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PATIENCE.DOC
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1994-04-24
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TOMMY'S PATIENCE (C) COPYRIGHT 1986 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #TM-029-1A
INSTRUCTIONS:
WELCOME TO TOMMY'S PATIENCE!
THE GAMES KNOWN AS PATIENCE OR SOLITAIRE ARE AMONG THE OLDEST KNOWN PASTIMES
WITH CARDS. THE FORMS OF PATIENCE IMPLEMENTED BY THIS PROGRAM ARE AS FOLLOWS:
TITLE CHANCE OF WINNING A.K.A.
----- ----------------- ------
1. ACCORDION 1 IN 100 GAMES IDLE YEAR, TOWER OF BABEL,
METHUSELAH
2. KLONDIKE 1 IN 30 GAMES FASCINATION, TRIANGLE,
DEMON, CHINAMAN
3. CANFIELD 1 IN 30 GAMES THIRTEEN
4. SCORPION 1 IN 10 GAMES
NOTE: THESE ODDS ARE FOR REAL GOOD PLAYERS AND ARE AVERAGES FOR A WHOLE LOT OF
GAMES; YOU ALWAYS GET HOT AND COLD STREAKS.
THE COMPUTER WILL PLAY WHILE YOU WATCH, OR YOU CAN PLAY MANUALLY.
THE DECK:
THE DECK CONSISTS OF 52 CARDS. IT IS USUALLY DISPLAYED IN THE LOWER RIGHT HAND
CORNER OF THE SCREEN.
THE SHUFFLE:
TO MAKE IT EASIER TO WIN, WE ALWAYS START OUT WITH A NEW (ORDERED) DECK, THEN
SHUFFLE IT EXACTLY 3 TIMES AND CUT IT, WITH AT LEAST 5 CARDS IN EACH PACKET.
THIS INSURES THAT THERE ARE PLENTY OF SEQUENTIAL RUNS IN THE DECK.
FOR THE HIGH ROLLERS, WE PROVIDE THE OPTION TO START WITH A COMPLETELY RANDOM
ORDER INSTEAD.
RULES:
*****************************************************************************
1. ACCORDION. TO PLAY ACCORDION, YOU START DEALING THE DECK ONE CARD AT
A TIME IN A HORIZONTAL ROW FROM LEFT TO RIGHT. AT ANY TIME YOU CAN
MOVE A TOP CARD (OR THE WHOLE PILE IF THAT IS YOUR STARTUP OPTION)
ON TOP OF THE FIRST OR THIRD ONE TO ITS LEFT IF IT HAS THE SAME SUIT OR
RANK. IF YOU CAN REDUCE THE ROW TO A SINGLE PILE BY THE TIME YOU HAVE DRAWN
ALL 52 CARDS, YOU "MAKE" THE DECK, THAT IS, YOU WIN.
SCORING:
THE SCORE IS 10000-A-B-C-D
WHERE A IS 50*(#PILES REMAINING BESIDES THE FIRST), B IS 100*(# CARDS
REMAINING ON 2ND AND GREATER PILES), C IS (NUMBER OF MOVES MADE), AND D IS
200*(#CARDS NOT DRAWN FROM DECK -- THIS IS TO MAKE SURE THAT PARTIAL SCORES
DON'T COME OUT HIGHER THAN FINAL SCORES).
MANUAL MODE:
USE THE 4 ARROW KEYS ON THE NUMERIC KEY PAD TO MOVE THE RED (HILITED)
CURSOR TO SELECT A 'FROM' CARD, THEN HIT <ENTER>, THEN MOVE THE GREEN
(UNHILITED) CURSOR TO SELECT A 'TO' CARD, THEN HIT <ENTER> AGAIN.
TO DRAW NEXT CARD, HIT SPACE BAR OR TYPE "N".
TO GIVE UP, TYPE "X" (USE SPACE BAR OR <ENTER> TO PROCEED TO NEXT GAME).
*****************************************************************************
*****************************************************************************
2. KLONDIKE. TO PLAY KLONDIKE, YOU START BY DEALING OUT A TABLEAU
CONSISTING OF ONE ROW OF 7, ONE ROW OF 6, ..., ONE ROW OF ONE CARD,
WHERE THE FIRST CARD IN EACH ROW IS FACE UP AND THE OTHERS ARE FACE
DOWN (THE ROWS ARE OVERLAPPED VERTICALLY).
