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- ║ TOMMY'S DURAK, DOS VERSION, (C) COPYRIGHT 1998 BY ║
- ║ TOMMY'S TOYS (TM). ALL RIGHTS RESERVED. ║
- ║ MAILING ADDRESS: P. O. BOX 11261, DENVER, CO 80211 USA. ║
- ║ CATALOG #TM-238-1A ║
- ║ HTTP://WWW.TOMMYSTOYS.COM TOMTOYS@AOL.COM ║
- ╚══════════════════════════════════════════════════════════════════════════════╝
-
- INSTRUCTIONS:
-
- DURAK IS THE MOST POPULAR CARD GAME IN RUSSIA. EVERY RUSSIAN WHO PLAYS CARDS
- KNOWS THIS GAME.
-
- DURAK MEANS FOOL IN RUSSIAN, THE FOOL IN THIS GAME BEING THE PLAYER WHO IS LEFT
- WITH CARDS AFTER EVERYONE ELSE HAS RUN OUT.
-
- THE VARIANT PLAYED BY THIS PROGRAM IS ALSO CALLED PODKIDNOY DURAK, OR "FOOL
- WITH THROWING IN."
-
- *NOTE: IN THE EVALUATION VERSION THE PROGRAM EXITS IF YOU TRY TO START A NEW
- HAND AFTER 5 MIN. (300 SEC.) OF PLAY TIME. PLEASE PURCHASE THE FULL VERSION.
-
- PLAYERS:
- 2-6 PLAYING FOR THEMSELVES, OR 4-6 IN TWO TEAMS. THIS PROGRAM LET YOU PLAY
- THE 4-PLAYER NON-PARTNERSHIP VERSIONS. YOU PLAY NORTH, THE COMPUTER PLAYS
- THE REST. YOU CAN USE THE OPTIONS MENU TO SET THE KEYBOARD TO PLAY ANY OR ALL
- OF THE 4 HANDS, THE PC PLAYING THE REST.
- *NOTE: IN THE EVALUATION VERSION YOU ARE LIMITED TO PLAYING NORTH ONLY. PLEASE
- PURCHASE THE FULL VERSION.
-
- CARDS:
- THE FRENCH 52-CARD PACK, WITH THE 2'S THRU 5'S STRIPPED, LEAVING 36 CARDS.
- THE CARDS IN EACH SUIT RANK FROM HIGH TO LOW: AKQJT9876.
-
- OBJECTIVE OF GAME:
- THIS GAME HAS NO WINNER, ONLY A LOSER, OR A LOSING TEAM IF PLAYED WITH
- PARTNERSHIPS. AT THE START, EACH PLAYER IS DEALT SIX CARDS, WHICH ARE PLAYED IN
- A SERIES OF BOUTS OF ATTACK AND DEFENSE. AT THE CONCLUSION OF EACH BOUT, THE
- PLAYERS' HANDS ARE REPLENISHED TO SIX FROM THE DECK. THE LAST PLAYER OR TEAM
- LEFT HOLDING CARDS IS THE LOSER OR DURAK AND IS RIDICULED BY THE OTHER PLAYERS.
-
- DURAK IS ALMOST NEVER PLAYED FOR MONEY. SOMETIMES MATCHSTICKS ARE USED TO KEEP
- TRACK OF HOW MANY TIMES EACH PLAYER OR TEAM HAS LOST. IT CAN BE AGREED THAT THE
- PLAYER OR TEAM THAT LOSES THE MOST GAMES HAS TO DO THE WINNERS SOME DIRTY
- LITTLE CHORE (GRIN).
-
- DEAL:
- THE INITIAL DEALER IS CHOSEN RANDOMLY THE COMPUTER. SUBSEQUENTLY EACH HAND IS
- DEALT BY THE DURAK OF THE PREVIOUS HAND. THE DEALER SHUFFLES AND DEALS OUT THE
- CARDS FACE DOWN TO THE PLAYERS ONE AT A TIME, CLOCKWISE, UNTIL EVERYONE HAS SIX
- CARDS.
