The Classic Games Galore CD-ROM game has a ReadMe file
where you can view both the License Agreement and
updated information about the game. We strongly encourage
you to take the time to read this file in order to benefit from
changes made after the manuals went to print.
To view this file, double-click on it in the
Galore
directory found on your hard drive (usually
C:\Program Files\Atari\Classic Games Galore). You can also
view the ReadMe file by first clicking on the Start button on
your Windows
®
taskbar, then on Programs, then on Atari,
then on Classic Games Galore, and then on the ReadMe file.
System Requirements
Operating System: Windows®95/98/XP
Processor:Pentium®90 MHz or higher
(166 MHz or higher recommended)
Memory:16 MB RAM
(32 MB RAM recommended)
Hard Disk Space:75 MB Free
CD-ROM Drive:4X Speed (6X Speed recommended)
Video:Windows®95/98/XP-compatible
PARKER BROTHERS®CLASSIC CARD GAMESPARKER BROTHERS®CLASSIC CARD GAMES
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¨ WELCOME
With the Parker Brothers Classic Card Games collection, you
get the best selection of everyone’s beloved classic games.
With no cards to lose, these games will entertain your entire
family for hours. This exciting collection allows you to save
games in progress, play against a variety of computer
characters, and have a great time. The
Card Games
collection captures the spirit of the original
gameplay, mixes in rich graphics and animation, and offers
great family fun for everyone!
Parker Brothers Classic
u SETUP AND INSTALLATION
1. Start Windows®95/98/XP.
2. Insert the
your CD-ROM drive.
3. If AutoPlay is enabled, a title screen should appear. If
AutoPlay is not enabled, or the installation does not start
automatically, click on the Start button on your Windows
taskbar, then on Run. Type D:\Setup and click on OK.
Note: If your CD-ROM drive is assigned to a letter other
than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to
finish installing the
5. Once installation is complete, click on the Start button on
the Windows
Games Galore/Classic Games Galore to choose a game.
Note: You must have the Classic Games Galore game disc in
your CD-ROM drive to play.
INSTALLATION OF DIRECT X
The Classic Games Galore CD-ROM requires DirectX®6.0 or
higher in order to run. If you do not have DirectX
higher installed on your computer, click “Yes” when asked if
you would like to install it.
Classic Games Galore CD-ROM game disc into
Classic Games Galore CD-ROM game.
®
taskbar and choose Programs/Atari/Classic
®
®
6.0 or
®
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PARKER BROTHERS®CLASSIC CARD GAMES
PARKER BROTHERS®CLASSIC CARD GAMES
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« GETTING STARTED
Strap on your thinking caps, crack them knuckles and
let’s roll!
SIGN IN
The first time you launch the game, a dialog box will appear.
Type in your name and then left-click on the “OK” button to
save your name in the player’s list.
If you have signed-in before, left-click on your name in the
player’s list to select it.
CHOOSE YOUR CHARACTER
After you’ve signed in, you must choose a character to
represent you during play. Highlight the portrait of the
character you would like to be, and then left-click to
confirm your selection.
After you’ve selected your character, click on the “>>”
button to go to the Game Selection screen.
GAME SELECTION SCREEN
The Parker Brothers Classic Card Games collection features
nine great games for you to master. All you have to do is
decide which one to jump into first!
Add/Delete Player
To add a new player to the player’s list, left-click on the “+”
button and then type in that player’s name. To remove a
player from the list, left-click on the name you wish to delete
and then left-click on the “ ” button.
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PARKER BROTHERS®CLASSIC CARD GAMESPARKER BROTHERS®CLASSIC CARD GAMES
To select a game, move your mouse cursor over the various
game icons. The icons will highlight and the center circle
will update with information regarding the game you are
considering. Left-click on the highlighted game icon to
select the game you want to play. This will take you to the
Game Setup Menu.
Note: If you would like to go back to the previous screen, left-click
on the “<<”button.
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ª GAME SETUP MENU
The Game Setup Menu features several buttons that allow
you to set certain gameplay options for that particular game
before you begin play. Each menu button is described in
detail below.
Opponents – The maximum number of players (2, 3 or 4) that
can play depends on the actual game and variation selected.
Left-click here to go to the Opponent Selection screen. From
there, left-click on the total number of players you want for
the game. Then left-click on the portrait arrow buttons to
select the character(s) you want to play against. After you
have selected your opponent(s), left-click on the “<<” button
to return to the Game Setup Menu.
variation icon to select it. After you have selected your
variation, left-click on the “<<” button to return to the Game
Setup Menu.
High Scores – High scores for the selected game are kept here.
The
Parker Brothers Classic Card Games program tracks your
win/loss record and the highest skill level you achieved. To
view this information, left-click on the “High Scores” circle.
Left-click on the arrow buttons to cycle through the high
scores for all of the games. Left-click on the OK button to
return to the Game Setup Menu.
Variations – Several of the games offer different gameplay
variations. If the particular game you wish to play features
two or more variations, the center of the “Variations” circle
will be red. If a game does NOT feature additional variations,
the center of the “Variations” circle will be gray. To view the
different variations available for play, left-click on the
“Variations” circle. This will take you to the Choose Game
Variation screen. From there, left-click on the desired game
8
PARKER BROTHERS®CLASSIC CARD GAMES
Tutorial – Every game has its own tutorial. To start a tutorial,
left-click on the “Tutorial” circle. Ace, our very knowledgeable
character, will then walk you through the steps of the game.
“Difficulty Level” – Each game features four levels of gameplay
difficulty:
• Beginner
• Average
• Expert
• Master
To cycle through the available difficulty settings, left-click on
the “Difficulty Level” circle.
PARKER BROTHERS®CLASSIC CARD GAMES
9
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Multiplayer/Single Player – Please refer to the ReadMe file
for information.
“?” – All screens feature the “?” icon. Click on it to go to the
Options Menu. (See “The Options Menu” on page 11.)
¨ MULTIPLAYER SETUP SCREEN
Please refer to the ReadMe file for information.
HOT SEAT SETUP SCREEN
Players will be able to set up a hot-seat game with up to two,
three or four participants (depending on the type of game
selected) playing on the same computer. In hot-seat play,
each player plays one complete turn. Players are then
prompted to switch seats so that the next player can play
his/her turn.
Player Name
This is a pull-down menu where the player can select a
previously input name. This will be the name used to
indicate the player in his/her score box, and will also be the
name used to record his/her score in the High Scores table.
The number of players here will default to the number that
was set by the host player on the Opponent Selection screen.
All players except the host will default to “computer” players.
Once at least one other
can start. All players designated as “computer” will be played
by computer A.I. players.
Note: If you want to add a new player from this screen, click on the
“Add Player” button.You will be taken to the Sign In screen where
you can add new players.
human player has been set, the game
u THE OPTIONS MENU
D
C
B
A
Each option is explained in detail below:
A. Exit – Click here to exit the program and return to your
Windows
®
desktop.
B. Save/Load Game – Click here to save the game you are
currently playing, or to load a previously saved game.
Note: You can only save on your turn, and only one game
per character is saved.
C. Back – Click here to go back to the previous screen.
D. Quit Game – Click here to quit the game you are currently
playing. This will take you back to the Game Selection screen.
E. Tutorial – Click here for an entertaining crash course on
how to play the currently selected game.
Note:This option is only available if a game has been selected.
F. High Scores – Click here to view the high scores for all
games played.
G. Preferences – Click here to change the volume for all ingame sounds effects, music and animations, or to change the
speed of the character animations.
H. Credits – Click here to view the game credits.
E
F
G
H
When the player names have been selected, click on the “>>”
button to begin play. If you select the “<<” button, you will be
taken back to the Game Setup screen.