ABOVE THE TABLEAU ARE THE 4 FOUNDATIONS WHERE YOU TRY TO BUILD UP THE
4 SUITS IN SEQUENCE FROM ACE (LOW) TO KING (HIGH). WHENEVER YOU DEAL
AN ACE FACE UP FROM THE DECK, IT MUST IMMEDIATELY BE PUT ON A FOUNDATION
AND ANOTHER CARD PUT IN ITS PLACE ON THE TABLEAU.
YOUR DECK IS IN THE LOWER RIGHT HAND CORNER. YOU DRAW A CARD AND THEN
TRY TO PLACE IT EITHER ON A FOUNDATION OR ON THE TABLEAU; IF YOU CANNOT
DO EITHER, YOU PLACE IT FACE UP ON THE TALON, WHICH IS LOCATED LEFT OF
THE DECK.
TO PLACE A CARD ON A TABLEAU PILE IT MUST HAVE A RANK EXACTLY ONE LESS
THAN THE TOP FACE UP CARD, AND BE OF THE OPPOSITE COLOR (E.G., HEARTS AND
CLUBS, DIAMONDS AND CLUBS). ONLY KINGS MAY BE PLAYED TO EMPTY TABLEAU
PILES.
AT ANY TIME, THE TOP CARD OF THE DECK, THE TALON, OR ONE OF THE TABLEAU
PILES MAY BE PLAYED ON A FOUNDATION. ONCE A CARD IS PLACED ON A
FOUNDATION IT MAY NOT BE MOVED.
YOU CAN ALSO MOVE ALL THE FACE UP CARDS FROM ONE TABLEAU PILE TO ANOTHER
TABLEAU PILE, IF THE FIRST FACE UP CARD OF PILE 1 IS ONE LESS IN RANK AND
OPPOSITE IN COLOR TO THE LAST FACE UP CARD OF PILE 2, OR IF THE FIRST FACE
FACE UP CARD OF PILE 1 IS A KING AND PILE 2 IS EMPTY.
YOU DRAW CARDS UNTIL THE DECK OF 52 IS EXHAUSTED.
SCORE:
THERE ARE 2 SCORING OPTIONS:
1. STANDARD. YOUR SCORE IS 100+5*F+2*(TU-TD)-3*(DT), WHERE F=# CARDS ON
THE FOUNDATIONS, TU=# FACE-UP TABLEAU CARDS, TD=#FACE-DOWN TABLEAU
CARDS, DT=#CARDS LEFT IN DECK AND TALON; A PERFECT SCORE IS
100+5*52=360. NOTE THAT THE 100 IS ADDED TO THE SCORE TO OFFSET THE
INITIAL TABLEAU.
2. CASINO. YOUR SCORE IS THE NUMBER OF CARDS YOU HAVE BUILT ONTO THE
FOUNDATIONS; A PERFECT SCORE IS 52.
PASS LIMIT OPTION:
REALLY GOOD PLAYERS INSIST THAT THERE BE ONLY ONE PASS THROUGH THE DECK.
TO SATISFY OUR SOB-SISTERS, OTHER OPTIONS HAVE BEEN PROVIDED. DON'T
COMPLAIN IF YOU STILL CAN'T BUILD ALL THE CARDS ONTO THE FOUNDATIONS; THIS
IS A GAME OF LUCK AS WELL AS SKILL.
CLOCK OPTION:
ANOTHER OPTION HAS BEEN PROVIDED TO PLAY KLONDIKE AGAINST THE CLOCK WITH
UNLIMITED PASSES THROUGH THE DECK UNTIL THE TIME LIMIT IS UP.
MANUAL MODE: IN MANUAL MODE YOU HAVE THE FOLLOWING COMMANDS AVAILABLE:
"N": PLAY DECK TO TALON AND DRAW NEXT CARD.
"TF": PLAY TALON TO FOUNDATION.
"DF": PLAY DECK TO FOUNDATION AND DRAW NEXT CARD.
"DJ" (WHERE J=1..7): PLAY DECK TO PILE #J AND DRAW NEXT CARD.
"IJ" (WHERE I,J=1..7): PLAY PILE #I TO PILE #J.
"IF" (WHERE I=1..7): PLAY PILE #I TO FOUNDATION.
"X": GIVE UP AND START NEW GAME (USE SPACE BAR OR <ENTER> KEY TO PROCEED
TO NEXT GAME).