-
- TRUMP TURN-UP:
- THE NEXT CARD FROM THE DECK IS DEALT FACE-UP IN THE CENTER OF THE TABLE. ITS
- SUIT IS THE TRUMP SUIT.
-
- THE TALON:
- THE REMAINING UNDEALT CARDS ARE PLACED IN A STACK FACE DOWN ON TOP OF THE TRUMP
- CARD, BUT CROSSWISE SO THAT THE RANK AND VALUE OF THE TRUMP REMAIN VISIBLE.
- THESE CENTRAL CARDS ARE CALLED THE TALON.
-
- HANDING THE HAT:
- NOTE THAT DEALING IS TRADITIONALLY REGARDED AS MENIAL WORK, UNDERTAKEN AS A
- PUNISHMENT BY THE LOSER OF THE PREVIOUS HAND. ONLY THE DEALER HANDLES THE
- CARDS. THEY ARE NOT USUALLY CUT AS IN OTHER CARD GAMES. IF ANY OTHER PLAYER
- TOUCHES THE CARDS THEY BECOME THE FOOL AND TAKE OVER THE JOB OF DEALING.
- SOMETIMES THE DEALER MAY OFFER THE CARDS TO BE CUT AFTER SHUFFLING; IF THE
- PLAYER TO WHOM THEY ARE OFFERED FALLS INTO THE TRAP OF CUTTING THE CARDS, THAT
- PLAYER BECOMES THE DEALER AND TAKES OVER THE ROLE OF THE FOOL. HENCE THE OLD
- RUSSIAN EXPRESSION: "SHAPKU S'DURAKA NE SNIMAYUT" -- ONE SHOULD NOT ACCEPT A
- FOOL'S HAT.
-
- WITH SIX PLAYERS AND 36 CARDS THERE WILL BE NO TALON. ALL THE CARDS ARE DEALT
- TO THE PLAYERS AND THE DEALER'S LAST CARD IS TURNED FACE-UP TO DETERMINE THE
- TRUMP SUIT. THIS TRUMP IS PART OF THE DEALER'S HAND AND IS PICKED UP ALONG WITH
- THE DEALER'S OTHER FIVE CARDS WHEN EVERYONE HAS HAD A CHANCE TO LOOK AT IT.
-
- THE PLAY:
- THE PLAY CONSISTS OF A SERIES OF BOUTS. DURING EACH BOUT THERE IS AN ATTACKER
- (WHO MAY BE HELPED BY OTHER PLAYERS IF THEY'RE NOT ON THE DEFENDER'S TEAM) AND
- A DEFENDER (WHO DEFENDS ALONE).
-
- SEQUENCE OF PLAY:
- THE GENERAL DIRECTION OF PLAY IS CLOCKWISE, AND FOR THE FIRST BOUT, THE
- ATTACKER IS ELDEST HAND, I.E., THE NEXT PLAYER IN TURN TO THE DEALER'S LEFT,
- WHILE THE DEFENDER IS THE NEXT PLAYER IN TURN AFTER THE ATTACKER, NORMALLY THE
- PLAYER TO THE ATTACKER'S LEFT. IF AN ATTACK IS BEATEN OFF, THE DEFENDER
- BECOMES THE NEXT ATTACKER, AND THE NEXT PLAYER IN TURN IS THE NEW DEFENDER. IF
- AN ATTACK SUCCEEDS, THE DEFENDER DOES NOT GET A TURN TO ATTACK: THE NEW
- ATTACKER IS THE NEXT PLAYER IN TURN AFTER THE DEFENDER, AND THE NEW DEFENDER IS
- THE PLAYER AFTER THAT.
