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1993-07-09
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TOMMY'S DICE (C) COPYRIGHT 1987 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #87-049-1A
INSTRUCTIONS:
TOMMY'S DICE IMPLEMENTS ALL THESE DICE GAMES:
1. LIAR('S) DICE 6. BARBUDI
2. POKER DICE 7. FOUR-FIVE-SIX
3. HIGH DICE 8. BIG 6
4. DICE 21 9. CHUCK-A-LUCK
5. CRAPS 10. UNDER/OVER
*****************************************************************************
I. LIAR DICE
LIAR DICE IS A BLUFFING GAME SIMILAR TO POKER.
YOU PLAY AGAINST THE COMPUTER. YOU EACH GET 5 DICE THAT YOU CAN ROLL
WITHOUT THE OTHER SEEING. ONE OF THE PLAYERS IS THE "CALLER". THE INITIAL
CALLER IS CHOSEN BY THE HIGHEST OF A SINGLE DIE ROLLED BY EACH; AFTER THAT
THE WINNER OF EACH ROUND IS THE CALLER IN THE NEXT.
INITIAL ROLL:
AFTER THE CALLER IS CHOSEN THE PLAYERS EACH ROLL THEIR 5 DICE.
THE CALLER THEN DECLARES WHETHER HE IS SATISFIED WITH THE
ROLL; IF NOT SATISFIED, BOTH PLAYERS THEN RE-REROLL ALL 5 OF THEIR DICE
AND THE OTHER PLAYER STATES WHETHER HE IS SATISFIED; THIS CONTINUES UNTIL ONE
OF THE PLAYERS IS SATISFIED.
PLAY:
WHEN THE INITIAL ROLL IS THROUGH, THE CALLER MUST THEN ANNOUNCE WHAT HE
CLAIMS ARE THE VALUES OF HIS 5 DICE. OF COURSE, HE CAN LIE HIS HEAD OFF
IF HE WANTS. THE OTHER PLAYER MUST NOW EITHER CALL THE CALLER A LIAR OR
BECOME THE NEW CALLER.
A. IF NON-CALLER CALLS CALLER A LIAR THEN BOTH MUST SHOW THEIR ACTUAL
HANDS AND IF THE CALLER'S HAND WAS AS GOOD OR BETTER THAN HE ANNOUNCED,
CALLER WINS THE ROUND, ELSE NON-CALLER WINS.
B. IF NON-CALLER BECOMES THE NEW CALLER THEN HE MUST ANNOUNCE WHAT HE
CLAIMS ARE THE VALUES OF HIS 5 DICE, WITH THE CONDITION THAT THE
HAND ANNOUNCED MUST BE STRICLY BETTER THAN THE ONE THE PREVIOUS CALLER
ANNOUNCED. NOTE THAT HE MAY RE-ROLL SOME OR ALL OF HIS DICE BEFORE
CALLING HIS NEW HAND (EACH PLAYER IS LIMITED TO 2 RE-ROLLS PER
ROUND).
PLAY CONTINUES UNTIL A LIAR IS CALLED AND THE SHOWDOWN IS MADE. THEN A
NEW ROUND BEGINS.
SCORING HANDS:
THE VALUES OF HANDS ARE SCORED AS IF THEY WERE POKER HANDS (SEE LEFT
COLUMN BELOW).
THE PROGRAM ASSIGNS A NUMERICAL VALUE TO THESE HANDS (GIVEN IN RIGHT
COLUMN BELOW); THIS NUMERICAL VALUE IS UNIQUE AND WELL-ORDERED SO THAT
IN A COMPARISON OF HANDS, THE HIGH ONE WINS.
(NOTE THAT "RES" IS THE SUM OF THE SPOTS ON THE REMAINING DICE, AND "DIE"
IS THE VALUE OF THE DIE, WITH 1-SPOTS OR ACES COUNTED AS 7 INSTEAD OF 1).
