CardPlayersParadise - Lucas` Abandonware

CardPlayersParadise - Lucas` Abandonware
Table of Contents
Installing the game
System Requirements
Installing the Game
Starting Card Players Paradise
Contacting QQP
Technical Sections
Making a Boot Disk
Running Card Players Paradise
The Opening Screens
Quick Description of card games in Card Players Paradise
Rummy 500
History of Pinochle
History of Bezique
Interface/Game Operation
Rummy 500
Around the World
Hedge Maze
Modem Play
Glossary of Card Terms
Copyright Information
Home of the Underdogs
Wolcome to Card Players Paradise. Card Players Paradise will let you
experience gaming at its best. Wo have included some all time favorite card
games. We have all known and loved Rummy 500 growing up. There are
many regional variations that have been included as optional add-ons. For
Instance, we have researched and found 2 distinct scoring systems. One
being the 5-10-15 rule in which cards below 10 are worth 5 points, 10s and
the face cards are worth 10 points and the aces are worth 15. The other rule
states that the 10s and face cards are worth 10, aces are worth 15, but the
numbered cards are worth their face value.
Installing the Game
System Requirements
The system requirements for Card Players Paradise are:
IBM 386DX - 33 or higher
4 Meg RAM
CD - ROM Drive
SVGA Graphics
MS-DOS 5.0 or higher
Card Players Paradise also supports the following peripherals:
Sound Cards
Installation of Card Players Paradise
To install Card Players Paradise follow these steps:
1) Access your CD-ROM Drive by typing the drive letter (usually D) and a
colon (:) from the DOS prompt.
2) Type "INSTALL" (enter)
3) Follow the on-screen instructions to install the game to your hard disk.
Starting the Game
To start Card Players Paradise from your hard drive, type the following:
Type "CDXCPP" (enter)
Type "CPP"(enter)
If you have changed the directory in which Card Players Paradise is installed,
you will have to change the directory name above from "CCP" to the target
directory that you have entered during installation.
If you are having any video problems, you may want to try the following:
Instead of typing "CPP" and then depressing the ENTER key, type "CPPL"
then depress the ENTER key. Or "CPPV" then depress the ENTER key.
These run the game in alternate modes of SVGA. In most cases you will not
notice any differences in gameplay.
Contacting QQP
We can also be contacted via US Mail at:
495 Highway 202
Flemington, NJ 08822
or via E-MAIL on
CompuServe: ID# 75300,3223
Genie: QQP
Delphi: QQP
or visit our WWW site at:
or by phone at (908)788-2799
You can receive the latest updates on:
CompuServe in the GAME PUBLISHERS forums by typing "GO GAMCPUB".
American On-line in the QQP forum by using the keyword "QQP" Genie in
the Scorpia area.
For on-line support, hints, and clues on Card Players Paradise, call
CompuServe free at 1-800-524-3388 and ask for representative #353. You
can receive a FREE introductory membership and $15.00 usage credit.
CompuServe offers a wide variety of services as well; investment information,
travel, reference libraries, demo programs, game forums, and more. For
information on Card Players Paradise, and other Quantum Quality
Productions games, type the command, GO GAMCPUB and enter the Game
Publishers C support area.
Technical Questions
A Special note to Ensonic(™) sound card users...Make sure that the card has
been set up to run with General Midi and not Soundblaster compatible.
Some of the most popular questions are answered below:
/ have no sound!
There could be several things happening if you do not have sound. The first
and easiest one is that the sound was somehow not set correctly. Run
INSTALL again and make sure that your computer has the sound card that
you are stating that it has. There are several other things that can be
1) Are the speakers plugged in/turned on?
2) Are your IRQs and DMA's set different from the configurations?
One thing that has helped many people Is to choose Sound Blaster
compatible sound board instead of their make and model. This clears up
most of the sound related problems.
The game keeps locking up on me during game play.
This is probably a sound card problem. Run INSTALL and set the game for
Soundblaster Clone and see if the problem corrects itself. If it does not, then
consult the owners manual for your particular sound card. Some sound cards
have special configuration settings. If this is not the case, give our technical
department a call.
Here are some other areas that may cause problems. In most cases the
game should run flawlessly on just about any system.
1: Check all system requirements, including hard drive space.
2: Make sure that your CD-ROM drive and disk are both free of dust and
debris. This should minimize disk read errors.
3: Install the program onto an UNCOMPRESSED portion of your hard
drive if disk compression utilities like Doublespace(TM) or Stacker(TM)
seem to cause problems.
4: Be sure to install from the DOS prompt. DO NOT install from the
WINDOWS program manager, DOS SHELL, or similar utility.
5: Check to make sure that the CD-ROM unit is operating normally.
Game Won't Load
1: Make sure that your machine CURRENTLY meets the program memory
requirements. Your computer's configuration may change periodically
without your knowledge.
2: If you made a boot disk, be certain that the MOUSE and CD-ROM
drivers are included in your boot disk's AUTOEXEC.BAT and
CONFIG.SYS files. If you can't access the CD drive, they're not
installed. Check CD-ROM documentation.
3: Make sure that there are as few TSRs (Terminate Stay Resident)
programs as possible. This program only requires CD-ROM, mouse,
memory, and possibly VESA video drivers. Other Drivers may be
required by your particular machine, so adjust this list to your needs.
4: If you are using a third-party memory manager(other than the ones
supplied with DOS), you may experience a conflict. If so, use the
memory managers that come with DOS 5.0 through DOS 6.2.
5: Be sure that your DOS mouse driver is installed. A WINDOWS mouse
will not work in this program. Drivers compatible to Microsoft version
6.5 or higher are recommended. To check this, you may run the MSD
utility that comes with MS-DOS 6.0-2 and WINDOWS 3.1.