-
- ATTACKING AND DEFENDING:
- THE ATTACKER BEGINS BY PLAYING ANY CARD FROM HAND FACE-UP ON THE TABLE IN FRONT
- OF THE DEFENDER. TO BEAT OFF THE ATTACK THE DEFENDER WILL HAVE TO BEAT THIS AND
- ALL SUBSEQUENT ATTACKING CARDS. A CARD WHICH IS NOT A TRUMP CAN BE BEATEN BY
- PLAYING A HIGHER CARD OF THE SAME SUIT, OR BY ANY TRUMP. A TRUMP CARD CAN ONLY
- BE BEATEN BY PLAYING A HIGHER TRUMP. NOTE THAT A NON-TRUMP ATTACK CAN ALWAYS BE
- DEFENDED BY A TRUMP, EVEN IF THE DEFENDER ALSO HOLDS CARDS IN THE SUIT OF THE
- ATTACK CARD, I.E., THERE IS NO REQUIREMENT TO "FOLLOW SUIT".
-
- FIRST ATTACK CARD SUCCEEDS:
- IF THE DEFENDER CANNOT OR DOES NOT WISH TO BEAT OFF THE ATTACK, THE DEFENDER
- SIMPLY PICKS UP THE ATTACK CARD, WHICH THEN BECOMES PART OF THE DEFENDER'S
- HAND. IN THIS CASE THE ATTACK HAS SUCCEEDED.
-
- SECOND AND SUBSEQUENT ATTACK CARDS:
- IF THE DEFENDER BEATS THE FIRST ATTACK CARD, THE ATTACKER CAN CONTINUE THE
- ATTACK BY PLAYING A SECOND CARD. IF THE DEFENDER BEATS THIS SECOND ATTACK CARD
- TOO, THE ATTACK CAN BE CONTINUED WITH FURTHER CARDS, SUBJECT TO THE FOLLOWING
- CONDITIONS:
-
- 1) EACH NEW ATTACK CARD MUST BE OF THE SAME RANK AS SOME CARD ALREADY PLAYED
- DURING THE CURRENT BOUT BY EITHER ATTACKERS OR DEFENDER.
- 2) THE TOTAL NUMBER OF CARDS PLAYED BY THE ATTACKERS DURING A BOUT MUST NEVER
- EXCEED SIX.
- 3) IF THE DEFENDER HAD FEWER THAN SIX CARDS BEFORE THE BOUT, THE NUMBER OF
- CARDS PLAYED BY THE ATTACKERS MUST NOT BE MORE THAN THE NUMBER OF CARDS IN
- THE DEFENDER'S HAND.
-
- THE ATTACK CARDS ARE PLACED SEPARATELY FACE-UP IN FRONT OF THE DEFENDER, AND
- EACH CARD PLAYED BY THE DEFENDER IS PLACED FACE-UP ON TOP OF THE CARD IT IS
- BEATING, SLIGHTLY OFFSET SO THAT THE VALUES OF ALL CARDS CAN BE SEEN.
-
- JOINING IN THE ATTACK:
- THE PLAYER WHO BEGINS THE ATTACK IS THE PRINCIPAL ATTACKER, BUT OTHER OPPONENTS
- OF THE DEFENDER CAN JOIN IN THE ATTACK IF THEY HAVE SUITABLE CARDS TO ATTACK
- WITH. THE PRINCIPAL ATTACKER ALWAYS HAS PRIORITY, AND THE OTHERS CAN ONLY JOIN
- IN WITH HIS PERMISSION. FOR INSTANCE, THE PRINCIPAL ATTACKER CAN SAY, "WAIT,
- I AM PLAYING," OR "GO AHEAD," OR EVEN ASK THE OTHERS ABOUT WHAT CARDS THEY HAVE
- IN HAND, OR FOR ADVICE ON WHAT CARD THEY SHOULD PLAY, AND GIVE THEM THE PLAY,
- OR CHOOSE TO CONTINUE THE ATTACK HIMSELF.
