIM (SEE
- BELOW).
-
- MOVEMENT CARDS (2,3,4): AFTER PLAYING ONE OF THESE CARDS YOU MUST MOVE YOUR
- PAWN THE EXACT NUMBER OF SPACES AS THE CARD'S VALUE (2,3,4), EITHER HORIZONTALLY
- OR VERTICALLY, WITH NO DOUBLING BACK. YOU MAY MOVE THROUGH A CARD OCCUPIED BY
- YOUR OPPONENT'S PAWN. THE MOVEMENT CARD IS THEN PLACED IN A DISCARD PILE, NOT
- IN THE MINE.
-
- BUMPING:
- IF YOU LAND ON A CARD OCCUPIED BY YOUR OPPONENT'S PAWN YOU MAY BUMP THEIR PAWN
- TO ANY SPOT ON THE MINE YOU WISH EXCEPT THE SAME CARD YOU'RE ON.
-
- TUNNEL ENTRANCES (FACE DOWN CARDS):
- YOU MAY PLAY A HAND CARD FACE DOWN NEXT TO A SHAFT CARD, AND IT THEN BECOMES A
- TUNNEL ENTRANCE, IMMEDIATELY ENDING THE TURN (YOU DON'T MOVE YOUR PAWN, IT
- TAKES TIME TO DIG, HA HA). NOTE THAT YOU CAN ONLY DO THIS IF YOU HAVE NO WAY
- TO PLAY A CARD AS ABOVE.
-
- GAME:
- FIRST MINER TO 21 POINTS IN MINERALS WINS. THE OTHER MINER MUST PAY HIM A
- NUMBER OF CHIPS EQUAL TO THE DIFFERENCE IN POINTS. IN THE UNLIKELY EVENT NO
- MINER REACHES GAME POINT BY THE TIME THE DECKS ARE EXHAUSTED THE GAME IS
- DECLARED A TIE.
-
- *NOTE: IN THE UNREGISTERED SHAREWARE VERSION THE PROGRAM EXITS AFTER EACH GAME
- TO MAKE YOU WANT TO PAY FOR A 'REAL' VERSION: PLEASE UNDERSTAND WE HAVE TO GET
- PAID LIKE ANYBODY ELSE SO DON'T HATE US JUST BECAUSE WE'RE BEAUTIFUL, OK? (HA
- HA) REMEMBER HOW MUCH YOU PAID BORING COMPANIES LIKE IBM AND MICROSOFT AND
- GIVE US A BREAK! <GRIN>
-
- ENTERING MOVES:
- TO ENTER YOUR MOVE USING THE MOUSE, JUST POINT AT THE DESIRED HAND CARD AND
- CLICK, THEN POINT AT THE DESIRED 'TO' SQUARE AND CLICK. THEN POINT AT THE
- DESIRED DESTINATION SQUARE FOR THE PAWN AND CLICK. FOR A MOVEMENT-ONLY CARD,
- POINT AT THE DESIRED HAND CARD AND CLICK, THEN POINT AT THE PAWN DESTINATION
- SQUARE AND CLICK.
-
- TO ENTER YOUR MOVE USING THE KEYBOARD:
- SPECIFY A HAND CARD NUMBER (1..9,A=10). THEN SPECIFY A TARGET BOARD SQUARE
- ROW-FIRST (1..4), THEN COLUMN (1..9,A=10,B=11,C=12,D=13,E=14,F=15,G=16).
-
- BANK:
- THE BANK CAN REMEMBER UP TO 100 ACCOUNTS. EACH MINER HAS HIS OWN ACCOUNT,
- UPPER AND LOWER CASE NAMES BEING THE SAME. AT THE END OF EACH GAME THE BANK
- IS UPDATED, AND MINERS CAN DROP OUT OR JOIN IN.
-
- AUTO GAME SAVE/RESTORE:
- YOU CAN EXIT THE PROGRAM IN THE MIDDLE OF A GAME AND IT WILL BE AUTOMATICALLY
- SAVED ON FILE CARDMINE.TMP AND RESTORED NEXT TIME YOU RUN THE PROGRAM.
-
- ANSWERING Y/N QUESTIONS WITH THE MOUSE:
- JUST POINT AT THE Y OR N IN THE QUESTION AND CLICK.
-
- ABORTING A GAME:
- YOU CAN ABORT A GAME IN PROGRESS AND START ANOTHER BY HITTING "Q" OR "X" WHEN
- ASKED FOR YOUR PLAY; OF COURSE ALL PLAYERS MUST AGREE TO THIS.
-
- OPTIONS:
- YOU CAN CHANGE THE NUMBER OF CARDS DEALT TO EACH PLAYER INITIALLY; PLAY WITH
- OPEN HANDS; START OUT WITH MORE THAN 2 TUNNEL ENTRANCES; CHANGE THE GAME POINT
- TO ANYTHING FROM 10-99, AND REPLAY THE LAST HAND.
-
- FUNCTION KEYS:
- THE 10 FUNCTION KEYS F1-F10 HAVE THE FOLLOWING FUNCTIONS:
-
- FUNCTION KEY FUNCTION
- ------------ --------
- F1 SOUND EFFECTS TOGGLE.
-
- F3 POP-UP OPTIONS DISPLAY.
-
- F5 DISPLAY THESE INSTRUCTIONS.
-
- F6 POP-UP DISPLAY OF BANK ACCOUNTS.
-
- F7 QUIT THE PROGRAM.
-
- F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR.
-
- NOTE FOR "TOGGLES": THE LEGEND DISPLAYED ONSCREEN WILL BE THE MODE THAT WILL
- BE ACTIVATED IF THE FUNCTION KEY IS PRESSED.
-
- ARROW KEYS:
- FUNCTION KEYS F8 AND F9 CHANGE THE GAME SPEED. THE MINIMUM AMOUNT OF TIME, IN
- SECONDS, THAT THE COMPUTER WILL TAKE TO THINK UP A MOVE, OR TO MAKE EACH HOP,
- IS DISPLAYED NEAR THE LOWER RIGHTHAND CORNER OF THE SCREEN.
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- D DISABLE MOUSE CHECK
-
- EXAMPLE: >CARDMINE MS
-
- CREDITS:
- THANKS TO JAMES ERNEST, "YOURS OR MINE! A GAME OF EITHER ORE", IN GAMES
- MAGAZINE, FEBRUARY 1997, PP. 48-49.
-
- ----------------------
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- CATALOG AND OTHER GOODIES, IS ONLY $2 SHIPPING/HANDLING TO ANY U.S. ADDRESS,
- $3 OUTSIDE U.S. (U.S. FUNDS ONLY OR CHECK DRAWN ON U.S. BANK). (PLEASE
- SPECIFY 3.5 INCH OR 5.25 INCH DISKETTE).
-
- IF YOUR PC BORES YOU WRITE US NOW.
-
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-
- GOOD LUCK!
-
-