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LET THE GAMES BEGIN!
u GIN RUMMY
OBJECT
The object of Gin Rummy is to order your hand into sets, of
which there are two types:
same suit in consecutive order) and
of the same value).
sequence or group at a time. You cannot use the same card
as part of both a sequence and a group. The first player to
reach 100 points wins the game.
Important! A card can only be part of one
BASIC RULES OF THE GAME
Each player is dealt ten cards. The remainder of the deck is
placed in the center of the “table” face down to form a
“stock” pile. The top card is then turned over and placed
beside the stock pile to form a discard pile.
A player’s turn consists of drawing a card from either the
discard pile or the stock pile and placing it in his/her hand.
The player then chooses one card from his/her hand and
plays it to the discard pile, ending his/her turn. If the player
takes a card from the discard pile, he/she may not
immediately discard that same card. Players take turns, until
one or the other decides to
KNOCKING
A player may knock when all the cards in his/her hand that
are NOT part of sequences or groups (called
10 or less points (Aces count 1 point, face cards 10, and all
others their designated amount). A player must knock after
drawing the card for his/her turn, but before discarding.
The 10-point limit is calculated by assuming the player
sequences (3 or more cards of the
groups (3 or more cards
Knock.
deadwood) total
will discard his/her highest unmatched card. Once a player
knocks, he/she then completes his/her turn’s discard. Both
players then place their cards face up on the table. The nonknocking player may then “lay off” any of his/her unmatched
cards by extending the sets of the knocking player — unless
the knocking player has “Gin.”
Note: Knocking is purely optional.
SCORING
If the knocking player’s point total is less than his/her
opponent’s, he/she scores a number of points equal to the
difference. If the knocking player has no unmatched cards,
this is called
bonus. If the opponent’s total is equal to or lower than the
knocking player’s, he/she has
equal to the difference, plus an additional 25 point
undercut bonus.
Gin and he/she receives an additional 25 point
undercut and scores points
THE GIN RUMMY GAME SCREEN
Each player’s turn basically consists of two parts: drawing a
card and
On your turn:
1. Click on either the stock pile or the discard pile to draw the
2. Click on your row of cards to add the drawn card to it.
3. Now choose one of the cards from your row of cards to
4. Move the selected card to the discard pile and then click
5. This ends your turn.
THE ONSCREEN BUTTONS
The Gin Rummy game screen features two onscreen buttons
to the right of your row of cards:
• Click on the top button to sort your hand by numerical
sequence.
• Click on the bottom button to sort your hand by each suit.
HOW TO KNOCK
First left-click on your final discard card to select it. Then
move the selected card over to the knocker, and left-click to
“knock.” This will end the hand.
discarding a card.
top card.
discard. Click on the card to select it. (If you wish to
“Knock,” do so now. See “How to Knock” below.)
on the pile to discard the card.
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¨ FREE PARKING
®
OBJECT
To be the first player to score 200 points.
BASIC RULES OF THE GAME
Free Parking is a point-scoring card game in which you play
“Feed the Meter” cards to add time to your parking meter,
then run errands to score points. Errands take time off your
meter so you’ll need to keep a healthy balance of playing
Feed the Meter cards and running errands to score the most
points. There is also the wild card option of playing “Second
Chance” cards that can either help or hurt you.
A PLAYER’S HAND
Each player is initially dealt 5 cards. On your turn, you must
draw a card to bring your card total up to 6 cards.
FEED THE METER CARDS
These cards let you put time on your meter. You need to
“feed your meter” in order to play Errand cards. Feed the
Meter cards feature “X” amount of minutes. The meter’s time
display will adjust itself to show how much time you have fed
into the meter. Your total time can never exceed 60 minutes.
ERRAND (POINT) CARDS
Errand cards score points. You only score points if your meter
can accommodate the amount of time shown on the Errand
card.
Note: Errand cards can be played when there is not
enough time on your meter. However, no points are scored.
After you play an Errand card, your meter will subtract the
number of minutes shown on that card.
VIOLATION
When your meter runs to zero, you are in violation. This will
leave you vulnerable to Second Chance cards and other
special cards, which can result in loss of points.
SECOND CHANCE CARDS
At the end of your turn, you may choose to either end your turn
or draw a card from the Second Chance deck. Second Chance
cards are special cards that can either help or hurt you. If you
draw a Second Chance card, you must do what it says. If you do
not take a Second Chance card, you must end your turn.
SPECIAL CARDS
Officer Jones – The Officer Jones card can only be played on
a player whose meter is in “Violation.” The affected player
will have his/her lowest point card deducted from his/her
point total. Play this card directly on your opponent’s meter.
Talk Your Way Out of It – Playing this card allows you to
negate any Officer Jones card played on you by an opponent.
You can immediately play this card after an opponent plays
an Officer Jones card on you. This card also blocks any
Officer Jones cards played against you from the Second
Chance deck. (See “Second Chance Cards,” above.)
Free Parking – Once a Free Parking card is played, you can
immediately play an Errand card. This Errand card deducts
no time from your meter.
Time Expires – This card will bring any opposing player’s meter
to Violation. Play this card directly on your opponent’s meter.
THE FREE PARKING®GAME SCREEN
On Your Turn:
1. Left-click on the red “draw card” button to draw enough
cards to bring your hand up to a total of six cards.
you don’t like your cards, you may – at the beginning of
your turn – discard 3 of your cards and draw 3 new ones.
(See “The Onscreen Buttons” on page 16.) The only other
move you can make on this turn is to draw a Second
Chance card, if you wish.
2. Left-click on the card you wish to play to select it.
3. Move the selected card to your meter if playing the card on
yourself. Move the selected card to your opponent’s meter
if playing the card on your opponent.
4. Left-click again to play the card.
5. If you wish, left-click on the Second Chance card deck.
Note: This step is optional.
6. Left-click on the Stop Sign button to end your turn.
Note: If
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THE ONSCREEN BUTTONS
A
B
A. Left-click here to draw cards.
B. Left-click here to discard cards from your hand.
C. Left-click here to end your turn.
C
« SPADES
OBJECT
To be the first team to score 500 points.
BASIC RULES OF THE GAME
Spades is a 4-player partnership game where the object is to
make contracts to take a certain numbers of “tricks.” Spades
is played with a standard deck of cards. Ace is high. Spades is
always the
trump suit, making spades more powerful than
any other suit. When a round is played, the highest card
played of the suit led will collect all the cards for that round
(called “taking the trick”), unless a spade was played.
Whenever spades are played, the highest spade takes the
trick. A game of Spades will take several rounds to play.
BIDDING TRICKS
At the start of each game, the entire deck is dealt to the four
players (13 cards each). Each player bids the number of tricks
he/she believes he/she will take for the round (0-13). The
sum of the two partners’ bids becomes that team’s contract.
Note: Partners are “seated” diagonally across from each other
onscreen. Teams score points by making the contracts that
they bid.
SPECIAL BIDS
Nil Bid: Bidding zero tricks is called a Nil bid. If you make a
Nil bid, you must select three cards from your hand, and pass
them face down to your partner. Your partner must then
make his/her bid before passing three of his/her cards back
to you. Only after your partner has made his/her bid may
he/she look at the cards that you passed.
partners bid Nil, no cards are exchanged.
Double Nil Bid: At the start of a round, before looking at your
cards, you may bid Double Nil. Bonuses and penalties are
then double those for a Nil Bid. (See “Nil Bid Scoring
Bonus/Penalty” on page 18.) Card exchanges, however, are
handled the same as a Nil Bid.
Note: If both
PLAYING YOUR CARDS
The player to lead a round can play any card except a spade
— unless the player only has spades. Moving clockwise, each
player then plays one card of the suit played. If you do not
have a card of that suit, you may play any card.