-
- IN THE INDIVIDUAL GAME WITH FOUR PLAYERS, THE SECOND ATTACKER IS THE PLAYER TO
- THE LEFT OF THE DEFENDER, AND THIS PLAYER ALSO HAS PRIORITY OVER THE THIRD
- ATTACKER, WHO IS THE PLAYER OPPOSITE THE DEFENDER. HOWEVER, THE SECOND AND
- SUBSEQUENT ATTACKERS CAN STOP THE NEXT ATTACKER IN LINE FROM PLAYING, BUT IS
- NOT ALLOWED TO ASK ABOUT WHAT CARDS THEY HAVE IN HAND OR FOR ADVICE.
-
- NOTE: IN TOMMY'S DURAK, THE PRINCIPAL ATTACKER MAY ONLY QUERY THE OTHER PLAYERS
- AS TO WHETHER THEY HAVE TRUMPS IN HAND, SORRY. IF THE KEYBOARD PLAYER IS THE
- PRINCIPAL ATTACKER HE MAY TYPE 0 TO QUERY THEM, AND THEN TYPE 0 AGAIN TO PASS
- THE ATTACK TO THE NEXT ATTACKER IN LINE. IF THE KEYBOARD PLAYER IS NOT THE
- PRINCIPAL ATTACKER HE MAY ONLY PLAY, OR PASS BY TYPING 0.
-
- WHEN MORE THAN 4 PLAY AS INDIVIDUALS, IT IS USUAL TO AGREE THAT ONLY THE
- PLAYERS SITTING NEXT TO THE DEFENDER ON EITHER SIDE ARE ALLOWED TO TAKE PART IN
- AN ATTACK. WITHOUT THIS RULE, THERE WOULD BE SO MANY ATTACKERS THAT THE FIRST
- DEFENDER WOULD BE PLACED AT TOO GREAT A DISADVANTAGE.
-
- THE DEFENDER ALWAYS DEFENDS ALONE. WHEN PLAYING IN TEAMS YOU CAN DO NOTHING
- WHILE YOUR PARTNER IS DEFENDING. YOU CANNOT HELP TO BEAT OFF THE ATTACK, NOR
- CAN YOU ATTACK YOUR PARTNER, NOR CAN YOU GIVE CARDS TO YOUR PARTNER WHEN AN
- ATTACK SUCCEEDS. YOU CAN ONLY SIT AND WATCH. (THIS TEACHES RUSSIANS TO BE
- GOOD COMMUNISTS, HA HA -- NO GOOD CAPITALISTS, HA HA, JUST KIDDING.)
-
- IF AT ANY STAGE, THE DEFENDER IS UNABLE TO OR DOES NOT WISH TO BEAT ONE OF THE
- ATTACK CARDS, THE DEFENDER MUST PICK UP ALL THE CARDS PLAYED DURING THE BOUT --
- BOTH THE ATTACKING CARDS AND THE CARDS USED TO BEAT THEM. ALL THESE CARDS
- BECOME PART OF THE DEFENDER'S HAND. IN ADDITION, THE PLAYERS WHO WERE ENTITLED
- TO TAKE PART IN THE ATTACK CAN GIVE TO THE DEFENDER (FACE-UP) ANY FURTHER CARDS
- WHICH THEY COULD LEGALLY HAVE PLAYED IF THE ATTACK HAD CONTINUED. THESE EXTRA
- CARDS MUST ALSO BE ADDED TO THE DEFENDER'S HAND. THE BOUT IS THEN OVER.
-
- ATTACK FAILS:
- THE DEFENDER SUCCEEDS IN BEATING OFF THE WHOLE ATTACK IF EITHER:
-
- 1) THE DEFENDER HAS BEATEN ALL THE ATTACK CARDS PLAYED SO FAR, AND NONE OF THE
- DEFENDER'S OPPONENTS IS ABLE AND WILLING TO CONTINUE THE ATTACK.
- 2) THE DEFENDER SUCCEEDS IN BEATING SIX ATTACKING CARDS.
- 3) THE DEFENDER, HAVING BEGUN THE DEFENSE HOLDING FEWER THAN SIX CARDS, USES
- UP ALL HIS CARDS IN BEATING ATTACK CARDS.