6: This program is intended for use in MS-DOS 5.0 or higher.
Sound\Sound Needs Adjusting
Many sound cards require that a "SET" line be loaded in your
AUTOEXEC.BAT file. i.e. "SET SOUND=(your sound card's directory),
or SET BLASTER= A:XXX I:X D:X (Where "X"=some number).
Make sure that all sound connections work outside of program first. If
so, adjust volume levels to taste, and try again.
Many sound cards have sound mixer utilities through WINDOWS or
DOS. Make sure that the WAVEXDIGITAL and the MIDIXMUSIC sliders
are equal in volume or there may be an imbalance between music and
sound effects in the program.
Make sure that BOTH of the sound drivers are set in the install
program, or when you run INSTALL. If you've quit the setup program
before it ends, you will erase all sound card settings in the program.
If your card will not pass the sound driver test, try using the "C" key
and enter the correct values for the highlighted driver before pressing
If your sound card is not listed, then try using your card in SOUND
BLASTER compatible mode or whatever listed compatible your card
Making the Boot Disk
Card Players Paradise requires 550,000 bytes of conventional memory and 3
Mbytes of extended memory to play, thus a 2 Mbyte system is required. This
can cause problems for those who load TSRs (Terminate, Stay Resident)
programs. Some examples of TSRs are screen savers, virus checkers, pop
up calendars...etc. They may need to be disabled in order to run this game.
If you do not want to disable them, or your machine absolutely needs them,
you can make what is commonly known as a boot disk.
Making a boot disk is quite simple. Here are the steps needed to make such
a disk:
1. Put a blank unformatted diskette into your A: drive.
2. Type "FORMAT A:/S" (enter)
(once the disk is formatted, we will need to put an AUTOEXEC.BAT and
3. Type "A:"
Type "COPY CON CONFIG.SYS" (enter)
Type "DEVICE = C:\DOS\HIMEM.SYS" (enter)
. Type "DEVICE = C:\DOS\EMM386.EXE 2048 RAM" (enter)
Type "DOS = HIGH.UMB" (enter)
Type "DEVICEHIGH = "(cd driver)
You will have to install your CD drivers in this file as well. There will be
one line from the CONFIG.SYS and one line from AUTOEXEC.BAT.
Press the F6 key and (enter)
Your CONFIG.SYS may have to be slightly different if you are using
DoubleSpace, Stacker, or any other disk compression utility. You may
also have to alter the location of the HIMEM.SYS or EMM386.EXE.
Type "A:"
Type "LH (cd driver)...usually MSCDEX
Type "C:\(mouse path)\MOUSE" (enter)
Press the F6 key and (enter)
You have now made a boot disk. Put the boot disk in Drive A: and restart
your computer (control-alt-del). Once this is completed and the machine
restarts type the following:
Type "C:" (enter)
Type "CD\CPP" (enter)
Type "CPP" (enter)
To test your CD drive and to make sure that your CD drivers have been
installed correctly, type "D:". This will access the CD drive. If you receive the
message "Invalid Drive Specification" then the drivers have not been installed
correctly. Refer to your CD manual for the proper syntax.
Make sure that you utilize this software in a DOS environment, not through
any Windows DOS boxes. If you are utilizing Windows 95, make sure you
configure this application as a MS DOS Application in full screen. This
insures that Card Players Paradise.
If you are still having problems with the execution of Card Players Paradise
please call our technical support specialists at (908) 788-2799 between
9:00AM and 5:00PM Eastern Standard Time, Monday - Friday. When you
call, it will save time if you have the following information handy:
1. The contents of your CONFIG.SYS and AUTOEXEC.BAT files. To print
out your AUTOEXEC.BAT and CONFIG.SYS, type the following "COPY
AUTOEXEC.BAT PRN:" (enter) and "COPY CONFIG.SYS PRN:" (enter)
2. What type of machine you have, and the version of DOS you are using.
3. What type, if any, sound board you have.
This information will help us to help you to the best of our abilities.
Once the game has been installed on your computer it can be run by typing
the following commands:
Type "CD\CPP"
Type "CPP"
If you have installed the game to a different directory than the default in the
installation program, then you must replace the CD\CPP above with CD\ and
the name of the subdirectory in which it has been installed.
The Opening Screens
Upon entering Card Players Paradise, the player is asked to choose a name.
This will allow the computer to keep a complete history for several people on
a single machine.
Once you have entered or chosen the appropriate name, you can then
choose your game. The next screen will display the individual games to be
played on the bottom of the screen or you can choose the other options in
the upper left and upper right corners of the screen.
The two pictures hanging on the wall of the scene represent the hedge maze
and the world tour which will be discussed later (see page 25). Both the
hedge maze and the world tour add new and wonderful twists to playing the
card games.
Another option available to the player is modem play. This option is used by
clicking on the phone sitting on the table. You can play against another
person at another location through your phone lines if you have another
modem or your can also use a Null modem (explained in the modem chapter,
page 25). By clicking on the phone sitting on the table, the connection screen
will be loaded and your machine will be prepared to play via modem/Null
See "INTERFACE" (page 21) for specific game operation and menu descriptions.
Rummy 500
Rules of Rummy 500
Cards - 5/7/10/13 - The player can select to start with a 5, 7, 10, or 13 card
hand. This is the total cards that they will start with in their hands.
Aces - High/Low/Both - Aces can be utilized as a 1 in runs if counted as low,
14(or above King) if it is Ace High. If Both is selected, aces can be used in
either position.
Players - Two/Three - Select number of players.
Play to - 250/500/1000/2000 - This option sets the length of gameplay. The player
can choose a score to play up to. The lower the score, the quicker the game.