Once each player has played a card, the player who played
either the highest spade, or the highest card of the suit led,
takes the trick. Play continues until all cards have been
played (a total of 13 tricks).
SCORING
Each partnership that takes the total number of tricks in its
contract receives 10 points for each trick bid and 1 point per
“overtrick.” Partnerships that fail to make their bid lose 10
points per trick bid, thus making negative points possible. If
a team accumulates 10 or more “overtrick” points, the team
will lose 100 points.
Important! If one or both partners bid Nil, each hand is
scored separately.
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Nil Bid Scoring Bonus/Penalty
If one partner bids Nil – the team receives points based on
the number of tricks the other partner bid, plus a 100-point
bonus if the Nil player did not take any tricks. However, if the
Nil player did take any tricks, the team loses 100 points.
If both partners bid Nil – the team receives a 200-point
bonus if neither partner took any tricks — or loses 200 points
if either partner did.
HOW TO WIN
The first team to reach 500 points wins the game.
THE SPADES GAME SCREEN
At the start of a round, you must make a choice: Bid 2x Nil or
Reveal Cards.
Bid 2x Nil – Left-click on this button to make a Double Nil
Bid. (See “Double Nil Bid”TBD.)
Reveal Cards – Left-click on this button to see the cards that
were dealt to you. This will bring up the Set Bid box.
SET BID BOX
After you study your cards, you must make a bid. Left-click
on the up and down arrows to enter your bid number. Then
left-click on the Bid button to confirm your bid. If you bid
Nil, you will be asked to exchange cards.
EXCHANGING CARDS
To exchange cards, left-click on each of the three cards you
wish to exchange.
again on the same card to deselect it. After you have selected
your three cards, left-click on the Exchange button to
complete the exchange.
HOW TO PLAY A CARD
On Your Turn:
1. Left-click on the card you want to play.
2. Move the selected card anywhere above your row of cards.
A card-shape outline will appear indicating that your
selected card is playable.
3. Left-click to play that card.
Note: If you change your mind, left-click
u RACKO
™
OBJECT
To be the first player to score 500.
BASIC RULES OF THE GAME
At the start of the game, each player is dealt ten cards. Each
card is automatically placed in the players rack, starting at
slot #50 at the back and working down to slot #5 at the front.
The rest of the cards are placed number-side down in one
side of the tray to form the Draw Pile. The top card is turned
over and placed in the other side of the tray to form the
Discard Pile.
RACKO is played in rounds. Each round ends when a player
calls “RACKO” by getting his/her cards into order, from LOW
at the front end of the rack to HIGH at the back. Play
continues until one player reaches 500 points.
PLAYING A ROUND
On your turn, take the top card from either the Discard Pile
or the Draw Pile.
If you take from the Discard Pile: You must exchange the
drawn card with one in your rack. Put the card from your
rack face up on the Discard Pile. This ends your turn.
If you take from the Draw Pile: You may exchange it for one
card in your rack, OR you may choose to discard it, face up,
on top of the Discard Pile. This ends your turn.
Note: If you use up the Draw Pile,the Discard Pile will be used to
start a new Draw Pile.
18
Winning a Round
As soon a one player calls “RACKO” by getting all 10 cards in
numerical progression, the round ends, play stops, and the
round is scored.
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Scoring a Round
The player who calls “RACKO” scores 75 points: 5 points for
each card and 25 points for going out. The other players
score 5 points for each card in their racks that is correctly
arranged from LOW to HIGH, starting with the first card in
slot #5, and ending wherever the succession of higher cards
has first been broken.
THE VARIATIONS
RACKO Consecutive
A player may NOT call “RACKO” unless at least three cards
are in exact consecutive order. For example, three cards from
front to back numbered 24, 25, and 26.
Bonus RACKO
The player who calls “RACKO” receives bonus points for
every consecutive run of three or more cards in the rack. The
bonus is added to the 75 points scored for calling “RACKO.”
Bonus points for runs are as follows:
RUNPOINTS
3-card50
4-card100
5-card200
6 or more400
Note: If you call “RACKO”with 2 or more runs in your rack, you
receive a bonus for only ONE of them (the longest, if there is a
difference.)
THE RACKO™ GAME SCREEN
On Your Turn:
1. Left-click on either the Draw Pile or the Discard Pile to
select its top card.
2. If you wish to keep the selected Draw Pile card, carry it
over to your rack. (You
Move the selected card up and down your rack until the
card you want to exchange it with highlights.
3. Left-click to exchange the selected card with the
highlighted card in your rack. This ends your turn. Play
then continues clockwise.
CALL RACKO
When you have “RACKO” (all ten of your cards in numerical
progression), the CALL RACKO button will highlight.
Left-click on the button to end the hand.
must keep a Discard Pile card.)
ª HEARTS
OBJECT
To be the player to score the fewest points.
BASIC RULES OF THE GAME
Hearts is a 4-player game. A game lasts several hands, until
one player exceeds 100 points, at which time the player with
the lowest score wins. The only cards worth points are any
heart and the Queen of Spades. Each heart is worth one
point and the Queen of Spades is worth thirteen points. After
each hand, players receive one penalty point for each heart
card that they took in tricks. Scoring is done automatically.
THE DEAL
Play begins with thirteen cards being dealt to each player.
Each player then selects three of their cards, and passes
them to another player as directed.
GAMEPLAY
The player holding the Two of Clubs opens with that card as
lead. Play then passes to the left, with each player playing a
card of the same suit if possible. If not possible, the player
may then play any card. Once each player has played one
card, the player who played the highest card in the suit led
wins the trick. The player who wins the trick plays first on the
next hand.
Note:A trick cannot be led with a heart until at least one has been
played during a trick, or the player has nothing but hearts in
his/her hand.
WINNING
Once a player’s score reaches 100 points, the game ends. At
that time, the player with the
fewest number of points wins.
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SPECIAL EVENTS
“Shoot the Moon” – This happens when in one hand one
player takes all 13 hearts and the Queen of Spades. The
player then scores zero points, and all other players are
penalized with the addition of 26 points.
THE HEARTS GAME SCREEN
How to Pass Your Cards
1. Left-click on each of the cards you wish to pass. The
selected cards will become highlighted. If you change
your mind, left-click again on the same card to deselect it.
2. Once you’ve selected your three cards, left-click on the
“Pass” button to complete the pass. After the card pass is
complete, play begins.
Playing Your Cards
1. To put a card into play, left-click on one of the cards in
your hand.
2. Move the selected card above your hand. You will see a
card-shaped outline indicating where your card will be
placed. Left-click to put your currently selected card
into play.
3. The highest card played of the suit led wins the trick.
u ROOK
OBJECT
To be the first partnership to reach a total score of 300
points by capturing “Count Cards” in tricks. If both sides
exceed 300 points at the end of the same hand, the higher
total wins. In the case of a tie, another hand is played to
determine the winner.
®
BASIC RULES OF THE GAME
Partners
The “Tournament” game of Rook is a 4-player partnership
game, where partners are seated diagonally across from each
other.
The Deck of Cards
The basic deck consists of 56 cards numbered 1 through 14
in each of four different colors (green, red, black and yellow).
For this game, the 1’s, 2’s, 3’s, and 4’s are removed from the
deck and the Rook Bird card is added, for a total of 41 cards.
The Deal
Cards are dealt one at a time and include a 5-card “nest.”
Each player receives his/her first card, then one card is
placed face down in the center of the table as the first nest
card. This is repeated until there are 5 cards in the nest. The
remaining cards are then dealt to the four players (a total of 9
cards per player).
Scoring
Only certain cards in the deck, called “Count Cards” or
“Counters,” have point values:
Each 5 ....................5 points
Each 10 .................10 points
Each 14..................10 points
Rook Bird ...............20 points
The Counters are the only cards that have value for scoring.