*****************************************************************************
*****************************************************************************
3. CANFIELD. TO PLAY CANFIELD, YOU START BY DEALING 13 CARDS FACE DOWN,
THEN TURNING THE PILE OVER TO FORM THE STOCK, WHICH IS PLACED ON THE
FAR LEFT.
YOU THEN DRAW 1 MORE CARD AND PLACE IT, FACE UP, TO THE RIGHT, ABOVE,
5 COLUMNS TO THE RIGHT OF THE STOCK, TO FORM THE KEY CARD FOR THE
FOUNDATIONS. EACH OF THE 4 FOUNDATIONS MUST START WITH A CARD WITH
THIS RANK. (WE PUT A COPY OF THE KEY CARD ON THE APPROPRIATE FOUNDATION.)
THEN DRAW 4 MORE CARDS AND PLACE THEM TO THE RIGHT OF THE STOCK TO FORM
THE TABLEAU.
TO PLAY, YOU DRAW A PACKET OF 3 CARDS FROM THE DECK, TURN THEM FACE UP,
AND PLACE ON THE TALON (ONLY THE TOP CARD IS VISIBLE).
YOU CAN PLAY ANY CARD FROM THE TOP OF THE TALON OR A TABLEAU PILE ONTO A
FOUNDATION IF THE CARD MATCHES THE SEQUENCE 'CIRCULARLY', AND THE SUIT IS
THE SAME. THAT IS, YOU CAN PLAY A 3 OF HEARTS ON A 2 OF HEARTS, AND AN
ACE OF SPADES ON A KING OF SPADES.
YOU CAN ALSO, AT ANY TIME, MOVE A TABLEAU PILE ON TOP OF ANOTHER TABLEAU
PILE IF THE TOP CARD OF THE FIRST PILE HAS A RANK ONE LOWER CIRCULARLY
THAN THE TOP CARD OF THE SECOND PILE, AND IS OF THE OPPOSITE COLOR.
E.G., MOVE PILE WITH TOP CARD = 10 CLUBS TO PILE WITH TOP CARD = J HEARTS,
... K HEARTS .... A SPADES.
AN EMPTY TABLEAU PILE MAY ONLY BE FILLED WITH THE TOP CARD FROM THE STOCK.
THE GAME CONTINUES UNTIL THE DECK IS EXHAUSTED; THEN THE TALON IS TURNED
OVER AND BECOMES THE NEW DECK.
WHEN THE DECK IS ALMOST EXHAUSTED (ONLY 1 OR 2 CARDS LEFT), THE REMAINING
CARDS ARE USED AS A FINAL PACKET (BOTTOM CARD OF THE DECK IS THE ONE PLAYED).
IN ADDITION, WHEN THE STOCK IS USED UP, AND/OR THERE ARE 3 OR LESS CARDS
REMAINING ALTOGETHER IN THE DECK+TALON, CARDS ARE PLAYED FROM THE DECK
1 AT A TIME INSTEAD OF 3 AT A TIME.
PASS LIMIT OPTION:
THE EXPERTS USUALLY ONLY ALLOW 3 PASSES THROUGH THE DECK, SINCE YOU PLAY
EVERY 3RD CARD. BUT OTHER OPTIONS HAVE BEEN PROVIDED.
SCORE:
YOUR SCORE IS THE NUMBER OF CARDS PLAYED TO THE FOUNDATIONS.
MANUAL MODE:
IN MANUAL MODE YOU HAVE THE FOLLOWING COMMANDS AVAILABLE:
"N": DRAW NEXT PACKET OF 3 FROM DECK, FLIP OVER AND PUT ON TALON.
"TF": PLAY TALON TO FOUNDATION.
"TJ" (WHERE J=1..4): PLAY TOP CARD OF TALON TO PILE #J.
"SJ" (WHERE J=1..4): PLAY STOCK TO PILE #J (ONLY IF PILE #J IS EMPTY).
"IF" (WHERE I=1..4): PLAY PILE #I TO FOUNDATION.
"IJ" (WHERE I,J=1..4): PLAY PILE #I TO PILE #J.
"X" GIVE UP AND START NEW GAME (USE SPACE BAR OR <ENTER> KEY TO PROCEED
TO NEXT GAME).