No Discard Necessary/Must Discard to Win - If "Must Discard To Win" option
is selected, the last card must be discarded to end the round. Otherwise, no
discard is required to end the round.
Normal Scoring/5-10-15 Scoring - Using normal scoring each card is valued
at its face value and the face cards are worth 10, while the aces are worth
15. In the 5-10-15 method cards 9 and below are worth only 5 points no
matter what the face value is.
Against - There are five levels of difficulty in Card Players Paradise. The
levels are (from easiest to hardest) Novice, Duffer, Regular, Veterans, Experts.
Game Setup
Each player is dealt either 5, 7, 10 or 13 cards. These cards are not visible to
any other player. The left over cards are placed face down in a pile in the
center of the table. This is called the STOCK. The top card of the stock is
placed face up next to the stock in order to start the DISCARD PILE. The
player left of the dealer goes first.
Game Play
The object of Rummy 500 is slightly different than regular Rummy. The object
is to get rid of or discard all of the cards in your hand. To do this you must
make melds from the cards in your hand. A meld consists of three or more
cards. These cards can be either a run or a grouping of the same rank. A run
is a sequence of ranking cards in the same suit. Example:five, six, and seven
of hearts constitutes a run. Aces are a special card with regards to runs.
Aces can be either high or low. This means that an Ace can be placed below
a two or above a king. This is an optional rule that can either allocate the
aces high, low, or both. When an ace is placed above a king in a run, it
cannot be continued with a two. A grouping of the same rank would be three
of the four fives (five of hearts, diamonds, and spades for instance). This
represents a grouping.
The sequence of play for each player:
TAKE CARD(S) - First a player must take cards. The player can receive 1 card
from the stock, or take a card or a group of cards from the discard stack. If a
card is taken from the discard stack, the first card in the set must be used in
a meld immediately. You may not take a card from the discard without using
it to form a meld, thus if three of the aces have been melded and someone
accidentally discards the fourth; you are unable to take only the aces to add
to the meld.
PUT DOWN MELDS - The next step in any turn is putting melds held in your
hand on the table. There is no requirement stating that one must put a meld
out at any given time. Any cards left in your hand at the end will be counted
as negatives towards your overall score.
DISCARD CARDS - It is at this point that one card from your hand must be
put in the discard stack. This card can be used by other players in
subsequent turns.
Taking Cards - When it is your turn to take action during gameplay, the first
thing you do is choose to take a card from the stock or the discard pile. If
you choose stock, you receive 1 card from the stock and it is immediately
put in your hand for play. If you choose the discard pile, you may choose any
card, but you must also take the cards that have been discarded after the
target card. Example: In the Discard is a 5 of hearts, 3 of diamonds, jack of
clubs, and a king of hearts. John has decided that the 3 of diamonds would
round out a meld quite nicely. If he decides to take the 3 of diamonds, he
must also take the jack of clubs and the king of hearts and put these cards
into his hand. This is where much of the strategy of rummy 500 takes root. In
order to take cards from the discarded pile, the player must use the first card
taken in the stack.
Putting Down Melds - Once cards have been taken, melds are put down in
front of the player. You receive score for only those melds that you actually
put down in the center of the table. Any player may add to another player's
melds. You can put down a fourth card of a grouping or add to a run. Runs
can be continued as far as desired.
The game ends when a player discards all of their cards. It is at this point
that score is awarded for the round. There are two methods of scoring in
Rummy 500. The player chooses the scoring method they desire before
starting play.
The first method of scoring is the 5-10-15 method. In this method, all cards 9
and under of any suit is worth 5 points, the 10 and all face cards are worth
10 and aces are worth 15 points. The melds that you have put down in front
of you are counted positively towards your score, while all cards left in your
hand count negatively.
The other method of scoring is normal scoring. Under this method each card
Is valued at it's face value, face cards are worth 10 and the aces are worth 15
points. Example: a nine of clubs in your hand will yield 9 points towards your
score and 5 of clubs yields you 5. This changes the strategy used within the
game itself.
The game continues with new rounds until one of the players has reached
the goal. This may be defined as 250, 500, 750, 1000, or more points. This
will allow a varied length of gameplay.
History of Pinochle
Pinochle goes back many years and is a descendant of Bezique. It has
become extremely popular in the US. There have been many different
variations of the games played throughout the world from 2 handed Pinochle
to the coveted 5 handed Pinochle in which the player has four competitors
and must master the bidding process.
Rules of Pinochle
Kitty - 3/6/No - The games can have a kitty with 3 or 6 cards or with no kitty
at all.
Play to - 100/125/150/200/500 - This option allows player to change the
length of game play. By changing the numbers, the player can choose a
quick "lunchtime" game or a longer more involved marathon session.
Minimum Bid - 15/21/31 - During bidding, the bidding starts higher. This
option is added for more advanced players who enjoy higher bidding games.
Strike the Dealer/Redeal Passouts - This option comes into play only when no
bids are started. If all three players pass on the opening bid, using Strike the
Dealer, the dealer must take the bid. Using Redeal Passouts, the hand is
deemed a wash and is started from scratch with a complete redeal of the hand.
Against - There are five levels of difficulty in Card Players Paradise. The levels
are (from easiest to hardest) Novice, Duffer, Regular, Veterans, Experts.
Pinochle is played with one deck of 48 cards, consisting of two Aces, 10s,
Kings, Jacks, 9s, from each of the four suits. Once twelve cards are dealt to
each of the players, the bidding process begins. The bid is essentially, the
number of points that must be gained by the player who finally accepts the
bid. If the bid is attained, the player who has accepted the bid receives
points, while others lose. If it is not attained, the bidding player receives a
negative score. In the bidding process, each player can either raise the
current bid by one or pass to the next player. The bid is accepted by the last
player to pass within the process. There are two parts of each hand that you
are involved in against the 2 other players. The first is the bidding in which
you must decide how many points you can accumulate during the game.