Each partnership’s score is the sum of all the Count Cards in
the tricks they captured.
capture enough Counters to make a score equal to the bid,
the partnership is set back the
they get
capture more than their bid, full credit is given for all
Counters. If your partnership did not win the bid, you still
receive points for your Count Cards.
Scoring example: The partnership that took the bid at 90
collected only 75 points in Count Cards. The full 90 points is
deducted from their score (or they’re given -90, if it’s the first
hand); they do not score the 75 points they did collect. Their
opponents, who collected the remaining Count Cards, are
given 45 points.
Bidding
Players bid for the privilege of choosing the trump color.
There is a great advantage in being the player who chooses
trump color, since a trump card can capture any card of any
other color. Your opening bid must be at least
must be divisible by 5, such as 70, 75, 80. You are bidding the
number of points (from Count Cards) you think you and your
no credit for the Counters they captured. If they
Note: If the partnership does not
full amount of the bid, and
70 points. Bids
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partner will be able to capture with your hands provided you
are able to name the color that will be trump. If you captured
all Count Cards you would score 120 points (the maximum
number of points that can be scored). You should remember,
there’s always a risk when you take the bid!
Note:To calculate what you could bid, count up the value of the
Count Cards in your hand. Look at the number of high cards you
have, as well as the distribution of colors. If you have no cards of
one suit, you can trump in (with the color you named) when that
color is led and win the trick.
Rook Bird Card
This Rook uses the powerful Rook Bird card, which is used as the
highest trump card no matter what color is named as trump.
• You may play the Rook Bird card
at any time, regardless of
the color led and regardless of the other cards in your
hand. It is the only card that has this privilege.
• If led, all other players must play a trump, if they have one.
• If trump color is led and you have no other trump card,
you
must play the Rook Bird.
Bidding passes clockwise. You may, but need not, bid on your
turn. Either bid at least 5 points higher than the last bidder
or “pass.” Having passed, you may not bid again that hand.
Bidding continues in turn until no player will bid higher.
The Nest
The highest bidder adds the 5 cards in the nest to his/her
hand, then lays down any 5 cards to one side. You may
bury Count Cards in the new nest if you wish, or take this
opportunity to discard one or two colors completely so
you can trump these colors when they are led against you.
The player who takes the last trick captures the nest as well;
for this reason, you may want to put “eggs” into the nest,
such as unprotected 10’s and 5’s, if you think you’ll take
the last trick.
After adding the nest to his/her hand and discarding five
cards, the high bidder announces trump color, usually the
color in which he/she holds the most cards.
The Gameplay
After trump color has been announced, the first player
“leads” any card of any color face up to the center of the
table. Play passes to the left, each player in turn playing one
card face up. After each player has played, the highest card of
the color led takes all the cards played. This is called “taking
a trick.” The person who takes the trick makes the next lead.
Note: Unless you play the Rook Bird card, you must “follow suit” if
possible. If you have a card of the color led,you must play that
color. If you can’t follow suit, you may throw away a worthless card,
play the Rook Bird card,or play a trump. The highest card of the
color led takes the trick unless this trick is trumped, in which case
the highest trump takes the trick.The Rook Bird takes any trick on
which it is played — it trumps trump! Remember, you and your
partner will add your Counters together so, if you think your
partner may take the trick, play a Counter.
The player who takes the last trick captures the nest and
scores any Counters found in it.
HOW TO WIN
When all cards in the hand have been played, each partnership counts up the Count Cards it collected. (See “Scoring”
on page 23.) The partners’ scores are added together. Play
continues until one partnership reaches 300 points and wins.
THE ROOK®GAME SCREEN
ENTER BID
After the cards have been dealt, you must choose whether to
enter a bid or pass.
Pass – If you do not wish to enter a bid, click on the Pass
button. This will pass this option to the player on your left.
Bid – If you want to enter a bid, left-click on the up and
down arrows to select your bid amount and then click the
Bid button. Your bid will be shown to the other players,
where they then have the option to up the bid. A successful
bid will move you to the card exchange sequence.
EXCHANGE CARDS/CHOOSE TRUMP
Left-click on the cards you wish to exchange in your hand
with any of the cards shown in the center of the screen.
When finished, click the “Done” button. Once the exchange
is complete, you will be asked to pick your trump color.
Left-click on the color you wish to use as trump.
On Your Turn:
1. To place a card in play, left-click on one of your cards to
select it.
2. Move the selected card above your hand. A card-shaped
outline will appear indicating where you card will be placed.
3. Left-click to play the selected card.
THE VARIATIONS
ROOK TOURNAMENT RULES (4 Player only) – This is the
default game described above in pages 22 - 25.
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ROOK ORIGINAL (3 or 4 Player) – This version is essentially
the same as the original game published in 1906. It is played
with the entire deck, minus the Rook Bird card. The maximum
bid, therefore, is 100 points. Games are played to 150 points.
This version is not a partnership game, so all bids are for
individual players only, and are scored accordingly. There is no
minimum bid. Each player is dealt 14 cards. There is no nest.
Note: In a 3-player game, the 1’s, 2’s, 3’s and 4’s are removed
from the deck, and the person to the left of the dealer will end
the hand with one extra card.
ROOK RED ONE (4 PLAYER ONLY) – This version uses the
same deck as the Tournament Rules described on page 25 with
the addition of the Red 1 card. The nest here features six cards
instead of the normal five. Games are played to 500 points.
Red One is played exactly as described in the Tournament
Rules, except that the Red 1 card is the highest trump of all —
even higher than the Rook Bird — and is worth 30 points. The
maximum bid is 150 points, with a minimum bid of the usual
70 points. In this version, the Rook Bird and Red 1 cannot be
played if the player could have followed suit.
« CRIBBAGE
OBJECT
Cribbage is a two-player game where the object is to score
points by counting combinations of cards during different
stages of the game. Cribbage is played with a standard 52card deck, with cards ranking from the King (high) to the Ace
(low). The face cards have a value of ten, the Ace has a value
of one, and the other cards are tallied according to their
number. Pegs on the cribbage board are used to keep track
of points.
THE CRIBBAGE BOARD
Our cribbage board is made up of two rows of 120 holes
each, and one additional hole at the end of the board. When
a player scores, the computer automatically marks the score
on the board by jumping the player’s rear peg ahead of the
other by a corresponding number of holes. The game is
played until one player reaches the end of the board for a
total of 121 points.
THE DEAL
One player will randomly be selected to be the “Dealer” for
the first hand. Thereafter, the deal alternates between the
players. The computer will deal each player 6 cards. Each
player studies his/her hand and must then discard two of
his/her cards. These four discarded cards are placed together,
forming an extra hand known as the “Crib.” There are therefore three hands of four cards each for each deal. They are:
• The opponent’s hand
• The dealer’s hand
• The Crib
STARTING THE GAME
After both players have discarded to the Crib, the game
begins. The computer turns the top card from the deck face
up to start play. This card is called the “Start.” It is not used in
the play. It is, however, counted with each hand and the Crib
after play is completed. If the Start is a Jack, the dealer pegs
two holes on the board for “Nobs.”
PLAYING THE HANDS
The non-dealer plays any card from his/her hand face up in
the play area. The dealer then responds with a card from
his/her hand. Playing alternates until the sum of the cards
played is 31, or until neither player can play without
exceeding 31.
When a player is unable to play a card without putting the
total over 31, he/she must announce “Go.” The other player
then pegs one for the “Go” and continues playing until
he/she reaches 31 (for a score of two points) or until he/she
cannot play a card without putting the total over 31. All cards
are then cleared from the play area and the count begins
again with both players playing out their hands without
going over 31. Play continues this way until both players
have exhausted their hands. The “last card” played scores
one point.
points are pegged. There is no “last” in this case.