-
- NEW ATTACKER AND DEFENDER ON SUCCESSFUL DEFENSE:
- IF AN ATTACK IS BEATEN OFF, ALL THE CARDS PLAYED DURING THE BOUT ARE THROWN
- FACE DOWN ON A DISCARD HEAP AND ARE NOT USED AGAIN DURING THE PLAY OF THIS
- DEAL. THE DEFENDER BECOMES THE ATTACKER FOR THE NEXT BOUT, AND THE PLAYER TO
- THE NEW ATTACKER'S LEFT IS THE NEW DEFENDER.
-
- NEW ATTACKER AND DEFENDER ON SUCCESSFUL ATTACK:
- SINCE THE ATTACK HAS SUCCEEDED, THE DEFENDER DOES NOT GET A TURN TO ATTACK. THE
- NEXT ATTACKER IS THE PLAYER TO THE LEFT OF THE UNSUCCESSFUL DEFENDER, AND THE
- NEW DEFENDER IS THE PLAYER TO THE LEFT OF THE NEW ATTACKER AS USUAL.
-
- ACCORING TO CONDITIONS (2) AND (3) MENTIONED ABOVE, THE TOTAL NUMBER OF CARDS
- PLAYED BY THE ATTACKERS IS LIMITED TO SIX, OR TO THE NUMBER OF CARDS IN THE
- DEFENDER'S HAND, WHICHEVER IS LESS. THE PRINCIPAL ATTACKER HAS PRIORITY,
- FOLLOWED BY THE OTHER ATTACKERS IN CLOCKWISE ORDER. IF THE ATTACKERS PLAY TOO
- MANY CARDS, THE DEFENDER CAN CHOOSE WHICH CARDS TO BEAT OR PICK UP, GIVING THE
- REMAINDER BACK TO THE ATTACKERS. THE SAME APPLIES IF AFTER THE DEFENDER PICKS
- UP, THE ATTACKERS GIVE TOO MANY ADDITIONAL CARDS: THE DEFENDER ONLY ACCEPTS SIX
- ATTACK CARDS IN TOTAL (INCLUDING ANY BEATEN CARDS); THE REMAINDER ARE GIVEN
- BACK TO THE ATTACKERS.
-
- MULTI-CARD PLAYS:
- IN PRACTICE AN ATTACKER MAY PLAY SEVERAL CARDS AT ONCE, PROVIDED THAT ALL ARE
- LEGAL. FOR EXAMPLE AN ATTACKER MIGHT BEGIN BY PLAYING TWO SIXES, RATHER THAN
- PLAYING ONE SIX, WAITING FOR IT TO BE BEATEN OR PICKED UP, AND THEN PRODUCING
- THE OTHER SIX. THERE IS NO REAL POINT IN PLAYING MORE THAN ONE CARD AT A TIME
- EXCEPT TO SPEED UP THE GAME; THE SAME CARDS COULD EQUALLY WELL BE PLAYED
- SINGLY. IN FACT, ATTACKING WITH MORE THAN ONE CARD GIVES THE DEFENDER THE
- ADVANTAGE OF SEEING MORE OF THE ATTACK BEFORE DECIDING WHETHER AND HOW TO TRY
- TO BEAT THE CARDS.
- *NOTE: IN TOMMY'S DURAK THERE ARE NO MULTI-CARD PLAYS, SORRY.
-
- DRAWING TO REPLENISH HANDS:
- AFTER A BOUT IS COMPLETE, ALL PLAYERS WHO HAVE FEWER THAN SIX CARDS MUST IF
- POSSIBLE REPLENISH THEIR HANDS TO SIX BY DRAWING SUFFICIENT CARDS FROM THE TOP
- OF THE TALON. THE ATTACKER REPLENISHES FIRST, THEN THE OTHER PLAYERS WHO JOINED
- IN THE ATTACK, IN CLOCKWISE ORDER, AND FINALLY THE DEFENDER.