The second is the actual gameplay. It is gameplay that really separates the
novices from the experts.
Counter Cards
Ace, 1 0, Kings won in a trick
Last Trick
winning the last trick of the hand
At the beginning of each hand, each player is given 15 cards. These fifteen
cards constitute your hand. Certain groupings of cards are classified as
melds. The melds that are worth points are:
100 Aces
1 Ace from each suit
80 Kings
1 King from each suit
60 Queens
1 Queen from each suit
40 Jacks
1 Jack from each suit
2 of either Ace, King, Queen,
Jack from each suit (You must
have all of one type of card)
10 times above
King & Queen
King & Queen of any suit
Trump Marriage
King & Queen
King & Queen of the Trump suit
9 of Trump
9 of a Trump suit
Book or Run
Ace, 10, King, Queen,
Jack of the Trump suit
Double Pinochle
Both Jacks of Diamonds
and both Queens of Spades
Jack of Diamonds & Queen
of Spades
King & Queen of every suit
Round House
When you are asked to bid on a hand, the total melds in your hand are
displayed on the screen. This gives you a guide to how much you should bid
on a hand. There are some point values above that depend on the trump
suit. The person that takes the bid (the last one to raise before the other
players pass) decides on the Trump suit. The trump suit will be explained in
the Tricks section below. Each player goes in turn around the table. You will
be given the opportunity to either raise the bid or pass. Raising the bid raises
the stakes in the game. One would raise the bid if they feel that at the end of
the hand, they would have collected at least the bid number of points. By
accepting the bid, you are stating that between your melds and your counter
cards taken you will have at least the bid number of points. This also means
that you will be able to choose the Trump suit, which is strategically
important. Before game play is continued, all melds from each player is
displayed. This can be of strategic importance when considering which cards
are held by each player.
Once the bidding process has been completed, the player that has taken the
bid receives the three left over cards from the deck. Upon receiving the three
extra cards, the player must then give back (discard) three cards of his/her
choice immediately. These cards are considered to be part of the tricks taken
pile that is accumulated, thus you can bury (get points for) counter cards
immediately. This is done for various strategic reasons. If you don't receive the
bid, you must then prevent the winner of the bid from getting the bid.
Upon starting the tricks part of the game, the player to the left of the taker of
the bid starts by putting out the first card on the table. This is referred to as
the lead player. The object of each trick is to have the best card possible
showing on the table. The player with the best card "takes the trick". By
taking the trick, the individual receives the cards shown, which help
accumulate points towards the bid. The object is to collect a minimum of
points from the tricks and the opening melds to meet the bid level if you have
taken the bid.
If you have not taken the bid, it is your responsibility to work with the other
player to assure that the bidding player does not make his/her goal score.
A trick is won by the player who puts out the highest value card. The lead
player decides the trump suit. This suit becomes extremely important.
The game progresses through a series of tricks. The winner of the first trick,
always leads for the next trick. During each, the player is asked to discard 1
card. If you are the first, you can discard any card from any suit. The object
being to try to capture Counter Cards. You must make up the points that you
bid over your meld total by capturing these counter cards from the other
players as well as win them in your own hands. If you discard a counter card
during play and one of the other players wins the trick, the counter card and
any other card goes to their collection pile. The number of points that you
must receive is displayed on the top of the screen. It states who made the
bid and how many points are needed for the bid.
If you do not receive the bid, your responsibility changes. You now receive
points for only those counter cards that you win, but you are now working
with the other player in order to make sure the winner of the bid does not
achieve this goal.
Discarding During Tricks
As we know, if you are the first to discard cards during a trick you may
choose any card in your hand to start the trick. Each player must follow your
lead and put out a card of the same suit. If they do not have a card of the
same suit, they can use another suit.
When discarding a card of another suit, it is important to remember that any
suit other than the Trump suit loses. If you discard the highest Trump suit, you
win, even over the original suit played. This may be confusing so here is an
example of three person play of a trick: (The trump suit is Spades)
Steve leads the trick with a jack of hearts. The trick suit is now considered to
be hearts and each player must discard hearts if they have them. Ken discards
a queen of hearts, which is higher than the jack. Tim, does not have any hearts
left in his hand, thus puts out a 9 of spades and takes (wins) the trick because
the highest trump wins. If no one discards trump then the order/ranks of the
cards towards winning is: (an * is noted after the counter cards)
After each trick, the winner of the previous trick leads the next one. The
round is over when no player has any cards in their hand. It is then that the
score is tallied for each player.
Scoring in Pinochle is very simple. There are two classifications at the end of
the hand, the bidder and the other players.
For the bidder; the points achieved from melds are added to the counter
cards captured during the tricks. If this total is either equal to or greater than
the bid, the total points are awarded. If the value is less than the bid, the
player receives zero points for the round.
For the other players; they receive points only for the counter cards captured
during the tricks. The players that do not win the bid do not receive any
credit or points for the melds that they received at the beginning of the hand.
At the end of each hand, the accumulated scores for each player is displayed on
the screen in the scratch pad. Players accumulate points until one of the players
scores XXX. It is at this point that a final scoring is given and play is ended.
5 Handed Pinochle
Rules of 5 Handed Pinochle
Pass - One/No - select either one pass or no pass required after bidding.
Play to - 200/250/500/1000 - This option allows player to change the length
of game play. By changing the numbers, the player can choose a quick
"lunchtime" game or a longer more involved marathon session.