Exception: If the “last card” makes 31, only two
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SCORING DURING PLAY
In playing the cards (the “Pegging” round), each player tries
to “peg” as many points as possible by making the scoring
combinations listed below:
His Nobs* (If you have a Jack in hand that is the same suit as
the Start) ..........................................................
* Remember, the dealer gets 2 pegs for a Jack as the Start card.
1 peg
Scoring a “Go” ....................................................................1 peg
“Last Card”
Making 31
Being the first to score 15 exactly
Making a pair
Playing 3rd card of rank
Playing 4th card of rank
Runs*
cards played before it).............
* For example: 2, 4, 3. (Cards need NOT be in sequential order.
A foreign card may not intervene. Suit is not considered when
scoring a run.)
(Pairing goes by rank) ............................ 2 pegs
(making 3 of a kind) .............. 6 pegs
(making 4 of a kind) ............ 12 pegs
(playing a card in sequence of rank with two or more
1 peg for every card in the run
“SHOWING”YOUR CARDS
The “Showing” round is the scoring done after all cards in
the players’ hands have been played out. Showing begins
with the non-dealer’s hand, then the dealer’s, and then the
Crib. The Start card is counted as a
all three of the hands. Cards can form multiple combinations
and are scored separately for
Note: The dealer always gets the Crib’s score. Scoring is
as follows:
Fifteen (any combination of cards that totals 15) ........ 2 pegs
1. Left-click on each card you wish to move. The selected
cards will highlight. If you change your mind, click on the
same card again to deselect it.
2. When you have selected your two cards, click on the “Play”
button to place the selected cards in the Crib.
3. The non-dealer begins play.
On Your Turn:
1. Left-click on the card you want to play.
2. Move the selected card to the play area above the cribbage
board. A card-shaped outline will appear indicating where
that card will be played.
3. Left-click to play that card.
Say “Go”
When you are unable to play a card without going over 31,
you will be prompted to say, “Go.” Left-click on the “Go”
button to advance the play.
Scoring
The computer will automatically score all hands, and will
handle all peg movements.
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u MILLE BORNES
A. Battle Area
B. Speed Area
C. Safety Area
D. Distance Area
A Little Background Info
Along the roads in Europe – especially in France – one sees
small cement markers at regular intervals. The French call
these markers
kilometer-stones or milestones. Milestones show the number
of the route as well as the distance to the next town. Their
red or yellow color also shows whether the route is a national
highway or a local road. These markers give this game its
name: MILLE BORNES (pronounced “MEEL BORN”) which
means “a thousand milestones.”
Mille Bornes is a game for 2, 3 or 4 players. It is usually played
as a partnership game by 4 players – 2 on each team.
bornes kilometriques. We know them as
®
A
B
C
D
In this card game, you must follow these very same rules.
And while sticking to them, you and your partner must try
to travel 1,000 miles along an imaginary road. But be careful!
Your opponents are trying to do the same and will try to slow
you down by placing hazards in your path. Your challenge:
to accumulate mileage by overcoming these hazards, while
also trying to slow your opponents’ progress with hazards
of your own.
The ultimate object of the game is to be the first team to
accumulate a total of 5,000 points. (This will take several
hands of play.) In doing so, you must try to complete a trip
of exactly 1,000 miles in each hand played.
THE CARDS
The Mille Bornes deck features several different kinds
of cards.
Distance Cards – These are the cards with the milestones
on them. Each one represents a distance of 25, 50, 75, 100
or 200 miles. When played, they are added together to
determine the distance traveled.
Hazard Cards – There are 18 Hazard Cards: 3 Out of Gas,
3 Flat Tire, 3 Accident, 4 Speed Limit, and 5 Stop.
Remedy Cards – There are 38 Remedy Cards: 6 Gasoline,
6 Spare Tire, 6 Repair, 6 End of Limit, and 14 Roll.
Safety Cards – There are 4 Safety Cards: 1 Extra Tank,
1 Puncture-Proof, 1 Driving Ace, and 1 Right of Way.
HOW THE CARDS RELATE
For each Hazard Card there is a corresponding Remedy Card
that overcomes the hazard. There is also a corresponding
Safety Card that not only overcomes the hazard but also
prevents it from occurring again.
HazardsRemediesSafeties
Out of GasGasolineExtra Tank
RULES FOR A 4-PLAYER GAME
OBJECT
As a driver, you must follow the rules of the road. Namely:
You can go only when the light is green. You must stop
when the light is red. You must obey speed limit signs. If
you get a flat tire, you must use a spare. If you run out of
gas, you must refill your tank. If you have an accident,
you must repair your car.
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Flat TireSpare TirePuncture-Proof
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HazardsRemediesSafeties
AccidentRepairsDriving Ace
Speed LimitEnd of LimitRight of Way
Stop (Red)Roll (Green)Right of Way
WHERE TO PLAY THE CARDS
The cards are placed underneath the car and the players who
ride in it.
This unusual deck of cards also has an unusual method of
placement. There are 4 basic play areas: a Battle Area, a
Speed Area, a Distance Area, and a Safety Area. (See “The
Mille Bornes Game Screen” on page 37.)
Setup
Each player is dealt 6 cards face up. The remaining cards
are then placed face down in a stack. These cards form the
draw pile.
HOW TO PLAY THE CARDS
Hazard Cards
Stop, Out of Gas, Flat Tire, and Accident
Play these cards offensively onto your opponents’ Battle
Area. By playing one, you temporarily prevent your
opponents from gaining any further distance.
Speed Limit
Play this card onto your opponents’ Speed Area. While it is
showing, your opponents can play 25-mile and 50-mile
Distance Cards only.
Remedy Cards
Gasoline, Spare Tire, and Repair
Play these cards defensively onto your own team’s Battle
Area. Play one onto the corresponding hazard an opponent
has played against you. By doing so, you overcome the
hazard and may again be able to play a Distance Card.
Roll
Play this card onto a Stop Card an opponent has played
against you. Also, after playing a Gasoline, Spare Tire or
Repair Card, you must first play a Roll Card on a subsequent
turn in order to play further Distance Cards. As you’ll learn
further on, the exception to this rule is when the Right of Way
Card is in your Safety Area.
Distance Card at the start of a race until you play a Roll Card.
End of Limit
Play this card onto your own team’s Speed Area to counter
a Speed Limit Card played against you. Your team can then
resume normal speed and play any Distance Card.
Distance Cards
You may play Distance Cards when a Roll Card is on top of
your Battle Area or – as you’ll learn – when the Right of Way
Card is in your Safety Area.
You may play almost any combination of Distance Cards to
make 1,000 miles. You may not, however, play more than two
200-mile cards. You can either replace a 200-mile card in
your hand, or discard it by carrying it over to the trash can
and left-clicking. Under no circumstances may you play
Distance Cards that will bring your total over the 1,000-mile
mark. If you should place a Distance Card that causes your
mileage to exceed 1,000, you will hear a beep informing you
that you may not play that card.
Safety Cards
Right of Way, Extra Tank, Puncture-Proof, and Driving Ace
Play these cards in your team’s Safety Area. By playing one,
you gain several advantages:
1. You overcome a corresponding Hazard Card an opponent
has already played against you.
2. You prevent your opponents from playing a corresponding
Hazard Card for the rest of the hand.
3. By playing a Safety Card you may
another card and take another complete turn.
The Right of Way Card is the most powerful card in the deck
for several reasons:
1. Because it cancels a Hazard already in play, it allows you to
play 75-mile, 100-mile and 200-mile Distance Cards even if
a Speed Limit Card is already showing on top of your
Speed Area.
2. It prevents your opponents from playing a Stop Card
onto your Battle Area or a Speed Limit Card onto your
Speed Area.
3. It permits you to play Distance Cards even if you don’t
have a Roll Card exposed.
