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- ║ TOMMY'S WHIST, DOS VERSION, (C) COPYRIGHT 1994-1998 BY ║
- ║ TOMMY'S TOYS (TM). ALL RIGHTS RESERVED. ║
- ║ MAILING ADDRESS: P. O. BOX 11261, DENVER, CO 80211 USA. ║
- ║ CATALOG #TM-147-1A ║
- ║ HTTP://WWW.TOMMYSTOYS.COM TOMTOYS@AOL.COM ║
- ╚══════════════════════════════════════════════════════════════════════════════╝
-
- INSTRUCTIONS:
-
- WHIST WAS THE KING OF CARD GAMES IN THE ENGLISH SPEAKING WORLD IN THE 18TH AND
- 19TH CENTURIES. NOW UNJUSTLY NEGLECTED IN FAVOR OF BRIDGE, IT IS STILL A FUN
- CARD GAME, EASY TO LEARN BUT HAVING A LOT OF ROOM FOR SKILL. ANYBODY WHO HATES
- BRIDGE WITH ALL ITS COMPLEX SCORING, DUMMY AND CONTRACT, OR HASN'T LEARNED TO
- PLAY BRIDGE YET, WILL WANT TO PLAY TOMMY'S WHIST FOR SURE! EXPERT BRIDGE
- PLAYERS WILL FIND IT MORE FUN TO PLAY ON A COMPUTER THAN BRIDGE, SINCE
- COMPUTERS MAKE CRUMMY BRIDGE PARTNERS (JUST KIDDING, HA HA).
-
- PLAYERS:
- 4 PLAYERS, IN 2 TEAMS, NORTH-SOUTH AND EAST-WEST. IN TOMMY'S WHIST, YOU PLAY
- NORTH AND THE COMPUTER PLAYS THE OTHER HANDS.
-
- *NOTE: THE UNREGISTERED SHAREWARE VERSION EXITS IF YOU ATTEMPT TO START A NEW
- GAME AFTER 300 SEC. (5 MIN.) OF PLAY TIME. PLEASE PURCHASE THE FULL VERSION.
-
- THE DECK:
- THE STANDARD 52-CARD (FRENCH) DECK IS USED, ACE RANKS HIGH.
-
- DEALER:
- THE FIRST DEALER IS CHOSEN RANDOMLY BY THE COMPUTER. AFTER THAT, DEAL ALWAYS
- ALTERNATES.
-
- DEALING:
- DEALER DEALS 13 CARDS TO EACH PLAYER FACE DOWN, ONE AT A TIME. THE LAST (52ND)
- CARD IS TURNED FACE UP TO DETERMINE THE TRUMP SUIT BEFORE BEING TAKEN UP INTO
- THE DEALER'S HAND.
-
- THE OBJECT OF PLAY:
- IS TO WIN A MAJORITY OF (7 OR MORE) TRICKS IN THE DEAL. A TEAM SCORES 1 POINT
- FOR EVERY TRICK IN EXCESS OF 6, OR, AS THEY SAY, FOR EVERY ODD TRICK OVER BOOK.
- EXTRA POINTS ARE SCORED FOR HONORS DEALT, NAMELY, AKQJ OF TRUMPS: 2 POINTS FOR
- HOLDING ANY THREE, AND 4 POINTS FOR HOLDING ALL FOUR.
-
- PLAY:
- ELDEST HAND (FIRST PLAYER TO DEALER'S LEFT) LEADS TO THE FIRST TRICK. EACH
- PLAYER IN TURN MUST FOLLOW SUIT IF ABLE. EACH TRICK IS WON BY THE HIGHEST
- TRUMP IF ANY, ELSE BY THE HIGHEST CARD OF THE SUIT LED. THE WINNER OF EACH
- TRICK LEADS TO THE NEXT.