-
- IF THERE ARE NOT ENOUGH CARDS IN THE TALON TO GO AROUND, CARDS ARE DRAWN AS
- USUAL UNTIL IT IS EXHAUSTED. IT MAY BE THAT SOME OF THE LATER PLAYERS DO NOT
- DRAW ANY CARDS. THE FACE-UP TRUMP IS DRAWN AS THE LAST CARD OF THE TALON.
- AFTER THE TALON IS EXHAUSTED, THE PLAY CONTINUES WITHOUT DRAWING.
-
- EXCHANGING THE SIX OF TRUMPS:
- IF YOU ARE DEALT THE LOWEST TRUMP (THE SIX) OR IF YOU DRAW IT FROM THE TALON,
- YOU ARE ALLOWED TO EXCHANGE IT FOR THE FACE-UP TRUMP IF THE TALON HAS NOT BEEN
- EXHAUSTED.
-
- THE ENDGAME:
- AS PLAYERS RUN OUT OF CARDS THEY DROP OUT OF THE PLAY, AND THE OTHER PLAYERS
- CONTINUE. THE EFFECT OF THIS ON THE SEQUENCE OF PLAY IS SLIGHTLY DIFFERENT
- DEPENDING ON WHETHER THE GAME IS BEING PLAYED INDIVIDUALLY OR NOT:
- * IN THE INDIVIDUAL GAME, WHEN A PLAYER HAS NO CARDS THE TURN SIMPLY PASSES
- OVER THAT PLAYER TO THE NEXT PERSON IN TURN WHO STILL HAS CARDS.
- * IN THE 4-PLAYER PARTNERSHIP GAME, WHEN SOMEONE HAS NO CARDS, THEIR TURN IS
- TAKEN BY THEIR PARTNER.
- * IN THE 6-PLAYER PARTNERSHIP GAME, AS THE PLAYERS RUN OUT OF CARDS, THE
- REMAINING PLAYERS OF EACH PARTNERSHIP CONTINUE TO PLAY IN ORDER, SKIPPING
- ANY MEMBER OF THE TEAM WHO HAS NO CARDS.
-
- GAME:
- WHEN PLAYING AS INDIVIDUALS, THE GAME CONTINUES AFTER THE TALON IS EXHAUSTED
- UNTIL, AT THE END OF A BOUT, ONLY ONE PLAYER HAS ANY CARDS LEFT. THIS PLAYER
- IS THE DURAK AND MUST DEAL THE NEXT HAND.
-
- WHEN PLAYING WITH TEAMS, THE LOSING TEAM IS FREE TO DECIDE WHICH OF ITS PLAYERS
- SHOULD BE GIVEN THE JOB OF DEALING THE NEXT HAND, REGARDLESS OF WHICH ONE WAS
- ACTUALLY LEFT WITH CARDS. IF THE PLAYERS ARE OF UNEQUAL SKILL, IT WILL BE
- ADVANTAGEOUS FOR THE WEAKER PLAYER TO DEAL, SO THAT THE STRONGER PLAYER IS THE
- FIRST DEFENDER.
-
- DRAWS:
- NOTE THAT THE GAME CAN ONLY END AT THE END OF A BOUT. IF AFTER THE FINAL
- ATTACK HAS BEEN BEATEN OFF NO ONE HAS ANY CARDS LEFT, THE GAME IS A DRAW. THIS
- CAN HAPPEN WHEN ONE TEAM ATTACKS WITH ALL THEIR REMAINING CARDS, AND ALL OF THE
- DEFENDER'S CARDS ARE USED TO BEAT OFF THE ATTACK. IF AT THIS POINT NO ONE HAS
- ANY MORE CARDS AND THE TALON IS EXHAUSTED, THE GAME IS A DRAW, AND THE LOSER OF
- THE PREVIOUS HAND DEALS AGAIN, HENCE THE SAYING: "STARYY DURAK KHUZHE NOVYKH
- DVUKH" (AN OLD FOOL IS WORSE THAN TWO NEW ONES).
