Radio Shack Color FX2 Spades Owner's Manual

Radio shack video games user manual

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60-2701.fm Page 1 Tuesday, June 27, 2000 2:04 PM
Color FX2
Spades

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Summary of Contents for Radio Shack Color FX2 Spades

  • Page 1 60-2701.fm Page 1 Tuesday, June 27, 2000 2:04 PM ™ Color FX2 Spades...
  • Page 2: Table Of Contents

    60-2701.fm Page 2 Tuesday, June 27, 2000 2:04 PM ˆ Contents Introduction ... 3 Preparation ... 4 Installing Batteries ... 4 Rules of Spades ... 6 Bidding and Scoring ... 8 Blind Bidding ... 9 Underbidding/Sandbags ... 10 Nil Bidding ... 10 Big Moe and Little Moe ...
  • Page 3: Introduction

    60-2701.fm Page 3 Tuesday, June 27, 2000 2:04 PM ˆ Introduction Your RadioShack Color FX2 Spades game combines the intensity of a bidding card game with the convenience of a hand-held game. The game has three levels of difficulty, which is perfect for both beginner and advanced players.
  • Page 4: Preparation

    60-2701.fm Page 4 Tuesday, June 27, 2000 2:04 PM ˆ Preparation INSTALLING BATTERIES Your game requires four AA batteries (not supplied) for power. For the best per- formance and longest life, we recom- mend RadioShack alkaline batteries. Cautions: • Use only fresh batteries of the required size and recommended type.
  • Page 5 60-2701.fm Page 5 Tuesday, June 27, 2000 2:04 PM 1. Use a Phillips screwdriver to remove the battery compartment cover’s screw, then lift the cover off. 2. Place the batteries in the compart- ment as indicated by the polarity symbols (+ and –) marked inside. 3.
  • Page 6: Rules Of Spades

    60-2701.fm Page 6 Tuesday, June 27, 2000 2:04 PM batteries. Batteries can leak chemicals that can destroy electronic parts. Note: When you replace the batteries, all game memory is lost. RULES OF SPADES You ( ) play spades with your vir- PLAYER tual partner ( PARTNER...
  • Page 7 60-2701.fm Page 7 Tuesday, June 27, 2000 2:04 PM Play your turn when the game prompts you. The first player opens the hand with a high card to attempt to win the trick. Each player in turn must play a card in the lead suit , if they have one.
  • Page 8: Bidding And Scoring

    60-2701.fm Page 8 Tuesday, June 27, 2000 2:04 PM Each suit is ordered lowest to highest, from the 2 to the Ace. BIDDING AND SCORING After all of the 13 tricks in a hand are played out, the game compares the num- ber of tricks each team has won with how much they had bid .
  • Page 9: Blind Bidding

    60-2701.fm Page 9 Tuesday, June 27, 2000 2:04 PM For example: A team bids 5 and wins 4 tricks: –5 10 = –50. That team loses 50 points from their score. Blind Bidding You can try to guess how many tricks your team can win before dealing the hand ( bid blind ).
  • Page 10: Underbidding/Sandbags

    60-2701.fm Page 10 Tuesday, June 27, 2000 2:04 PM • The penalty for not winning the amount of tricks bid blind is twice as much as a normal bid: (5 –2) 10 = –100. Underbidding/Sandbags If you bid four tricks but win seven tricks, your score is only 43 (as opposed to a possible 70).
  • Page 11: Big Moe And Little Moe

    60-2701.fm Page 11 Tuesday, June 27, 2000 2:04 PM Big Moe and Little Moe If a team takes the first six tricks in a hand, they get an extra 50 points added to their score ( Little Moe ). If they take the first eight tricks in a hand, they get an ex- tra 100 points added to their score ( Big Moe ).
  • Page 12: Turning The Game On/Off

    60-2701.fm Page 12 Tuesday, June 27, 2000 2:04 PM TURNING THE GAME ON/ To turn on the game, press . The ON/OFF game automatically turns off after about 4 minutes if you do not press any keys, to conserve battery power. To turn the game off sooner, press .
  • Page 13: Playing The Game

    60-2701.fm Page 13 Tuesday, June 27, 2000 2:04 PM ˆ Playing the Game 1. Press to turn on the game. ON/OFF (If you have played the game before, the display shows where you left off in the last game.) 2. Repeatedly press to select the MODE desired game level (...
  • Page 14 60-2701.fm Page 14 Tuesday, June 27, 2000 2:04 PM 5. Press to enter the START/BID/ENTER setting. 6. Press again to START/BID/ENTER start a new game. Each player gets 13 cards, but you can only see your own hand. Once all the cards are dealt, they appear in order (clubs, diamonds, hearts, and spades), with the cards in each suit arranged from...
  • Page 15 60-2701.fm Page 15 Tuesday, June 27, 2000 2:04 PM PLAYER ) and your virtual partner’s PARTNER ) scores are counted together for the team score. COMP. 1 scores’ are counted together toward their team total, as well. The winner is the team that reaches 500 points.
  • Page 16: Glossary Of Terms

    60-2701.fm Page 16 Tuesday, June 27, 2000 2:04 PM each team wins for the current game. The game also shows the number of underbids, sandbags, and points each team won (or lost) on previous games, when you press SCORE ˆ Glossary of Terms bid, 6 —...
  • Page 17 60-2701.fm Page 17 Tuesday, June 27, 2000 2:04 PM breaking a suit, 7 — playing the first spade (of a hand) when you do not have the dealt suit. cutting the hand, 7 — playing a spade when you do not have the dealt suit (see also “breaking a suit”).
  • Page 18: Resetting The Game

    60-2701.fm Page 18 Tuesday, June 27, 2000 2:04 PM set, 8 — bidding a certain amount of tricks and not making the bid. suit, 7 — the four different sets of cards that make up a deck: hearts, clubs, dia- monds, and spades.
  • Page 19: Care

    60-2701.fm Page 19 Tuesday, June 27, 2000 2:04 PM pointed object (such as a straightened paper clip) to press on the back of RESET game. CARE Keep the game dry; if it gets wet, wipe it dry immediately. Use and store the game only in normal temperature environ- ments.
  • Page 20 60-2701.fm Page 20 Tuesday, June 27, 2000 2:04 PM Limited Ninety-Day Warranty This product is warranted by RadioShack against manufacturing defects in material and workmanship under normal use for ninety (90) days from the date of purchase from Ra- dioShack company-owned stores and authorized RadioShack franchisees and dealers. EXCEPT AS PROVIDED HEREIN, RadioShack MAKES NO EXPRESS WARRANTIES AND ANY IMPLIED WARRANTIES, INCLUDING THOSE OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED IN DURATION TO THE DU-...

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