Important! You cannot play a
immediately draw
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But remember, even though they can’t play a Stop or Speed
Limit Card on you, your opponents may still stop you by
playing Out of Gas, Flat Tire, or Accident Cards onto your
Battle Area. In these cases, however, you still don’t need to
play a Roll Card in order to be able to play Distance Cards.
You only need to play the proper Remedy Card.
COUP FOURRE (pronounced “Coo-Foo-Ray”)
Coup Fourre is a French fencing term for “counterthrust.”
It describes the action by which one fencer parries the
opponent’s thrust and counterattacks in the same maneuver.
In this game, the action is similar and operates in the
following manner.
If an opponent plays a Hazard Card – on you or any other
player – and you hold the corresponding Safety Card, the
Safety Card will automatically be played to your Safety Area
as a “Coup Fourre.”
You may play a Coup Fourre whether or not it is your turn.
A Safety Card played as a Coup Fourre entitles you to the
following advantages:
1. Immediately remove the Hazard Card from your Battle
Area or Speed Area (in the case of the Right of Way Card)
and place it onto the discard pile.
2. Take an extra turn.
3. You are protected from the corresponding Hazard Card for
the rest of the hand.
4. You’ll score the base 100 points for a Safety Card plus an
additional 300 points for having played it as a Coup Fourre,
for a total of 400 points.
When you finish your turn, play continues around the table
in the usual manner. Any players between you and the player
who played the Hazard Card that started the Coup Fourre,
lose their turns.
PLAYING
Your turn consists of two parts: drawing one card and adding
it to your hand; then either playing one card to the table or
discarding one card to the discard pile. Thus, you always
hold 6 cards in your hand at the end of each turn.
If you’re the first player, start by drawing a card from the
draw pile and adding it to your hand. You then must make
one of the following plays:
A. If you have a Roll Card, you may play it face up to the table
to start your Battle Area. Your turn ends, and play passes to
the opponent on your left.
B. If you have a Safety Card, you may play it face up.
Whenever you play a Safety Card, you may immediately take
another complete turn. Start by drawing another card from
the draw pile. If you have another Safety Card, you may play
it and still have another turn, and so on.
C. If you have a Speed Limit Card, you may play it in front of
an opponent, even though your opponent has not yet had a
chance to play and thus has no Roll Card exposed. This play
starts your opponents’ Speed Area.
D. If you can’t make any one of these plays, you must discard
one card, face up, thus starting the discard pile. Discarded
cards are out of play for the rest of the hand.
When the first player has finished his/her turn, the second
player starts by drawing a card. As the second player, you
may then make any one of the plays already described, with
two additional possibilities. If the first player played a Roll
Card, you may play a Hazard Card on top of it. If the first
player played a Speed Limit Card, you may play an End of
Limit Card on top of it.
As the third player, you play as a partner of the first player
and don’t start any piles of your own. You have the same
possible plays as the first and second players. If, however,
your partner played a Roll Card or a Right of Way Card, you
may play a Distance Card in front of your partner, thus
starting the Distance Piles for your team.
As the fourth player, you play as a partner of the second
player and don’t start any piles of your own. You have the
same possible plays as the first, second, and third players.
Play then continues, in turn, until the end of the hand.
Special Notes
A.
When beginning a hand, usually it’s better to play a
Roll Card to get your distance started rather than playing
a Hazard Card against your opponents.
B. Ordinarily, you must show a Roll Card on your Battle Area
in order to play Distance Cards. The exception is when the
Right of Way Card is displayed in your Safety Area. This card
allows you to play Distance Cards even if you don’t have a
Roll Card exposed.
C. If you can’t use a card, don’t hold it in your hand. Instead,
discard it.
you’ve played two of them; and an Out of Gas Card has no
value if your opponent has played the Extra Tank Card in his
or her Safety Area.
D. Try to remember which cards have been played.
For example: A Spare Tire Card has no value when all the
corresponding Flat Tire Cards have been played.
For example: A 200-mile card has no value once
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E. You can play a Speed Limit Card on your opponents’
Speed Area even when there is a Hazard Card displayed on
their Battle Area, and vice versa.
F. You are allowed to place a Hazard Card directly on top of
another Hazard Card that’s not yet remedied. But don’t
expect both hazards to count.
top of the pile counts.
G. Don’t forget to take an extra turn each time you play a
Safety Card.
H. Each Coup Fourre earns you 300 points in addition to the
100 points you automatically collect for that same card
played as a Safety Card. Therefore, whenever possible, play a
Safety Card as a Coup Fourre. However, don’t hold out for a
Coup Fourre too long. You’ll get no credit for a Safety Card
that’s still in your hand at the end of the game.
Only the Hazard Card that’s on
ENDING A HAND
There are two ways to end a hand:
1. When one team completes a trip of
2. When there are no more cards in the draw pile. In this
second case, players must try to play out the remaining
cards in their hands. Once all playable cards have been
played, the hand is over.
If you complete the trip of 1,000 miles
the draw pile are gone, the play is referred to as
Action.
bonus points.
By completing a trip in this way, you’ll score 300
exactly 1,000 miles, OR
after all the cards in
Delayed
WINNING
A game will usually consist of several hands. The team that
first scores 5,000 points wins. If both teams exceed 5,000
points on the same hand, the team with the higher total
points wins the game.
SCORING
Scores are totaled at the end of each hand as follows:
• Each team scores as many points as the total number of
miles it has traveled.
• Bonus points for completing a trip of 1,000 miles —
400 points
• Bonus for each Safety Card played — 100 points
• All four Safety Cards played by the same team (in addition
to the 100 points scored for each Safety Card) —
• Each Coup Fourre (in addition to the 100 points scored for
playing a Safety Card) —
• Delayed Action (Bonus points for completing a trip after all
cards have been played from the draw pile) —
300 points
700 points
300 points
• Safe Trip (Bonus points for completing a trip without
playing any 200-mile cards) —
• Shut-Out (Bonus points for completing a trip before
opponents have played any Distance Cards) —
300 points
500 points
RULES FOR A 2 OR 3-PLAYER GAME
In a game of 2 or 3 players, you’re on your own. Your own
game piles will be displayed in front of you. With the
following exceptions, playing and scoring are the same as
in the 4-player partnership game:
A. Before the hand is dealt, the following cards are removed:
1 Stop, 1 Accident, 1 Out of Gas, 1 Flat Tire, and 1 Speed Limit.
B. The distance of a trip is shortened from 1,000 miles to
700 miles.
C. Extend Play: If you are the first to reach exactly 700 miles,
you may – if you wish – choose to continue the hand to 1,000
miles. To do this, you must call for an “Extension.” The hand
then goes on until someone reaches 1,000 miles or until no
one has any cards left.
The first player to reach 1,000 miles scores the usual 400
bonus points for completing the trip. If the hand ends after
all the cards have been played without any player reaching
1,000 miles, no one receives the 400 bonus points.
If you are the player who calls for an “Extension” and are also
the first to reach 1,000 miles, 200 bonus points are added to
the 400 points for completing a trip. If you call “Extension”
and someone else reaches 1,000 miles, 200 bonus points are
given to each opponent.
THE MILLE BORNES®GAME SCREEN
On Your Turn:
1. Left-click on one of your cards to select it.
2. Move the selected card above your card area, or over to
your opponent’s Battle Area.
3. A card-shaped outline will appear indicating where the
selected card will be placed.
4. Left-click again to place the card.
How to Discard
1. Left-click on one of your cards to select it.
2. Move the selected card over to the discard area.
3. A card-shaped outline will appear next to the trash can.
4. Left-click again to discard the card.
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¨ SOLITAIRE
C
D
A. Foundation Piles
B. Tableau Piles
C. Stock Pile
D. Waste Pile
OBJECT
To move all of the cards to the four Foundation piles.
