Radio Shack FX2 User Manual

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Color FX2™ Spades
Owner’s Manual
Please read before using this equipment.
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ˆ
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 . .................... 11
Two for Ten ....................................... 11
Boston .............................................. 11
Turning the Game O n /Off .............. ........ 1 2
Turning the Sound On/Off ..................... 12
Playing the Game ..................................... 13
Glossary of Terms .................................... 16
Resetting th e Game ... .. ............. ............ 1 8
Care ...................................................... 19
©
2000 RadioShack Corporation. All Rights Reserved . RadioShack and RadioShack.com are trademarks
used by RadioShack Corporation.
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Introduction
ˆ
Your RadioShack Color FX2 Spades game combin es t he i ntens ity of a bi ddi ng 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. You can use the easy-to-understand “Rules of Spades” on Page 6 as well as the convenient “Glossary of Terms” on Page 16 to learn the game. You can take your Spades game anywhere with you on the go!
Introduction
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Preparation
ˆ
INSTALLING BATTERIES
Your game requires four AA batteries (not supplied) for power. For the b est per­formance and longest life, we recom­mend RadioShack alkaline batteries.
Cautions:
• Use only fresh batteries of the required size and recommended type.
• Do not mix old and new batteries, different types of batteries (standard, alkaline, or rechargeable), or rechargeable batteries of different capacities.
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Preparation
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1. Use a Phillips screwdriver to remove the battery compartment cover’s screw, then lift the cover off.
2. Place the batteries in the compart­ment as indicated by the polarity symbols (+ and –) marked inside.
3. Replace the cover and secure it with its screw.
When the display dims, the sound be­comes weak or distorted, or the game stops operating properly, replace the bat­teries.
Warning:
Dispose of old batteries promptly and properly. Do not burn or bury them.
Caution:
If you do not plan to use the
game for a week or longer, remove the
Preparation
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batteries. Batteries can leak chemicals that can destroy electronic parts.
Note:
When you replace the batteries, all
game memory is lost.
RULES OF SPADES
PLAYER
You ( tual partner ( computer opponents (
COMP. 2
The object of the game is to win as many
as your team
tricks
opponents. After the game shuffles the deck, teams
bid how many tricks they think they can win. There are a total of 1 3 tric k s for eac h
. You can bid from 0 (
hand
) play spades with your vir-
PARTNER
) against two
COMP.1
).
to outscore your
bids
) to 13 tricks.
nil
and
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Preparation
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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
, if they have one. The player who
suit
plays the highest card in the suit wins the trick for their team and begins the next trick by leading a card in the desired suit.
A player may choose to
cut the hand
if he/she does not have cards in the lead suit. If a player
breaks a suit
with a spade, that team wins the hand for their team, no matter what the value of the spade the player plays (as long as no other player cuts with a higher spade). You cannot lead spades until they are broken.
Preparation
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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 num­ber of tricks each team has won with how much they had the more you can win (or lose).
If a team equals or exceeds their bid, they get 10 points for each trick they bid plus 1 point for each extra trick.
. The higher you bid
bid
For example:
A team bids 5 and wins 8 tricks: 5×10+3 = 53. That team gets 53 points added to their score.
If a team is
(fails to me et their bid),
set
they lose 10 times the amount they bid from their score.
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Preparation
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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
to select this option when you are 100 points behind the computer players.
If a team makes their blind bid, they get twice their bid multiplied by 10 added to their score.
For example:
• A team bids 5 tricks blind and wins 5 tricks: (5×2)×10 = 100. That team gets 100 points added to their score.
). The game prompts you
Preparation
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• The penalty for not winning the amount of tri cks bid bli nd is twi ce 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). You then have three
. For every 10 s an dba gs a team has,
bags
that team loses 100 points from their score.
sand-
Nil Bidding
If a player feels that a dealt hand is par­ticularly bad, the player may choose to bid nil (0 tricks) . That pl ayer’s t eam wins an additional 100 points if they can keep from winning tricks. However, the team loses 100 points if they take any tricks.
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Preparation
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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 ( first eight tricks in a hand, they get an ex­tra 100 points added to their score (
).
Moe
Little Moe
). If they take the
Two for Ten
Any team that bids 10 tricks and makes it gets an extra 100 points (for a total of 200 points) added to their score for the hand.
Boston
If a team wins all 13 tricks in a hand, they get an extra 300 points added to their score.
Big
Preparation
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TURNING THE GAME ON/ OFF
To turn on the game, press game automaticall y turn s o ff after about 4 minutes if you do not press any keys, to conserve battery power. To turn the game off sooner, press game stores the current game status and score in memory. To resume the game where you left off, press
ON/OFF
ON/OFF
ON/OFF
. The
. The
again.
TURNING THE SOUND ON/ OFF
The game is preset to sound a tone each time you press a key. To turn the sound off or on at any time, repeatedly press
SOUND
. appears when the sound is
on.
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Preparation
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Playing the
ˆ
Game
1. Press
2. Repeatedly press
3. Press
4. Repeatedly press
ON/OFF
(If you have played the game before, the display shows where you left off in the last game.)
desired game level (
EXPERT
START/BID/ENTER
setting.
increase or decrease the bid from to 13.
to turn on the game.
MODE
PRO
, or
Playing the Game
).
RIGHT
to select the
BEGINNER
to enter the
or
LEFT
,
to
0
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5. Press
START/BID/ENTER
to enter the
setting.
6. Press
START/BID/ENTER
again to
start a new game.
Each player ge ts 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 low to high, right to left.
Press
RIGHT
or
LEFT
to move the blinking
arrow to a card you want to play.