Minimum Bid - 21/31/41/51 - During bidding, the bidding starts higher. This
option is added for more advanced players who enjoy higher bidding games.
Strike the Dealer/Redeal Passouts - This option comes into play only when no
bids are started. If all three players pass on the opening bid, using Strike the
Dealer, the dealer must take the bid. Using Redeal Passouts, the hand is
deemed a wash and is started from scratch with a complete redeal of the hand.
Against - There are five levels of difficulty in Card Players Paradise. The levels
are (from easiest to hardest) Novice, Duffer, Regular, Veterans, Experts.
5 player Pinochle is played much in the same fashion as 3 handed except
that 2 decks of 48 cards are used. The bidding will be higher because more
pinochle cards will be in play. See general setup information p. 10-11.
There are 5 Players are in the game.
The winner of the bid receives 6 cards from the Kitty and then must discard 6
cards into his collection pile.
Each player passes 1 card to the left. This does not count towards melds
once it is passed.
The winner of the bid now has the player on the left side as a partner, thus
the two players can work together to get the bid total. The other three
players must work together to make sure the chosen two players do not
achieve the bid.
Bezique- Queen of spades and jack of diamonds. Or queen of spades and
jack of hearts if spades or diamonds are trump. 4 points.
As far as the bidding, melds and the gameplay, the game has the same rules
as three handed pinochle (see pages 10-14).
Common marriage- King and queen of same suit but not trump. 2 points.
Holding a seven of the trump suit and exchanging it for the turn-up card
earns the player 1 point. 1 point is awarded for playing a seven of a trump
suit. This is awarded to the loser of the 9th trick before the hand end.
Royal marriage- King and queen of trump suit. 4 points.
History of Bezique
Bezique has been known throughout history as the predecessor of Pinochle.
There have been many theories about the derivation of this game. It has been
connected with Piquet, which was first played in France in the early 1400's
during the reign of Charles VII. Several historians have traced the origin of the
game back to the 1700's to a game called Matrimony, while others believe that
Bezique was invented by a Swedish schoolteacher in the early 1800's as an
entry in a nationwide contest.
When a player wins a trick, he declares by placing the appropriate cards
face-up on the table. The player may make as many declarations as desired.
A trick should be held by the player who wins that trick. At the end of a deal,
a player scores 1 point for each Ace and ten that was won. These are called
Rules of Bezique
When players have both played cards to a trick they must take a card from
the stock. The winner pulls first from the top, then the loser takes the next.
Play to -100/200/500 - This option allows the player to change the length of
game play. The lower the number the faster the game.
Against - There are five levels of difficulty in Card Players Paradise.The levels
are (from easiest to hardest) Novice, Duffer, Regular, Veterans, Experts.
Once the last eight tricks are played after depleting the stock, the player
must play a card of the suit that has been led. He must also win the trick if it
is possible. If the suit that is led cannot be played, the trump suit must be
used. No more declarations are possible and the players focus goes to
winning bisques (aces and 10s) and the last trick. (Which is worth 1 points.)
Once the last trick is played, the deal goes to the other player and alternates
between them until one player reaches the agreed number of points, most
often 200.
Bezique begins by dealing eight cards to each player, in groups of three - two three cards at a time. The STOCK (remaining 48) cards should be placed
faced-down on the table with the top card face up alongside the stock to show
the trump suit. If the top card is a 7 the dealer scores 10 points.
An excellent example of Bezique play comes from THE COMPLETE BOOK
OF CARD GAMES by Peter Arnold.
The non-dealer leads with the first trick. The winner of a trick leads the next as in
other games, but in bezique a player is not required to follow suit to the card led.
Score points by declaring certain cards and card combinations. The
declarations, and points that they are worth run as follows:
Double bezique- Two queen of spades and two jack of diamonds. Or queen
of spades and jack of hearts if spades or diamonds are trump. 50 points.
Sequences of Ace, ten, king, queen, jack in the trump suit. 25 points.
Any four Aces.
10 points.
Any four kings.
8 points.
Any four queens.
6 points.
Any four jacks.
4 points.
Trick 1. South led the nine of clubs. North, who appreciated the
importance of the turn-up card, won with the queen of clubs. This was
North's best play, although it suffers from the defect that it reduces
North's best chance of declaring four Queens, and it informs South
that he has virtually no hope of a sequence because North would
hardly play a sequence card if he lacked a duplicate. North exchanged
the seven of clubs for the turn-up card, and scored 1 points. He drew
the King of clubs (giving him no fewer than four of the five sequence
cards), and South the nine of hearts.
Trick 2. North led the nine of diamonds, and South played the seven of
hearts. North declared the royal marriage and scored 4 points, making his
total 5 points. North drew the King of hearts, and south the Ace of hearts.
Trick 3. North led the seven of hearts, and South played the nine of
diamonds. North declared the common marriage In hearts and scored
2 points, making his total 7 points. North drew the Ace of clubs, and
South the Jack of hearts.
Trick 4. North now held a sequence, but in order to declare it, he had
first to win a trick. A heart must be led, and he chose the Queen.
Undoubtedly, it was the best lead. The Ace of hearts is not a good
lead, because, if trumped, it will cost North a brisque; and it is better
for North to save for four Kings, instead of for four Queens, because
not only does it gain 2 more points, but North had already played a
Queen so the chance of drawing a Queen was slightly less than that of
drawing a King. South played the nine of hearts. North declared his
Ace, ten, and Jack of clubs and scored 25 points for the sequence,
giving him a total of 32 points. South had not yet scored. North drew
the ten of spades, and South the Jack of diamonds.
