Radio Shack Video Games FX2 User Guide

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Color FX2 Spades  
 
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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.  
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!  
3
Introduction  
 
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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.  
• Do not mix old and new batteries,  
different types of batteries (standard,  
alkaline, or rechargeable), or  
rechargeable batteries of different  
capacities.  
4
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 compart-  
ment 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 be-  
comes weak or distorted, or the game  
stops operating properly, replace the bat-  
teries.  
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  
5
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  
You (PLAYER) play spades with your vir-  
tual partner (PARTNER) against two  
computer opponents (COMP.1 and  
COMP. 2).  
The object of the game is to win as many  
tricks as your team bids to outscore your  
opponents.  
After the game shuffles the deck, teams  
bid how many tricks they think they can  
win. There are a total of 13 tricks for each  
hand. You can bid from 0 (nil) to 13 tricks.  
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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  
suit, if they have one. The player who  
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.  
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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 num-  
ber of tricks each team has won with how  
much they had bid. The higher you bid  
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.  
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 set (fails to meet their bid),  
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). The game prompts you  
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.  
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Preparation  
 
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• 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). You then have three sand-  
bags. For every 10 sandbags a team has,  
that team loses 100 points from their  
score.  
Nil Bidding  
If a player feels that a dealt hand is par-  
ticularly bad, the player may choose to  
bid nil (0 tricks). That player’s team wins  
an additional 100 points if they can keep  
from winning tricks. However, the team  
loses 100 points if they take any tricks.  
10  
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 (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).  
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.  
11  
Preparation  
 
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TURNING THE GAME ON/  
OFF  
ON/OFF  
To turn on the game, press  
. The  
game automatically turns off after about 4  
minutes if you do not press any keys, to  
conserve battery power. To turn the  
ON/OFF  
game off sooner, press  
. The  
game stores the current game status and  
score in memory. To resume the game  
ON/OFF  
where you left off, press  
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.  
12  
Preparation  
 
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ˆ Playing the  
Game  
ON/OFF  
1. Press  
to turn on the game.  
(If you have played the game before,  
the display shows where you left off  
in the last game.)  
MODE  
2. Repeatedly press  
to select the  
desired game level (BEGINNER,  
EXPERT, or PRO).  
START/BID/ENTER  
3. Press  
to enter the  
setting.  
RIGHT  
LEFT  
to  
4. Repeatedly press  
or  
increase or decrease the bid from 0  
to 13.  
13  
Playing the Game  
 
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START/BID/ENTER  
5. Press  
to enter the  
again to  
setting.  
START/BID/ENTER  
6. Press  
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  
low to high, right to left.  
RIGHT  
LEFT  
to move the blinking  
Press  
or  
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 game shows the number  
of tricks each player bids and takes. You  
14  
Playing the Game  
 
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(PLAYER) and your virtual partner’s  
(PARTNER) scores are counted together  
for the team score. COMP.1and COMP.  
2 scores’ are counted together toward  
their team total, as well.  
The winner is the team that reaches 500  
points. Or, if one side keeps losing (up to  
–999 points), the other team wins the  
game.  
Notes:  
BLINDBIDflashes whenever your  
team is 100 points behind the other  
BLIND BID  
team. Press  
to bid how  
many tricks your team can win with-  
out first looking at your hand.  
• A scoreboard keeps track of the  
score, the number of bids each team  
makes, and the number of tricks  
15  
Playing the Game  
 
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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  
.
ˆ Glossary of  
Terms  
B
bid, 6 — how many tricks you think your  
hand can win.  
Big Moe, 11 — taking the first eight tricks  
in a hand and winning 100 points.  
blind bid, 9 — bidding without first look-  
ing at your hand.  
Boston, 11 — winning all 13 tricks in a  
hand and earning 300 extra points.  
16  
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.  
17  
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, dia-  
monds, 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 trick.  
RESETTING THE GAME  
If the game stops operating properly, re-  
move and reinstall the batteries. If the  
game still does not work properly, use a  
18  
Glossary of Terms  
 
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pointed object (such as a straightened  
RESET  
paper clip) to press  
game.  
on the back of  
CARE  
Keep the game dry; if it gets wet, wipe it  
dry immediately. Use and store the game  
only in normal temperature environ-  
ments. Handle the game carefully; do not  
drop it. Keep the game away from dust  
and dirt, and wipe it with a damp cloth oc-  
casionally to keep it looking new.  
Modifying or tampering with the game’s  
internal components can cause a mal-  
function and invalidate its warranty. If  
your game is not performing as it should,  
take it to your local RadioShack store for  
assistance.  
19  
Glossary of Terms  
 
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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-  
RATION OF THE WRITTEN LIMITED WARRANTIES CONTAINED HEREIN. EXCEPT  
AS PROVIDED HEREIN, RadioShack SHALL HAVE NO LIABILITY OR RESPONSIBIL-  
ITY 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 DAM-  
AGES, EVEN IF RadioShack HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH  
DAMAGES.  
Some states do not allow limitations on how long an implied warranty lasts or the exclu-  
sion or limitation of incidental or consequential damages, so the above limitations or ex-  
clusions may not apply to you.  
In the event of a product defect during the warranty period, take the product and the Ra-  
dioShack sales receipt as proof of purchase date to any RadioShack store. RadioShack  
will, at its option, unless otherwise provided by law: (a) correct the defect by product re-  
pair 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 recon-  
ditioned parts and products may be used in the performance of warranty service. Re-  
paired or replaced parts and products are warranted for the remainder of the original  
warranty period. You will be charged for repair or replacement of the product made after  
the expiration of the warranty period.  
This warranty does not cover: (a) damage or failure caused by or attributable to acts of  
God, abuse, accident, misuse, improper or abnormal usage, failure to follow instructions,  
improper installation or maintenance, alteration, lightning or other incidence of excess  
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 reinstallation.  
This warranty gives you specific legal rights, and you may also have other rights which  
vary from state to state.  
RadioShack Customer Relations, 200 Taylor Street, 6th Floor, Fort Worth, TX 76102  
We Service What We Sell  
12/99  
06A00  
60-2701  
Printed in Hong Kong  
 

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