HAND NUMERICAL VALUE
HIGHEST: FIVE OF A KIND (ACE HIGH) 25000+100*DIE
FOUR OF A KIND 24000+100*DIE+RES
FULL HOUSE (3 OF A KIND AND 2 OF A KIND) 10000+100*DIE3+DIE2
HIGH STRAIGHT (2,3,4,5,6) 9001
LOW STRAIGHT (A,2,3,4,5) 9000
THREE OF A KIND 1000*DIE+RES
TWO PAIRS 800+10*(DIE1+DIE2)+RES
TWO OF A KIND (ONE PAIR) 100*DIE+RES
LOWEST: BUST HAND RES
NOTE: IN STRAIGHTS AND BUST HANDS (CALLED "RES" ABOVE), 6 RANKS
ABOVE 1, BUT IN ALL OTHERS (CALLED "DIE" ABOVE), 1 RANKS
ABOVE 6 (AND IS GIVEN THE VALUE OF 7 FOR SCORING PURPOSES).
THUS:
5,5,5,5,6 (SCORE=24000+5*100+6=24506) BEATS 5,5,5,5,1 (24501)
1,1,1,1,2 (SCORE=24000+7*100+2=24702) BEATS 6,6,6,6,2 (24602)
2,3,4,5,6 (9001) BEATS 1,2,3,4,5 (9000)
1,2,4,5,6 (1+2+4+5+6=18) BEATS 1,2,3,5,6 (17)
THE HIGHEST POSSIBLE HAND IS 1,1,1,1,1=25700
THE LOWEST POSSIBLE HAND IS 1,2,3,4,6=16
5 ACES:
IF THE CALLER HAS A HAND OF 5 ACES THEN THERE IS NO POINT IN
BLUFFING AND HE SHOULD CALL HIS HAND CORRECTLY; THE NON-CALLER
MUST THEN TRY TO ROLL 5 ACES HIMSELF (WITHIN HIS 2 RE-ROLL PER ROUND
LIMIT) TO TIE THE ROUND, ELSE CALLER WINS.
CALLING RE-ROLLS:
WHEN ASKED HOW MANY DICE YOU WANT TO RE-ROLL YOU CAN TYPE "0" OR "N" OR
<ENTER> IF YOU DON'T WANT TO RE-ROLL ANY.
WHEN ASKED WHAT DICE YOU WANT TO RE-ROLL, YOU CAN TYPE IN THEIR
NUMBERS; TYPE "A" TO RE-ROLL THEM ALL; TYPE "S" TO RE-ROLL ONLY THE
SINGLETS (ONE-OF-A-KINDS); TYPE "0" IF YOU MADE A MISTAKE AND WANT
TO START OVER.
HINTS ON STRATEGY:
1. ACCORDING TO SOME SOURCES, A HAND OF POINT VALUE 9000 OR GREATER
SHOULD BE ANNOUNCED CORRECTLY, THEN THE OTHER PLAYER CALLED A LIAR NO
MATTER WHAT HE ANNOUNCES.
2. WHEN YOU HAVE LESS THAN 9000 POINTS IN YOUR HAND YOU SHOULD CONSIDER
"SINKING IT" (CALLING A WORSE HAND) TO TRY TO FOOL THE OPPONENT INTO
THINKING YOU HAVE A BETTER HAND.
3. IF YOU "SINK" YOUR HAND BY CALLING A SLIGHTLY WORSE HAND, NOTE THAT
THE OPPONENT MIGHT CHANCE TO CALL YOUR EXACT HAND, WHICH PUTS YOU
ON THE SPOT TO RE-ROLL.
*****************************************
II. HIGH DICE
IN HIGH DICE, YOU AND THE COMPUTER TRY TO MAKE THE HIGHEST NUMBER OF
SPOTS ON YOUR 5 DICE. YOU EACH GET UP TO 5 RE-ROLLS.
*****************************************
III. POKER DICE.
IN POKER DICE, YOU AND THE COMPUTER TRY TO MAKE THE HIGHEST POKER HAND
WITH YOUR 5 DICE. UNLIKE IN LIAR'S DICE, STRAIGHTS DO NOT COUNT. YOU
EACH GET UP TO 3 RE-ROLLS.
*****************************************
IV. DICE 21
IN DICE 21, YOU AND THE COMPUTER EACH TRY TO MAKE 21 OR AS CLOSE AS
POSSIBLE BELOW IT WITH REPEATED ROLLS OF A SINGLE DIE. BEFORE YOU START
ROLLING YOU PLACE A BET THAT YOU WILL WIN; IF THERE IS A TIE SCORE THEN
THE ONE WHO ROLLED THE LEAST NUMBER OF TIMES WIN, ELSE THE ROUND IS A TIE.