Trick 5. North's trumps were no longer of vital importance to him, and
could be played if desired. The two Kings were important because
North had made up his mind to save for Kings, and it is an error of
tactics to change one's mind during the game. The Aces and tens
were important, because they furnish briques. So North led the Jack
of clubs. South had a bezique in his hand, but unfortunately he could
not win the trick and declare it. The best he could do was to play the
Jack of hearts. North drew the eight of diamonds, and South the
Queen of diamonds.
Trick 9. South led the nine of spades, and North won with the ten of
spades. North draw the Jack of spades, and South the eight of spades.
Trick 10. North led the eight of spades, and South played the other eight
of spades. North drew the eight of hearts, and South the Jack of hearts.
Trick 11. North led the eight of hearts, and South won with the ten of
hearts. South drew the King of diamonds, and North the eight of hearts.
At this point the hands were as in the illustration below. The score was
North 32 points, South 11 points.
Trick 12. South led the Jack of hearts, and North played the eight of
hearts. It would not have been good play for North to win with the Ace
of hearts because, though this would have given him a brisque, it is
better for North to save for four Aces now that he held three. South
laid down his King of diamonds and scored a common marriage (2
points), giving him a total of 13 points. South drew the seven of
spades, and North the Ace of spades.
Trick 13. South led the seven of spades. North won with the Jack of
spades, and declared four aces (10 points). This raised his total to 42,
and he had a good lead on South, whose score was only 13 points.
North drew the Jack of clubs, and South the nine of spades. South's
hand with its three bezique cards was not without possibilities.
Trick 6. North led the 8 of diamonds. South won with the ten of
diamonds, putting away a brisque for himself, and declared bezique.
South's 4 points for bezique was his first score, and he was a long way
behind North's 32 points. South drew the ten of hearts, and north the
Ace of clubs.
Trick 14. North led the Jack of clubs, and South played the nine of
spades. North drew the Jack of spades, and South the nine of hearts.
Trick 7. South now had the lead. He chose the seven of clubs and
scored 1 points, making his total 5. It was the best lead, because the
lead of either heart would probably be trumped and a brique lost. He
had to save for four Queens, and the Jack of diamonds was out of the
question since there was always the possibility of declaring double
bezique. North was more or less compelled to win with the Queen of
spades. North drew the eight of diamonds, and South the Queen of
Trick 16. Now, of course, the whole game changed, because South
held a double bezique, though he had to win a trick before he could
declare it. If the stock is nearly exhausted it is proper for North to lead
trumps in an attempt to prevent South from winning a trick. It was,
however, too early in the game for these tactics, so North led the Ace of
spades, hoping that it would not be trumped, and South, who had no
trump in his hand, discarded the married Queen of diamonds. North
drew the ten of diamonds, and South the ten of clubs, a vital card.
Trick 8. North led the eight of diamonds, and South won with the eight
of clubs and declared four Queens (6 points) giving him a total of 11.
North, with a total of 32 points, was still well ahead, but he noted with
some concern that south would be able to declare double bezique if he
was lucky enough to draw the other Jack of diamonds. South drew
the nine of spades, and North the eight of spades.
Trick 17. North, who by this time suspected that South held double
bezique, led the Ace of hearts, hoping that South would still not be
able to trump. This time however, he was doomed to disappointment,
because, of course, South was able to win with the ten of clubs and
declare double bezique. The score of 50 points for double bezique
raised South's total to 63 and gave him a lead of 21 points because
North's score was only 42 points. South drew the Ace of spades, and
North the King of spades.
Trick 15. North led the Jack of spades, and South played the nine of
hearts. North drew the King of clubs, and South the Jack of diamonds.
Trick 18. South, who had no further use for his bezique jacks, led a
Jack of diamonds. North won with the ten of diamonds and declared
four Kings (8 points), raising his score to 50 points. North drew the
nine of clubs, and South the Ace of diamonds.
Trick 19. North led the nine of clubs, and South played the Jack of
diamonds. North drew the eight of clubs, and South the Ace of diamonds.
Trick 20. North now suspected that South was on the point of
declaring four Aces. His tactics, therefore, had to be aggressive, and
since the other ten of clubs had been played, his trumps were all
winners, and he played them to prevent South from declaring. North
led the Ace of clubs, and South played the Queen of spades. North
drew one seven of diamonds and South the other.
Trick 21. North led the Ace of clubs, and South played the seven of
diamonds. North drew the Queen of hearts, and South the ten of hearts.
Trick 22. North led the ten of clubs, and South played the Queen of
spades. North declared the common marriage in hearts (2 points)
raising his total to 52 points. North drew the King of spades, and
South the seven of spades.
Trick 23. North led the King of clubs, and South played the seven of
spades. North drew the King of diamonds, and South the ten of hearts.
Trick 24. (Last trick) North led the King of clubs, and South played the
Queen of diamonds. North scored 1 points for the last trick, bringing his
total to 53 points. South's score was 63 points, and from the time that
he had declared double bezique North had little chance to overtake him.
He did well, however, to prevent South from declaring four Aces and so
adding another 10 points to his score. North drew the King of hearts,
and South picked up the seven of clubs exposed on the table.
South was lucky to win all his bisques, giving him a score of 10 points; North
won six bisques for a total of 6 points. The final score, was South 73 points,
North 59 points.
Rules of Casino
Royal/Regular - When choosing the royal, Jacks, Queens, Kings and Aces
act as 11, 12, 13, and 14 in values for combining cards. Regular views them
as faces cards, thus a King is the only card that can be combined with the
King. The player may not add up a Jack and a 2 to equal the King.
Against - There are five levels of difficulty in Card Players Paradise. The
levels are (from easiest to hardest) Novice, Duffer, Regular, Veterans, Experts.