*****************************************************************************
*****************************************************************************
4. SCORPION. TO PLAY SCORPION, YOU START BY DEALING OUT 7 PILES (COLUMNS)
OF 7 OVERLAPPING CARDS (ROWS), DEALING ACROSS BEFORE DOWN. THE FIRST 4
CARDS OF THE FIRST 3 ROWS ARE FACE DOWN, THE REST FACE UP. THIS LEAVES
52-7*7=3 CARDS CALLED THE MERCI WHICH ARE SAVED FOR LATER (THEY ARE
DISPLAYED FOR CONVENIENCE ON THE RIGHT SIDE OF THE SCREEN).
ALL PLAY IS ON THESE PILES. ON THE TOP CARD OF A PILE MAY BE PLACED ONE
OF THE SAME SUIT AND RANK ONE LESS; YOU CAN OBTAIN THIS CARD FROM ANY OF
THE FACE UP CARDS IN A DIFFERENT PILE, BUT YOU MUST MOVE THE ENTIRE PILE
ABOVE IT WITH IT (IN THE SAME ORDER). THE CATCH IS THAT THE NUMBER OF
MOVES *SO FAR* IS DEDUCTED FROM YOUR SCORE, WHICH STARTS OUT AT 10,000!
WHEN YOU HAVE A COMPLETE RUN OF KING TO ACE OF THE SAME SUIT ON THE
TOP OF A PILE YOU MAY REMOVE IT AND SCORE 5000 POINTS; SINCE THE GAME
STARTS WITH 10,000 POINTS THE MAXIMUM SCORE IS 30,000. (NOTE: THE RUN IS
REMOVED AND SCORED AUTOMATICALLY BY THE COMPUTER).
YOU CAN PLAY ONLY A KING TO AN EMPTY PILE.
ONCE YOU CANNOT MAKE ANY MORE MOVES YOU THEN DEAL THE 3 CARDS OF THE
MERCI ONTO THE FIRST 3 PILES AND SEE IF YOU CAN CONTINUE. WHEN YOU
ARE STUCK, THE GAME IS OVER.
NOTE: YOU ARE BOUND TO WIN UNLESS ONE OF THE FOLLOWING CONDITIONS HOLDS:
1. THE NEXT-LOWER CARD OF THE SAME SUIT AS A FACE DOWN CARD LIES ABOVE
IT IN THE SAME PILE, EITHER FACE DOWN OR AS THE FIRST FACE UP CARD
(IT IS NOT IMPOSSIBLE TO WIN IN THIS SITUATION, BUT DARN HARD).
2. THERE IS A 'CRISS-CROSS', OR UNBREAKABLE CHAIN SUCH AS
6 CLUBS, 2 HEARTS IN ONE PILE AND 1 HEARTS, 7 CLUBS IN ANOTHER.
IF YOU OBSERVE EITHER OF THESE CONDITIONS DURING PLAY, YOU KNOW THE GAME
IS DOOMED TO FAILURE AND MIGHT AS WELL CONCEDE.
TO PLAY MANUALLY:
USE THE 4 KEYS ON THE NUMERIC KEY PAD TO POSITION THE 'FROM' (RED OR
HILITED) CURSOR, THEN PRESS ENTER. THEN POSITION THE 'TO' (GREEN OR
UNHILITED) CURSOR AND PRESS ENTER.
TO DEAL THE MERCI, TYPE "M" (YOU CAN DO THIS ONLY ONCE).
TO CONCEDE, TYPE "X" (USE SPACE BAR OR <ENTER> KEY TO PROCEED TO NEXT GAME).
-----------------------------------------------------------------------------
GLOBAL CONTROLS:
FUNCTION KEY FUNCTION
------------ --------
F1 DEMO MODE TOGGLE SWITCH.
F2 CHANGE THE SCREEN BORDER COLOR (COLOR MONITORS ONLY).
F3,F4 CHANGE THE COLOR OF THE CARD BACKS.
F5 DISPLAY THESE INSTRUCTIONS.
F7 KEEP/SWITCH GAME TYPE TOGGLE SWITCH: WHEN A NEW GAME IS STARTED,
THIS CONTROLS WHETHER A NEW GAME TYPE WILL BE PROMPTED FOR, OR
WHETHER THE SAME GAME TYPE WILL BE CONTINUED WITHOUT PROMPTING.
F8 ABORT THE GAME AND START A NEW ONE OF TYPE CONTROLLED BY F7.