*****************************************
V. CRAPS
IN CRAPS, THE PLAYER ROLLS TWO DICE. IF THE SPOTS ON THE DICE SUM TO
7 OR 11, THE PLAYER IMMEDIATELY "PASSES"; IF THEY SUM TO 2, 3, OR 12 (CRAPS),
THE PLAYER IMMEDIATELY "CRAPS OUT". OTHERWISE, THE SUM BECOMES THE "POINT".
THE PLAYER THEN ROLLS THE TWO DICE REPEATEDLY UNTIL HE MAKES THE POINT
AGAIN (AND PASSES), OR MAKES A 7 (AND CRAPS OUT).
COLORFUL TERMS: THE FOLLOWING ARE POPULAR TERMS FOR CERTAIN DICE SUMS:
CRAPS=2,3,12
NICK OR NATURAL OR SNAKE EYES=2
COCK-EYES=3
LITTLE DICK=4
PHOEBE=5
ADA FROM DECATUR=8
NINA FROM CAROLINA=9
BIG DICK = 10
BETTING:
THE PLAYER ALWAYS PLAYS AGAINST THE HOUSE. BETS ARE ALWAYS MADE AFTER
THE PLAYER'S FIRST ROLL.
THE HOUSE BET LIMIT IS $500 PER ROUND; ENTER THE AMOUNT OF YOUR BET ($1
MINIMUM), THEN THE BETTING LINE.
YOU CAN BET THAT YOU WILL OR WILL NOT PASS (HOUSE PAYS EVEN MONEY); THAT
YOU WILL ROLL CRAPS (2, 3 OR 12), ETC.
IF YOU ROLL A 4, 6, 8, OR 10, YOU CAN BET THAT YOU WILL MAKE YOUR POINT
THE "HARD WAY", THAT IS, WITH A DOUBLET (2-2, 3-3, 4-4, OR 5-5).
THE ODDS OF WINNING EACH BETTING LINE:
BET ODDS OF WINNING* HOUSE PAYS AVG HOUSE KEEP (IN
EVERY $1 BET)
1. PASS 244/495 EVEN $0.0140
2. DON'T PASS 949/1926 EVEN $0.0140
3. 8 OR 6 BEFORE 7 447/935 EVEN $0.0440
4. 2-3-5-9-10-11-12 17/36 EVEN $0.0550
5. 2-3-4-9-10-11-12 16/36 EVEN $0.1100
6. 2-3-12 (CRAPS) 4/36 7 TO 1 $0.1100
7. 4 OR 10 HARD WAY 1/9 7 TO 1 $0.1100
8. 6 OR 8 HARD WAY 1/11 9 TO 1 $0.0900
*NOTE: ODDS OF 244/495 MEAN THAT THERE ARE 244 CHANCES FOR AND 495-244=271
CHANCES AGAINST WINNING.
*****************************************
VI. BARBUDI
THIS IS A BACK-AND-FORTH DICE GAME WHERE A DOUBLET ROLLED DECIDES THE
FATE OF THE ROLLER.
THE INITIAL ROLLER IS CHOSEN BY THE HIGHEST DIE ROLLED.
IN THIS VERSION, THE KEYBOARD PLAYER ALWAYS MAKES THE BET OF $1 TO $500 THAT
HE WILL WIN.
THE ROLLER THEN ROLLS TWO DICE.
THE DOUBLETS 3-3, 5-5, AND 6-6 WIN.
THE DOUBLETS 1-1, 2-2, AND 4-4 LOSE.
IF NO DOUBLET IS ROLLED, THE OTHER PLAYER BECOMES THE ROLLER.
THE PLAY CONTINUES UNTIL A DOUBLET IS ROLLED AND THE BET IS SETTLED.
THE WINNER OF EACH ROUND IS THE INITIAL ROLLER FOR THE NEXT.
NOTE THAT THERE IS NO ADVANTAGE FOR EITHER PLAYER.
*****************************************
VII. FOUR-FIVE-SIX
THE INITIAL ROLLER IS CHOSEN BY THE HIGHEST DIE ROLLED.
THE PLAYER ALWAYS MAKES THE BET OF $1 TO $500 AS IN BARBUDI.