Casino is a card game in which a full deck of 52 cards is used. Each of two
players is dealt four cards and then four other cards are dealt to the center of
the table. This is referred to as the layout. The rest of the deck (40 cards) are
put in the stock.
Game Play
The object of the game is to take in cards which score as follows:
10 of Diamonds(great casino)
2 of Spades(little casino)
Majority of cards(27 or more)
Majority of Spades(7 or more)
All cards in layout (sweep)
Each player in turn, beginning with the non-dealer, plays a card. Cards are
played until both players have exhausted their four cards. At this point the
dealer deals out four more cards to each player. The object is to match a
card or set of cards to those in your layout.
During each players turn, the players can do one of three things. Build,
Combine, or Trail as their game turn.
Build - The player may put a card from his hand on top of a card in the layout
to build up to the value of card being held. If the layout has a 7 of hearts and
the player has a 9 of diamonds and a 2 of clubs. The player can build on the
7 of hearts in the layout with the 2 of clubs. Next turn these built cards can
be combined with the 9 of diamonds.
Combine - When a card from the player's hand and a card or set of cards
from the layout are equal in value, they can be combined. It is combining
cards which gains points and thus allow a player to win the game.
Trailing - When there is no combining or building that can be done, the player
must choose to trail the card. When a card is trailed it is added to the layout
as a new pile.
Once all the cards are gone, the points are compiled and the game round is
considered over. A full game is over when the scoring has reached.
Interface/Game Operation
Player Name
After the introduction sequences are completed, a list of five names will be
displayed. If you have never played before and must enter a name, click with
the RMB (right mouse button) on the player slot that you wish to occupy. You
can enter any name you wish to at this point. Once a name is entered
depress the enter key. The name will appear in the slot you have designated.
To choose a player name to use for the current game session, click with the
LMB (left mouse button) on the desired name.
To change the table texture that is displayed within the game click with the
RMB on the edge of the table. Try some of the different beautiful table
textures that for some may be more attractive than the default selection that
is displayed.
Main Menu
The main menu displays the various options that are available to the player at
the beginning of the game. To choose an option, click with the LMB on the
desired icon.
Single Menu
The main menu screen has many options to choose. To choose an option,
click with the LMB on the desired icon on the screen. Listed below are the
areas of the screens that can be chosen:
• Picture on the wall of Opening in a Labyrinth
• Maze
• Picture on the wall of World Map
• Around the World
• Trophies on Mantle
• Player History
• Phone on the Desk
Communications Screen
• Title of Game
• Play the individual game
• Cards on the Table
• Choose another player
• Button saying Quit to DOS
• Exit the game to DOS
Any game can be exited by depressing the ESC key on the keyboard. This is
a quick way to exit the game.
Game Options
Before starting any game, the player must choose the options to be used during
the game. Depending on the game, there will be a number of options for the
game. To change an option simply click on the option with the LMB. This will
cycle through the various selections.
Once the options have been set, click on the Play button located at the
bottom of the screen. You may also return to the main screen by selecting
the main button.
Rummy 500
Sequence of procedures:
• Draw a card from the stock
• Click on the stock with the LMB at the beginning of the round.
• Choose a set of cards from the discard pile.
• Click on the card that you wish to take with the LMB. Then click on the
cards to be put out in a meld. At this point you must click on the table
above your hand. The meld eligible cards will be melded and the extra
cards will be added to your hand.
• Discard a card from your hand after melds have been put out.
• Click on the card to be discarded with the RMB or click on the target
card, then on the area of the table right of the discard stack.
• Put out a meld from the player's hand
• Select all desired cards with the LMB, then click on the area of the
table above the players hand.
• To add to a meld that has been put on the table already
• Select the card to be added, then click on the meld that the card is to
be added to.
Pinochle (both 3&5 handed)
During Bidding - Raise the bid by one
Click on the Bid button or depress "B"
During Bidding - Pass the bid without raising it
Click on the Pass button or depress "P"
Select a card to discard, put out for a trick
Click on the desired card
Select the trump suit after bidding
Click on any card from the suit to be selected
During gameplay, the suit that has been selected as the trump suit, the
current score of the winner of the bidder and the name of the winner will be
displayed across the top of the screen.
Once gameplay has been completed, a game screen will appear showing a
brief description of the score for the current game as well as the running
score. Once the score reaches that of the score selected during the options
the game will end and a winner will be declared.
Bezique's interface is quite simple. To choose any card to put into play, click
on the card from your hand with your LMB.
The current score will be displayed on the right side of the screen. The
players score will be the first of the 2 scores displayed, while the opposition
score will be on the right. Any melds that either the player or the opposition
achieve will be automatically placed on the table in front of the hand. These
cards are still eligible for gameplay.
Remember, the last eight tricks of a game become extremely tricky and can
be confusing. After a few games for practice, you should be ready to take on
the world.
Three different kinds of moves are used in Casino. The procedures are
outlined below. Click on a card to select it, the card will darken. To deselect
a card that has been selected, click on it a second time. :
Trail a card. Click on the desired card to be trailed with the RMB or
select the card with the LMB, then click on the trail button with the
LMB or depress the "T" key.
Around the World
Test your card playing skills as you travel around the world taking part in
tournament play. Each tournament and city have costs attached and the
object is to complete your tour and return home with the most "money".
When one selects the Around the World option from the main menu, the
player is brought to a map of the world. At the start, the player can choose to
play a short or long game. The short game lasts only 7 cities, but the long
one brings you on a round the world journey to 15 cities. You can play on
one of the two levels of artificial intelligence. There are two tours; the pro tour
or the amateur tour. When you are ready to play, click on the PLAY button at
the bottom of the screen. The main button will bring the player back to the
selection menu to choose another option.