-
- GAME OPTIONS:
- =============
- *NOTE: GAME OPTIONS NOT AVAILABLE IN EVALUATION VERSION. PLEASE PURCHASE THE
- FULL VERSION.
-
- 6 OF TRUMPS EXCHANGE:
- SOME PLAYERS DO NOT ALLOW THE SIX OF TRUMPS TO BE EXCHANGED FOR THE FACE-UP
- TRUMP.
-
- 5-CARD ATTACK 1ST:
- IN AN INDIVIDUAL GAME WITH MORE THAN THREE PLAYERS, A RULE IS FREQUENTLY PLAYED
- THAT THE FIRST DEFENDER CANNOT BE ATTACKED WITH MORE THAN FIVE CARDS (INSTEAD
- OF SIX). THIS IS A WAY OF REDUCING THE SEVERE DISADVANTAGE SUFFERED BY THE
- FIRST DEFENDER IN A GAME WITH MANY PLAYERS. WITHOUT SUCH A RULE THE FIRST
- DEFENDER WOULD FREQUENTLY LOSE.
-
- SOME PLAYERS ALLOW (OR EVEN REQUIRE) THE THE PLAYER TO DEALER'S RIGHT TO CUT
- THE CARDS BEFORE THE DEAL, WITHOUT PENALTY.
- *NOTE: TOMMMY'S DURAK DOES NOT PERMIT PLAYERS TO CUT, SORRY.
-
- WHEN FIVE OR SIX PEOPLE PLAY DURAK, IT IS POSSIBLE TO USE A FULL 52 CARD PACK
- RATHER THAN JUST 36 CARDS. THIS VARIATION IS VERY RARE. THE RULES OF PLAY WITH
- 52 CARDS ARE THE SAME EXCEPT THAT IT IS THE TWO RATHER THAN THE SIX OF TRUMPS
- THAT CAN BE EXCHANGED FOR THE FACE-UP TRUMP, AND THERE WILL ALWAYS BE A TALON.
-
- OPEN HANDS OPTION:
- FOR DEMONSTRATION AND LEARNING PURPOSES, ALL HANDS CAN BE PLAYED FACE-UP.
- THIS MEANS THAT YOU CAN SEE THE COMPUTER'S HANDS BUT IT CAN'T SEE YOURS.
-
- REPLAY HAND OPTION:
- AT THE BEGINNING OF EACH HAND IT WILL OPTIONALLY ASK YOU IF YOU WANT TO REPLAY
- THE LAST DEAL (THE CONTRACT ITSELF IS NOT REPEATED).
-
- AUTOTRICK OPTION:
- WHEN OFF, YOU HAVE TO HIT THE <ENTER> KEY OR CLICK THE MOUSE AFTER EACH PROMPT.
- WHEN ON, THE COMPUTER WAITS 'DELAY' SECONDS AND THEN AUTOMATICALLY PROCEEDS
- AFTER PROMPTS (SEE COMPUTER SPEED CONTROL BELOW).
-
- 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. USE THE ARROW KEYS ON THE NUMERIC KEY
- PAD TO CHANGE OPTIONS; HIT ESC WHEN DONE.
- F4 * AUTO-SORT TOGGLE. WHEN ON, THE COMPUTER AUTOMATICALLY SORTS YOUR
- HAND.
- F5 DISPLAY THESE INSTRUCTIONS
- F7 QUIT THE PROGRAM
- 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.
-
- COMPUTER PLAY SPEED CONTROL:
- THE UP/DOWN ARROW KEYS ON THE NUMERIC KEY PAD CONTROL THE DELAY, IN SECONDS,
- BETWEEN COMPUTER MOVES. THE CURRENT VALUE IS SHOWN AT THE BOTTOM RIGHT HAND
- SIDE OF THE SCREEN. THIS IS DISABLED ONLY WHEN YOU ARE IN THE OPTIONS
- MENU (F3).
-
- 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: >DURAK 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.
-
-