-
- TO ENTER YOUR CARD FROM THE KEYBOARD:
- USE THE ARROW KEYS ON THE NUMERIC KEY PAD TO POINT TO IT, THEN HIT THE <ENTER>
- KEY. ALTERNATIVELY, JUST HIT THE CARD NUMBER, 1 TO 9, A TO D. OR, HIT THE "."
- KEY TO LET THE COMPUTER PICK A CARD FOR YOU.
-
- TO USE THE MOUSE, JUST POINT AT THE DESIRED CARD AND CLICK.
-
- IF YOU WANT TO BREAK OUT OF TRICK PLAY AND START IT ALL OVER, PERHAPS BECAUSE
- YOU MADE A MISTAKE, JUST HIT THE ESC KEY.
-
- SCORING:
- THE TEAM WINNING 7 OR MORE TRICKS SCORES 1 POINT PER ODD TRICK. THE TEAM IF
- ANY HOLDING 3 OR 4 HONORS SCORES 2 OR 4 POINTS RESPECTIVELY, UNLESS IT WOULD
- GIVE THEM GAME, IN WHICH CASE HONORS ARE NOT COUNTED.
-
- GAME:
- THE FIRST TEAM TO REACH 5 POINTS WINS THE GAME, AND ALSO PREVENTS THE OTHER
- TEAM FROM SCORING FOR HONORS IF THEY COULD HAVE. WINNING TEAM SCORES 1
- GAME POINT IF THE OTHER TEAM MADE 3 OR 4 POINTS, 2 GAME POINTS IF THE OTHER
- TEAM MADE ONLY 1 OR 2 POINTS, AND 3 GAME POINTS IF THE OTHER TEAM MADE NO
- POINTS. THE SIDE WINNING 2 GAMES FIRST (THE RUBBER) GETS 2 EXTRA GAME POINTS
- FOR THE RUBBER: THE MATCH SCORE IS THEN THE DIFFERENCE BETWEEN THE 2 TEAMS' GAME
- POINTS, THE HIGHEST BEING 8 (=2*3+2 FOR RUBBER).
-
- MATCH POINT:
- CAN BE SET ANYWHERE FROM 8 TO 9999.
-
- ***GAME OPTIONS****
- GAME POINT: CAN BE VARIED FROM 5 TO 99 POINTS.
-
- HONORS POINTS: CAN BE DISABLED.
-
- NOTE: A 7-POINT GAME WITH NO HONORS IS CALLED AMERICAN WHIST, AND A 9 OR 10
- POINT GAME WITH HONORS IS CALLED LONG (SCIENTIFIC) WHIST.
-
- TRUMPS: INSTEAD OF BEING DETERMINED BY LAST CARD DEALT, TRUMPS CAN BE SELECTED
- AT RANDOM BY COMPUTER, OR ANNOUNCED BY ELDEST AS HE LEADS TO THE FIRST TRICK,
- OR PLAY CAN BE WITH NO TRUMP.
- TO SELECT TRUMP FROM KEYBOARD: WHEN PROMPTED, HIT H, S, C, D FOR HEARTS, SPADES,
- CLUBS, OR DIAMONDS.
- TO SELECT TRUMP USING MOUSE: POINT AT THE "H", "S", "C", OR "D" IN THE PROMPT
- AND CLICK.
-
- FAVORITE: THE TRUMP SUIT USED IN THE FIRST DEAL REMAINS THE 'FAVORITE' FOR
- THE ENTIRE RUBBER, AND EACH TIME IT COMES UP ALL SCORES FOR ODD TRICKS AND
- HONORS ARE AUTOMATICALLY DOUBLED.
-
- OPEN HANDS OPTION:
- FOR DEMONSTRATION AND LEARNING PURPOSES, ALL HANDS CAN BE PLAYED FACE UP.