BASIC RULES OF THE GAME
Setup
• Twenty-eight cards are dealt into 7 Tableau piles.
• The number of cards in the Tableau piles increase from
1 to 7 as you go from left to right.
• The top card of each Tableau pile is placed face up; the
others cards in the pile face down.
• The remaining cards are placed face down in a
• Space is created above the Tableau piles to form 4
Foundation piles.
Stock Pile and Waste Pile
Cards are drawn from the Stock pile (either one-by-one or
three at a time, depending on the variation you are playing)
and placed in the Waste pile face up. The top card is always
available for play. If the Stock pile becomes empty, the cards
in the Waste pile are used to form a new Stock pile (if playing
the 3-card-draw variation). There is no limit to the number of
times you can go through the Stock pile.
1-card-draw variation, you are only allowed to go through
the Stock pile once.
A
B
Stock pile.
Note: If playing the
Tableau Piles
Build the Tableau piles down by alternate color. The top card
of each Tableau pile is available for play on another Tableau
pile or on the appropriate Foundation pile. Groups of cards
in the proper sequence can be moved as a unit. Spaces in the
Tableau piles can be filled only by Kings (or a group of cards
with a King at the bottom).
Foundation Piles
As Aces become available, move them to form the
Foundation Piles. From there, build up in suit from Ace
to King.
THE SOLITAIRE GAME SCREEN
On your turn:
1. Click on the Stock pile to draw cards for play.
2. Click on a card to select it (either from the Waste pile
or a Tableau pile) and move it to the location where you
would like to place it (either on a Tableau pile or on a
Foundation pile).
3. Click to place the card in that location.
4. Click on any facedown Tableau pile top card to reveal it.
5. Repeat steps 1 - 4 until you can no longer move any cards.
The Onscreen Buttons
The Solitaire game screen features two buttons:
Undo – Click here to return the last card you moved to its
previous position.
Give Up – Click here to end the game and see your final
score.
HOW TO WIN
If you move all of the cards to the four Foundation piles,
you win!
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¨ CREDITS
HASBRO
INTERACTIVE
Producer
Erik Harshman
Senior Producer
Eric Hayashi
Director of Design
David Walls
Designer
Sam Doe
MANAGEMENT
President
Tom Dusenberry
V.P. Research and
Development
Tony Parks
V.P. Product Development
Worldwide
Kevin Gillespie
BUSINESS DEVELOPMENT
Director of New Business
John Sutyak
ADMINISTRATIVE
SUPPORT
Sarah Perry
QUALITY ASSURANCE
Director of Quality
Assurance
Michael Craighead
Manager of Technical
Services
Tony Moreira
Test Supervisor
Kurt Boutin
Lead Test
Dan McJilton
Testing
Mark Huggins
Jen Kaczor
Randy Lee
Jake Hopkins
Testing Cont.
Andy Mazurek
Dave Savageau
MARKETING
Product Manager
Scott Schaier
Director of Marketing
Services
George Burtch
Director of Marketing
Gale Steiner
Public Relations
Dana Henry
CREATIVE SERVICES
Creative Services Director
Steve Webster
Creative Services Manager
Kathryn Lynch
Art Director
Steve Martin
Graphic Designers
Jennifer Brackett
Patricia McCarthy
Editorial Specialist
Elizabeth Mackney
LEGAL AND FINANCE
Donna Mahan
Bruce Kelly
Ron Parkinson
Donna Fuchs
Linda Ferros
OPERATIONS
Bob Sadacca
Tracy Kureta
Special Thanks
Chage
Michael Gray478
Winning Moves
Former residents of
Happy Mansion
RANDOM GAMES
Producer
Rhonda L. Henderson
Lead Programmer
Bruce Ballard
Art Director
Tony Nichols
Animation Director
Bill Blenk
Designers
Jude Beers
Curt Frydach
Script Writer
Keith Ferrell
Production Assistance
Gabriel Stevens
Programmers
Benjamin Clark
Christopher Kuster
Shane Hunt
Mark D. Fitzgerald
Jeremy Pflasterer
Programming Assistance
Alan Stephenson
Amilcar Ubiera
Drew Gugliotta
Greg Lipscomb
Joseph Gonzales
Michael S. Forbes
Animators
Demond Rogers
Dion Rogers
Mike Gargiulo
Ross Scroble
Artists
Andy Foltz
Christopher Wild
Greg Sepelak
Keith Kadera
Matthew L. Sechrist
Michael Boyle
Art Assistance
Christopher Reeves
Kristopher Foster
Ralph Thompson
Lead Tester
Kent R. Snavely
Testers
Alex Joneth
Bryan West
John Moritz
Nate Jones
William K. Russell
Keith Mickelson
Karen Dunn
Ruth Masteller
Don Masteller
Terry Kriegh
Connie Waddell
Bevin Conners
Newt Masteller
Audio
Jim Crew
Crystal Lennon
Voice Talent (Ace)
Rob Dator
Installer
Andrew Kenney
SPECIAL THANKS TO
Randall D. Masteller - CEO
Bonita J. Masteller - CFO
Kurt Masteller - COO
Julie Stevens
Carolyn Adams
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ª ATARI WEB SITES
To get the most out of your new game, visit us at:
http://www.us.atari.com
To send e-cards to your friends, download wallpapers, or get
access to other free stuff, visit our Freebies section at:
www.us.atari.com/freebies
If you would like to chat with other gamers, as well as
developers, visit our Community Forum area at:
www.ataricommunity.com
Kids, check with your parent or guardian before visiting any web site.
Chat Messages: Atari does not monitor, control, endorse, or accept
responsibility for the content of chat messages. You are strongly
encouraged not to give out identity or other personal information through
chat message transmissions. Kids, check with your parent or guardian if
you are concerned about any chat you receive.
Use of Atari web sites is subject to terms and conditions,
which you can access at:
www.us.atari.com/terms_of_service.asp
« TECHNICAL SUPPORT
Help Via the Internet
Up-to-the-minute technical information about Atari
products is generally available 24 hours a day, 7 days a week
via the Internet at:
http://www.atarisupport.com
Through this site you’ll have access to our FAQ (Frequently
Asked Questions) documents, our
Protocol) area where you can download patches if needed,
our
Hints/Cheat Codes if they’re available, and an E-Mail
area where you can get help and ask questions if you do not
find your answers within the
Note: In the event we must send you a Hint Sheet, FAQ
document, patch or update disc via E-mail, we may require
verifiable consent from a parent or guardian in order to
protect children’s privacy and safety online. Consent Forms
are available at the web site listed above.
Help Via Telephone in the United States & Canada
For phone assistance, call Atari Technical Support at
(425) 951-7108. Our Interactive Voice Response system is
generally available 24/7, providing automated support
solutions immediately.
FTP (File Transfer
FAQ .
Great News! We’ve improved our Automated Systems so that
you can get product-specific Troubleshooting help more
quickly. All you need to do is enter the product’s
Part # when
prompted to do so. This will take you directly to all of our
known issues and solutions for this title. The product’s
Part #
is located in several places (on the CD label, package and/or
plastic disc case) and is usually identified by a number such
as
04-12345. When prompted by the Automated System,
enter the
last five digits of your product’s Part #. (For example,
Part # 04-12345 would require that you enter the “12345”
portion of the number for that product.)
Note: Some products
simply feature a five-digit Part # without an “04-” prefix.
Live support is generally available Monday through Friday,
8:00 AM until 6:00 PM (Pacific Time).
Note: We may be closed
on major holidays.