(IMPORTANT: IF THE GAME ENDS NATURALLY, OR VIA THE "X" COMMAND,
YOU CYCLE TO A NEW GAME JUST BY HITTING THE SPACE BAR OR <ENTER>
KEY).
*NOTE* USE F7 TO GET INTO THE 'SWITCH' MODE, THEN HIT F8 AND YOU WILL
GET THE STARTUP SCREEN MENU; THEN HIT F7 AGAIN BEFORE YOU START
THE GAME IF YOU WANT TO KEEP PLAYING THE SAME GAME TYPE OVER AND
OVER.
F9 QUIT THE PROGRAM ON CONFIRMATION (YOU CAN ALSO HIT THE ESC KEY
OR THE "Q" KEY).
F10 SOUND EFFECTS ON/OFF TOGGLE SWITCH.
*NOTE* THE LEGENDS FOR ALL "TOGGLE" SWITCHES DISPLAY THE MODE THAT WILL BE
ENTERED AFTER PRESSING THE KEY, WHICH IS THE OPPOSITE OF THE MODE IN EFFECT
AT THE TIME.
ARROW KEYS:
TO CHANGE THE PITCH OF THE CARD DRAW: USE THE LEFT AND RIGHT ARROW KEYS ON
THE NUMERIC KEY PAD.
TO CHANGE THE SPEED OF THE DEMO MODE: USE THE UP AND DOWN ARROW KEYS ON THE
NUMERIC KEY PAD. THE NUMBER OF SECONDS THE PROGRAM WAITS BETWEEN DRAWS IS
SHOWN IN THE LOWER RIGHT HAND CORNER OF THE SCREEN (.1 TO 9.9 SECONDS).
NOTE: FOR THOSE GAMES WHICH USE THE ARROW KEYS TO MOVE A CURSOR, YOU MUST
BE IN DEMO MODE TO USE THE ARROW KEYS TO CHANGE THE PITCH OR SPEED.
TO SKIP THE STARTUP MUSIC: HIT THE <ENTER> KEY TWICE INSTEAD OF ONCE WHEN
RUNNING THE PROGRAM FROM DOS.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
* SKIP THE STARTUP SHOW
EXAMPLE: >PATIENCE MS
BIBLIOGRAPHY:
o "THE NEW COMPLETE HOYLE" BY ALBERT H. MOREHEAD ET AL., GARDEN CITY BOOKS,
1964. TOMMY'S PATIENCE USES THIS BOOK AS THE AUTHORITY ON RULES.
o "THE COMPLETE BOOK OF SOLITAIRE AND PATIENCE GAMES" BY ALBERT H. MOREHEAD
AND GEOFFREY MOTT-SMITH, NY: GROSSET & DUNLAP, 1949.
o "150 WAYS TO PLAY SOLITAIRE", ONLY $2.00 POSTPAID FROM THE U.S. PLAYING
CARD CO., BOX 12126, CINCINNATI, OH 45212.
o "SCARNE ON CARDS", BY JOHN SCARNE. REV. ED. (C) 1965. NY: NEW AMERICAN
LIBRARY (SIGNET). THE CARD PLAYER'S BIBLE.
LIKE PATIENCE? TRY THESE OTHER TOMMY'S TOYS:
TM-115 TOMMY'S PATIENCE II: BETSY ROSS, CORNER CARD (4 SEASONS), PYRAMID,
SIR TOMMY.
TM-144 TOMMY'S PATIENCE III: GOLF, FORTRESS, THE BELEAGUERED CASTLE, AND
POKER SQUARES.
ONLY $6 EACH, 2 FOR $12, POSTPAID IN U.S.A. (OUTSIDE U.S.A. ADD $1 FOR EITHER
OR BOTH TOYS). U.S. DOLLARS ONLY.
----------------------
DID YOU LIKE THIS TOY?
DON'T FORGET TO TRY OUR GOBS OF OTHER NEAT LOW-PRICED TOYS AND GAMES FOR THE
IBM PC AND COMPATIBLES. OUR NIFTY DEMO DISK, CONTAINING AN ELECTRONIC TOY
CATALOG AND OTHER GOODIES, IS ONLY $2 TO ANY U.S. ADDRESS, $3 OUTSIDE U.S.
(U.S. DOLLARS ONLY. PLEASE SPECIFY 3.5 INCH OR 5.25 INCH DISKETTE). IF YOUR
PC BORES YOU WRITE US NOW.
GOOD LUCK!
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.