-
- REPLAY HAND OPTION:
- AT THE BEGINNING OF EACH HAND, YOU HAVE THE OPTION OF REPLAYING THE LAST HAND;
- THE DECK IS RESTORED TO WHAT IT WAS AFTER THE SHUFFLE & CUT DURING THE LAST
- HAND. OF COURSE YOU CAN USE THIS TO GAIN AN UNFAIR ADVANTAGE ON THE COMPUTER,
- BUT THIS IS A TOY AFTER ALL, AND YOU ARE BOSS.
-
- HIGH SCORE FILE:
- CUMULATIVE MATCH SCORE DATA IS AUTOMATICALLY SAVED BY THE COMPUTER ON DISK
- ON FILE "WHIST.SCR". TO ERASE THE DATA JUST ERASE THE FILE. (*NOTE: NOT
- AVAILABLE IN UNREGISTERED SHAREWARE VERSIONS.)
-
- 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 ALL HANDS
- WHILE YOU WATCH.
- F3 POP-UP THE OPTIONS MENU
- F4 REPLAY MODE TOGGLE. IN REPLAY MODE YOU ARE ASKED IF YOU WANT TO
- REPLAY THE LAST DEAL.
- F5 DISPLAY THESE INSTRUCTIONS
- F7 QUIT THE PROGRAM
- F8 AUTO TRICK PICKUP TOGGLE. IF OFF YOU HAVE TO HIT <ENTER> OR
- SPACEBAR AFTER EACH TRICK TO PROCEED.
- F9 (COLOR MONITORS ONLY) CHANGE THE SCREEN BACKGROUND COLOR
- 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
- * SKIP STARTUP SHOW
- D DISABLE MOUSE CHECK
-
- EXAMPLE: >WHIST MS
-
- TERMS TO KNOW:
- -------------
- VOID SUIT: A SUIT IN WHICH ONE HAS NO CARDS.
- SINGLETON: A SUIT IN WHICH ONE HAS ONLY 1 CARD.
- DOUBLETON: A SUIT IN WHICH ONE HAS ONLY 2 CARDS.
- RUFFING: PLAYING A TRUMP TO A NON-TRUMP TRICK (PLAYER MUST BE VOID IN TRICK
- SUIT).
- RENOUNCING: PLAYING A NON-TRUMP INSTEAD OF RUFFING TO A TRICK.
- FINESSE: WINNING A TRICK WITH A CARD THAT IS NOT HIGHEST IN-HAND IN THAT
- SUIT, SAVING THE HIGHER CARD(S) FOR WINNING YET MORE.
-
- NOTES ON STRATEGY:
- THE IDEA IS FOR EACH TEAM TO FEEL EACH OTHER OUT AND TRY TO FIND OUT THEIR
- LONGEST SUIT, THAT IS, SUIT WHICH TOGETHER THEY HOLD THE MOST CARDS IN.
-
- IDEALLY EACH PARTNER LEADS HIS LONGEST SUIT AT THE EARLIEST OPPORTUNITY, OR
- DISCARDS A LOW CARD FROM IT WHEN UNABLE TO FOLLOW SUIT TO THE CARD LED. THEN,
- HAVING INFERRED THEIR COMMON LONGEST SUIT, THEY SEEK TO FORCE OUT ANY HIGH
- CARDS THE OPPONENTS HOLD IN THAT SUIT, ALONG WITH ANY TRUMPS THE OPPONENTS
- HAVE. FINALLY, THEY GO FOR THE KILL WITH THEIR LONGEST SUIT AND WIN ALL THE
- TRICKS THEY CAN.
-
- ON A GIVEN TRICK THE PLAYER PLAYING 2ND PLAYS LOW UNLESS HE IS CERTAIN OF
- WINNING; THE NEXT PLAYER PLAYS HIGH IN AN ATTEMPT TO WIN UNLESS HE IS SURE
- HIS PARTNER'S LEAD IS UNBEATABLE; AND THE LAST PLAYER HAS THE MOST FAVORABLE
- POSITION TO PLAY WHAT HE SEES FIT.