Before making your call, we ask that you be at your
computer, have the following information available, and be
ready to take notes:
• System Make and Model
• Processor Type
• Operating System, including version number if possible
(such as Windows
®
98; Windows®XP)
• RAM (Memory)
• Video and sound card data and drivers
• Any screen or error messages you’ve encountered
(and where)
Product Return Procedures in the United States & Canada
In the event our technicians at (425) 951-7108 determine
that you need to forward materials directly to us, please
include a brief letter explaining what is enclosed and why.
Make sure you include the Return Merchandise
Authorization Number (RMA#) supplied to you by the
technician, and your telephone number in case we need to
call you. You will receive the mailing address when the
technician gives you the RMA#. Any materials not containing
this RMA# will be returned to you unprocessed.
Warranty Policy in the United States & Canada
If our technicians determine that the product storage
medium is found to be defective within ninety (90) days of
original purchase, (unless otherwise provided by applicable
law), Atari will replace the item free of charge, to the original
purchaser, if the item is accompanied b
y the original dated
receipt and packaging.
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u END-USER LICENSE AGREEMENT
IMPORTANT — READ CAREFULLY: Please be sure to
carefully read and understand all of the rights and restrictions
described in this End-User License Agreement (“EULA”).
AGREEMENT
This document is an agreement between you and Atari, Inc.
and its affiliated companies (“Company”). The enclosed
software game disc(s), cartridge or Game Pak (“Software”)
and any accompanying printed materials are licensed to you
only on the condition that you accept all of the terms
contained in this EULA.
By opening this package and installing or otherwise using
the Software you agree to be bound by the terms of this
EULA. If you do not agree to the terms of this EULA you may
not install or use the Software and within 15 days of
purchase you must call the Tech Support telephone number
listed in the manual accompanying the Software (the
“Manual”). Select the Automated Phone System’s Main
Menu option for Consumer Services and follow the prompts.
You will be given a Return Merchandise Authorization
number (RMA #) by the technician. You then have 15 days
from the date of this contact to return the Software in its
protective covering, the Manual and the original sales
invoice to the address supplied to you.
If this is a PC product, when you install the Software you will
be asked to review and either accept or not accept the terms
of the EULA by clicking the “I Accept” button. By clicking the
“I Accept” button you acknowledge that you have read the
EULA, understand it and agree to be bound by its terms and
conditions.
COPYRIGHT
The Software is protected by copyright laws and
international copyright treaties, as well as other intellectual
property laws and treaties. All title and copyrights in and to
the Software (including but not limited to any images,
photographs, animations, video, music, text and “applets”
incorporated into the Software) and any printed materials
accompanying the Software are owned by the Company or
its Licensors.
GRANT OF LICENSE
The Software is licensed and not sold to you and its use is
subject to this EULA. The Company grants you a limited,
personal, non-exclusive license to use the Software in the
manner described in the user documentation. The Company
reserves all rights not expressly granted to you in this EULA.
PERMITTED USES
1. If the Software is configured for loading on a hard drive,
you may install and use the Software on a single computer.
2. You may make and maintain one copy of the Software for
backup and archival purposes, provided that the original
and copy of the Software are kept in your possession.
3. You may permanently transfer all your rights under this
EULA, provided you retain no copies, you transfer all of the
Software (including all component parts, the media and
printed materials and any upgrades) and the recipient
reads and accepts this EULA.
RESTRICTIONS
1. You may not delete or obscure any copyright, trademark or
other proprietary notice on the Software or accompanying
printed materials.
2. You may not decompile, modify, reverse engineer,
disassemble or otherwise reproduce the Software.
3. You may not copy, rent, lease, sublicense, distribute,
publicly display the Software, create derivative works
based on the Software (except to the extent expressly
permitted in the Editor and End-User Variation section of
this Agreement or other documentation accompanying the
Software) or otherwise commercially exploit the Software.
4. You may not electronically transmit the Software from one
computer, console or other platform to another or over a
network.
5. You may not use any backup or archival copy of the
Software for any purpose other than to replace the original
copy in the event it’s destroyed or becomes defective.
EDITOR AND END-USER VARIATIONS
If the Software includes a feature that allows you to modify
the Software or to construct new variations (an “Editor”), you
may use such Editor to create modifications or
enhancements to the Software, including the construction of
new levels (collectively the “Variations”), subject to the
following restrictions. Your Variations: (i) must only work with
the full, registered copy of the Software; (ii) must not contain
modifications to any executable file; (iii) must not contain
any libelous, defamatory or other illegal material, material
that is scandalous or invades the rights of privacy or publicity
of any third party; (iv) must not contain any trademarks,
copyright-protected work or other property of third parties;
and (v) may not be commercially exploited by you, including
but not limited to making such Variations available for sale or
as part of a pay-per-play or timesharing service.
44
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TERMINATION
This EULA is effective until terminated. You may terminate
this EULA at any time by destroying the Software. This EULA
will terminate automatically without notice from the
Company if you fail to comply with any provisions of this
EULA. All provisions of this EULA as to warranties,
limitation of liability, remedies and damages will survive
termination.
LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the
media on which is recorded is at your sole risk. The Software
and media are supplied “AS IS.” Unless otherwise provided
by applicable law, the Company warrants to the original
purchaser of this product that the Software storage medium
will be free from defects in materials and workmanship
under normal use for ninety (90) days from the date of
purchase. The warranty is void if the defect has arisen
through accident, abuse, neglect or misapplication. If the
Software fails to conform to this warranty, you may at your
sole and exclusive remedy, obtain a replacement free of
charge if you return the defective Software. Follow the
Product Return Procedures described in the Manual. The
Company does not warrant that the Software or its
operations or functions will meet your requirements, or that
the use of the Software will be without interruption or error.
TO THE FULLEST EXTENT PERMISSIBLE UNDER
APPLICABLE LAW, EXCEPT FOR THE EXPRESS WARRANTY
SET FORTH ABOVE,THE COMPANY DISCLAIMS ALL
WARRANTIES,EXPRESS OR IMPLIED, INCLUDING AND
WITHOUT LIMITATION,THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE AND NON-INFRINGEMENT. EXCEPT FOR THE
EXPRESS WARRANTY SET FORTH ABOVE,THE COMPANY
DOES NOT WARRANT, GUARANTEE OR MAKE ANY
REPRESENTATION REGARDING THE USE OR THE
RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF
ITS CORRECTNESS, ACCURACY, RELIABILITY,
CURRENTNESS OR OTHERWISE. SOME JURISDICTIONS
DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON
IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS AND
LIMITATIONS MAY NOT APPLY TO YOU.
LIMITATION OF LIABILITY
IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR
LICENSORS BE LIABLE FOR ANY INCIDENTAL,INDIRECT,
SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR
ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT
LIMITATION, DAMAGES FOR INJURY TO PERSON OR
PROPERTY, FOR LOSS OF PROFITS, BUSINESS
INTERRUPTION, LOSS OF BUSINESS INFORMATION,LOSS
OF PRIVACY,FAILURE TO MEET ANY DUTY AND
NEGLIGENCE) ARISING OUT OF OR IN ANY WAY RELATED
TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN
IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE
OF THE COMPANY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS
DO NOT ALLOW THE EXCLUSION OF LIABILITY FOR
INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE
ABOVE EXCLUSION MAY NOT APPLY TO YOU.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR
DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED
THE AMOUNTS ACTUALLY PAID BY YOU FOR THE
SOFTWARE.
CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of
America and the State of New York, exclusive of its conflicts
of law provisions. The exclusive venue for litigation
regarding or arising from this EULA is New York County, New
York and you agree to submit to the Jurisdiction of the courts
of New York County, New York for any such litigation.
MISCELLANEOUS
If any provision or portion of this EULA is found to be
unlawful, void, or for any reason unenforceable, it will be
severed from and in no way affect the validity or
enforceability of the remaining provisions of the EULA.
This EULA constitutes the entire agreement between you
and the Company regarding the Software and its use.