THE ROLLER ROLLS 3 DICE UNTIL ONE OF THE FOLLOWING COMBINATIONS APPEARS:
4-5-6 OR ANY TRIPLET WINS
1-2-3 LOSES
ANY PAIR PLUS 6 WINS
ANY PAIR PLUS 1 LOSES
ANY PAIR PLUS 2, 3, 4 OR 5 ESTABLISHES THE "POINT" P1 (THE VALUE OF THE
SINGLET DIE 2-5)
THE OTHER PLAYER THEN ROLLS THE 3 DICE UNTIL HE ROLLS A WINNING OR LOSING
COMBINATION AS DESCRIBED ABOVE, OR ROLLS ANOTHER "POINT" P2.
PLAYER 2 WINS, TIES, OR LOSES IF P2 IS GREATER THAN, EQUAL TO, OR LESS
THAN P1.
THE INITIAL ROLL THEN CHANGES HANDS NO MATTER WHO WON.
NOTE: THE INITIAL ROLLER HAS AN ADVANTAGE OF 2.5 PERCENT BECAUSE THERE
ARE MORE AUTOMATIC WINNING THAN LOSING NUMBERS.
*****************************************
VIII. BIG 6
THIS IS A GAME USUALLY PLAYED IN CASINOS WITH A BIG WHEEL NUMBERED
1 THRU 6, WHERE THE TOP 3 NUMBERS ON THE WHEEL ARE WINNERS, BUT HERE IT WILL
BE PLAYED WITH 3 DICE THAT ARE RIGGED TO AVOID DOUBLETS AND TRIPLETS.
TO PLAY, PLACE A BET ON ANY 1 TO 3 NUMBERS; THE BET CAN BE FROM $1 TO $500
SEPARATELY ON EACH NUMBER. THE COMPUTER THEN ROLLS THE DIE AND PAYS OFF.
*****************************************
IX. CHUCK-A-LUCK
THIS GAME IS PLAYED WITH 3 DICE. THE PLAYER PLACES A BET OF $1 TO $500
ON A NUMBER FROM 1 TO 6; THE DICE ARE ROLLED; AND BETS ARE PAID.
THE HOUSE CAN EXPECT TO WIN $17 OUT OF EVERY $216 BET.
*****************************************
X. UNDER/OVER
THIS GAME IS PLAYED WITH 2 DICE. THE PLAYER PLACES A BET OF $1 TO $500
ON ONE OF THREE BETS: UNDER 7, 7 EVEN, AND OVER 7.
THE COMPUTER THEN ROLLS THE DICE AND PAYS EVEN MONEY IF THE PLAYER WINS
ON UNDER OR OVER, BUT IF THE PLAYER BETS ON AND WINS ON 7 EVEN, HE WINS
AT 4 TO 1.
-----------------------------------------
FUNCTION KEYS:
FUNCTION KEY FUNCTION
F1 SOUND EFFECTS TOGGLE SWITCH
F2 DEMO MODE TOGGLE SWITCH
F3 RESTART (SELECT NEW GAME)
F5 DISPLAY THESE INSTRUCTIONS
F7 QUIT
F10 (COLOR MONITOR ONLY) CHANGE SCREEN BORDER COLOR
NOTE THAT FOR THE TOGGLE SWITCHES, THE FUNCTION KEY LEGEND ON THE
SCREEN INDICATES THE MODE THAT WILL BE SWITCHED INTO WHEN THE KEY
IS PRESSED, WHICH IS THE OPPOSITE OF THE MODE IN EFFECT AT THE TIME.
SPEED CONTROL:
THE UP AND DOWN ARROWS ON THE NUMERIC KEY PAD CONTROL THE SPEED OF THE GAME.
THE DELAY FACTOR, IN SECONDS, IS SHOWN ON THE BOTTOM RIGHT OF THE SCREEN.
PITCH CONTROL:
THE LEFT AND RIGHT ARROW KEYS ON THE NUMERIC KEY PAD CONTROL THE BASIC SOUND
PITCH.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
* SKIP STARTUP SHOW
EXAMPLE: >DICE MS
----------------------
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ONLY OR CHECK DRAWN ON U.S. BANK). IF YOUR PC BORES YOU WRITE US NOW.
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
ENJOY!