Once the tournament begins in New York, USA, you must choose a city to
play in. Each city holds a single game that you must challenge. The eligible
cities are highlighted by a blue circle. Choose one of these cities. Once an
eligible city is selected and played, cities in that zone will no longer be
available and you must select a new city in a new section of the map. After a
city is chosen a picture of the city and a fact will appear. In the lower right
corner, the cost to enter the tournament and the travel costs will be
Hedge Maze
Build a card. Select the desired card with the LMB, then select the card(s)
in the layout to be built on. Once the cards are selected in both the layout
and the players hand, depress the Build key or depress the "B" key.
Combine card (s). Select the cards from both the hand and the layout.
If there are several sets in the layout, select all of them with the LMB. It
is at this point that the Combine button should be chosen, or depress
the "C"
Cards will be replenished to your hand after your 4 cards are depleted. Once
the deck is gone, the hand is considered over and your points are calculated
and given at the end of the game. The score will then be displayed and the
next hand will be started.
When a maze is selected, an option screen will appear. The player may
customize the maze into the kind of game that is desired by selecting not
only the size of the maze, difficulty of the maze, but the games randomly
placed throughout the maze. By clicking with the LMB on any of these
options, they can be changed. Also selectable within the options screen is
the number of lanterns found throughout the maze.
As you progress through the maze, you are required to play games.
Remember though that moving from area to area does take some time. If you
do not complete the maze by the end of the day, then you automatically lose.
The screen will darken as the day comes to a close. Having lanterns will
allow you to continue into the night. Once the lanterns finally burn out, the
day ends and you will lose if you have not completed the maze.
Before each game, you will be asked if you would like to bet. By betting, you
are risking one of your lanterns. If you win, you receive the lantern that your
opposition has bet. These can come in handy later in the day.
Coins are received as a bonus when you do well against your opposition. At
the end of the day when you enter the final castle, the guards at the gate can
be bribed for 10 coins. If you do not have the coins or do not choose to bribe
the guards you will have to play against them before entering to challenge
the king and queen. If you choose to play against the guards and lose, you
are ejected and thus lose the entire maze.
Summary of Card Terms
BUILD - During Casino; adding a card from the player's hand to a card in
the layout without capturing it for score.
Modem Play
When you are ready for a human opponent, the modem screen is where you
must go in order to get connected with another via a modem. Through a
modem, your machine (local) can connect with an opponent's machine
(remote). This procedure can also be done via a null modem.
COMBINE - During Casino; capturing cards for points.
COUNTER CARDS - Ace, 10, King, Queen of any suit
DECK - A deck of cards contains 52 cards divided into 4 suits of 13 cards
KITTY - When all cards are dealt to the players, the cards that are left over
We have included a very simple interface. The main area of the screen is that
of the phone book. These are the numbers that you can dial by typing in a
phone number and clicking with the LMB. To enter a phone number in your
address book, click on a slot with the RMB. Whatever had been there will
disappear and you can enter the desired phone number. Once you have
entered the phone number, depress the "ENTER" key
The most important button on the screen is located directly below the phone
book. It is the port button. This is the port on which your modem is located.
It is usually referred to as a COM port. It is usually COM 2 or port 2 that is
used. Before dialing a number, the port must be correctly set.
When the player is ready to play, one player must click on a phone number to
dial and be the sender, the other must click on the receive button and be the
receiver. Once a connection is made, the players will appear back on the
main screen. Player one's mouse cursor will appear as an arrow. This person
will be able to select the game and initiate all options.
are given to the winner of the bid. This player must then discard 6
cards into their collection pile.
LAYOUT - Cards in the center of the table during a game of Casino.
LEAD PLAYER - The lead is the player who begins a trick. He is the
person that puts out the first card.
PINOCHLE DECK - A deck of cards with all cards below 9 removed from
the deck.
REDEAL PASSOUTS - This is an option in Pinochle. It is used during the
bidding process. If the opening bids are passed by all players, the
cards are collected and the hand is started over with a new deal of the
STOCK - In Rummy 500 and Casino, this is the pile from which new cards
are drawn during the game.
STRIKE THE DEALER - This is an option in Pinochle. It is used during the
bidding process. If the opening bids are passed by all players, the
dealer must automatically take the bid.
SUIT - There are four suits of cards - Spades, Hearts, Clubs, and
Diamonds. Each suit has 13 cards, one of each of the following: Ace,
2-10, Jack, Queen, and King
TRAIL - During Casino; making a new pile in the layout with a new card
from the player's hand when there is no possibility of building or
combining cards.
TRUMP SUIT - During Pinochle and Bezique, a trump suit is a suit that will
beat the suit being played.
Bruce Williams Zaccagnino
Richard Mauren
Additional Game Design: Steve Cohen
Richard Mauren
Steve Cohen
Tim Cuccolo
Graphics Artists:
Jeff Birns
Curtis Kozielec
Ken Morris
Music and Sound:
Ken Morris
Technical Support:
Irwin Yanogacio
Jeff Birns
Steve Cohen
Beta Testing: Bruce Williams, Steve Cohen, Richard Mauren, Ken Morris,
Jean Zaccagnino(our star tester) Bruce Neurock and our other great
testers whom we thank from the bottom of our hearts.
City screens: Corel™
Around the World . . 8, 22, 25
Boot Disk
Communications Screen... 8
Contacting QQP
Rummy 500
9, 23
Starting the Game
System Requirements
Technical Questions
Hedge Maze
Individual game
Installing the Game
8, 25
Modem Play
8, 26
MS-DOS 5.0
Pinochle, 5 Handed... 15, 23
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF