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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!
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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.
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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 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
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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.
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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 (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.
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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.
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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.
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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
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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
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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.
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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.
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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
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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.
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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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