START/BID/ENTER
Press
to play the de-
sired card. Play continues until all 13 tricks have
been taken. The gam e sho ws the nu mb er of tricks each player bids and takes. You
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Playing the Game
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PLAYER
(
PARTNER
( for the team score.
2
scores’ are counted together toward
their team total, as well. The winner is the team that reaches 500
points. Or, if one s ide ke eps lo sing (up to –999 points), the other team wins the game.
Notes:
) and your virtual partner’s
) scores are counted together
COMP. 1
and
COMP.
BLIND BID
team is 100 points behind the other team. Press many tricks your team can win with­out first looking at your hand.
• A scoreboard keeps track of the
score, the number of bids each team makes, and the number of tricks
flashes whenever your
BLIND BID
Playing the Game
to bid how
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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
.
Glossary of
ˆ
Terms
B bid
, 6 — how many tricks you think your
hand can win.
Big Moe
in a hand and winning 100 points.
blind bid
ing at your hand.
Boston
hand and earning 300 extra points.
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, 11 — taking the first eigh t tri cks
, 9 — bidding without first look-
, 11 — winning all 13 tricks in a
Glossary of Terms
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breaking a suit, 7 — playing the first spade (of a hand) when you do not have the dealt suit.
C cutting the hand
, 7 — playing a spade when you do not have the dealt suit (see also “breaking a suit”).
H hand
, 6 — a round of play in the game.
L Little Moe
, 11 — taking the first six tricks
in a hand and winning an extra 50 points.
N nil
, 6 — a bid of zero tricks.
S sandbag
, 10 — underbidding; the
amount by which a hand is underbid.
Glossary of Terms
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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, dia­monds, and spades.
T trick
, 6 — the individual round within a hand of cards; also, the card that wins a hand.
Two for Ten
, 11 — bidding and winning
10 tricks, for 200 extra points.
W winning a hand
, 6 — playing the high
card in a tric k.
RESETTING THE GAME
If the game stops operating properly, re­move and reinstall the batteries. If the game still does not work properly, use a
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Glossary of Terms
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pointed object (such as a straightened
RESET
paper clip) to press
on the back of
game.
CARE
Keep the game dry; if it gets wet, wipe it dry immediately. Use and store the game only in normal temperature environ­ments. Handle the game carefully; do not drop it. Keep the game away from dust and dirt, and wipe it w ith a da mp clo th o c­casionally to keep it looking new.
Modifying or tampering with the game’s internal components can cause a mal­function and invalidate its warranty. If your game is not performing as it should, take it to your local RadioShack store for assistance.
Glossary of Terms
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This product is warr ante d by Rad io Shac k agai nst m anufa ct uring defec ts in m at erial a nd workmanship under normal use for ninet y (90) days from the date of purchase from Ra­dioShack co mpany -owned store s and a uthor ized Ra dioSha ck fr anchis ees an d deale rs. EXCEPT AS PROVIDED HEREIN, RadioSh ack MAKES NO EXPRE SS WARRANTIES AND ANY IMPLIED WARRANTIES, INCLUDING THOSE OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED IN DURATION TO THE DU­RATION OF THE WRITTEN LIMITED WARRANTIES CONTAINED HEREIN. EXCEPT AS PROVIDED HEREIN, Ra d ioS hack SH A LL H AVE NO LIABILI TY OR R E SPON SIB IL­ITY TO CUSTOMER OR ANY OTHER PERSON OR ENTITY WITH RESPECT TO ANY LIABILITY, LOSS OR DAMAGE CAUSED DIRECTLY OR INDIRECTLY BY USE OR PERFORMANCE OF THE PRODUCT OR ARISING OUT OF ANY BREACH OF THIS WARRANTY, INCLUDING, BUT NOT LIMITED TO, ANY DAMAGES RESULTING FROM INCONVENIENCE, LOSS OF TIME, DATA, PROPERTY, REVENUE, OR PROFIT OR ANY INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAM­AGES, EVEN IF RadioShack HAS BEEN ADV ISED OF THE POSSIBILITY OF SUCH DAMAGES. Some states do not allow l im it at i on s on how long an i mp li ed w a r ran t y l as ts o r th e ex c l u­sion or limitation of incidental or consequential damages, so the above limitations or ex­clusions may not apply to you. In the event of a pr o du c t de fec t d ur i ng t he war ra nt y pe riod, take the prod uc t an d the Ra­dioShack sales receipt as proof of purchase date to any RadioShack store. RadioShack will, at its opti on , unle ss ot her wise p rov ided by law : (a) correc t th e defe ct by p rod uct r e­pair without charge for parts and labor; (b) replace the product with one of the same or similar design; or (c) refund the purchase price. All replaced parts and products, and products on which a refund is made, become the property of RadioShack. New or recon­ditioned parts and products may be used in the performance of warranty service. Re­paired or replaced parts and products are warrant ed for the remainder of the original warranty per i od . You will be c ha r ge d for rep a i r or replacement of th e product made after the expiration of the warranty period. This warra nty does not co ver: ( a) d am age or f ailu re ca us ed b y or a tt ribut abl e to act s of God, abuse, accident, misuse, improper or abnorm al usage, failure to follow instr uctions, improper in stallation or maintenanc e, alterati on, lightning or other incid ence of exces s voltage or current; (b) any repairs other than those provided by a RadioShack Authorized Service Facility; (c) consumables such as fuses or batteries; (d) cosmetic damage; (e) transportation, shipping or insurance costs; or (f) costs of product removal, installation, set-up service adjustment or rei nstallation. This warranty gives you specific legal rights, and you may also have other rights which vary from state t o state.
RadioShack Customer Relations, 200 Taylor Street, 6th Floor, Fort Worth, TX 76102
06A00 60-2701 Printed in Hong Kong
Limited Ninety-Day Warranty
We Service What We Sell
12/99
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