-
- AVOID AN OPENING LEAD FROM A SUIT IN WHICH YOU HOLD ONLY 1 OR 2 CARDS
- (SINGLETON OR DOUBLETON) IN ORDER TO VOID A SUIT SO YOU CAN START TRUMPING.
- THIS WILL HAPPEN LATER AUTOMATICALLY, AND YOU CAN'T AFFORD TO MISS YOUR CHANCE
- FOR AN OPENING LEAD THAT IS INFORMATIVE.
-
- SIGNALS TO YOUR PARTNER:
- IF YOU ARE PLAYING TO A TRICK YOU CAN'T WIN, YOU NORMALLY PLAY THE LOWEST CARD
- IN HAND OF THE SUIT LED, BUT IF YOU ONLY HAVE 2 CARDS LEFT IN THE SUIT, IT IS A
- STANDARD SIGNAL TO PLAY THE HIGHER FIRST SO THAT YOUR PARTNER, WHEN HE SEES
- YOU PLAY THE REMAINING (LOWER) CARD LATER, WILL KNOW YOU ARE NOW VOID IN THAT
- SUIT. OF COURSE IF YOUR HIGHEST CARD IS A SURE WINNER, YOU MIGHT SKIP THIS
- (HA HA).
-
- BLUE PETER:
- SIMILARLY, PLAYING AN UNNECESSARILY HIGH CARD BEFORE A LOWER ONE IN THE SAME
- SUIT IS KNOWN AS 'BLUE PETERING', SIGNALING YOUR PARTNER TO LEAD TRUMPS AT HIS
- EARLIEST OPPORTUNITY.
-
- CROSS-RUFFING:
- IF PARTNERS ARE VOID IN DIFFERENT SUITS, AND REALIZE IT, EACH PLAYER CAN LEAD
- INTO THE PARTNER'S VOID SUIT, PERMITTING THE PARTNER TO WIN BY RUFFING, AND
- THEN LEADING INTO THE OTHER PARTNER'S VOID SUIT, RIPPING THE OPPONENTS UP!
-
- LEADING TRUMPS:
- IF YOU HAVE AT LEAST 5 TRUMPS, INCLUDING AKQ, LEAD Q THEN K THEN A. SIMILARLY,
- IF YOU HAVE AKQJ, LEAD J THEN Q THEN K THEN A. IF YOU ONLY HAVE AK THOUGH,
- YOU NEED AT LEAST 7 TRUMPS TO LEAD K THEN A.
-
- RULE OF 11:
- IF YOU ARE LEADING FROM A SUIT WITH AT LEAST 4 CARDS IN-HAND, LEAD THE ACE IF
- YOU HAVE IT, ELSE LEAD YOUR 4TH BEST. YOUR PARTNER WILL THEN SUBTRACT THE VALUE
- OF THAT CARD FROM 11 TELLING HIM HOW MANY HIGHER CARDS ARE LACKING FROM YOUR
- HAND TO HAVE A LOCK. FOR EXAMPLE, IF YOUR PARTNER LEADS THE SEVEN OF TRUMPS,
- THAT MEANS THERE ARE 11-7=4 CARDS LACKING FROM HIS HAND. WHY 11 INSTEAD OF 12?
- BECAUSE IF HE HAD AN ACE HE WOULD HAVE LED THAT RATHER THAN THE 4TH BEST.
-
- EXAMPLE: PARTNER LEADS AN 8, THEREFORE YOU KNOW HE LACKS 11-8=3 CARDS TO HAVE
- A LOCK, AND DOESN'T HAVE THE ACE, THUS MUST HAVE 2 OF THE CARDS KQJT9. IF YOU
- HAVE THE K AND J, YOU CAN FURTHER NARROW DOWN PARTNER'S HOLDINGS TO 2 OF THE
- CARDS QT9; AND SINCE YOU ALSO KNOW THAT THE OTHER TEAM HAS THE ACE, THEIR NEXT
- HIGHEST IS EITHER THE Q OR THE T.
-
- ----------------------
- 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.
-