| 60-2701.fm Page 1 Tuesday, June 27, 2000 2:04 PM   ™ Color FX2 Spades   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 3 Tuesday, June 27, 2000 2:04 PM   ˆ Introduction   Your RadioShack Color FX2 Spades   game combines the intensity of a bidding   card game with the convenience of a   hand-held game. The game has three   levels of difficulty, which is perfect for   both beginner and advanced players.   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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 4 Tuesday, June 27, 2000 2:04 PM   ˆ Preparation   INSTALLING BATTERIES   Your game requires four AA batteries   (not supplied) for power. For the best per-   formance and longest life, we recom-   mend RadioShack alkaline batteries.   Cautions:   • Use only fresh batteries of the   required size and recommended   type.   • Do not mix old and new batteries,   different types of batteries (standard,   alkaline, or rechargeable), or   rechargeable batteries of different   capacities.   4 Preparation   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 5 Tuesday, June 27, 2000 2:04 PM   1. Use a Phillips screwdriver to remove   the battery compartment cover’s   screw, then lift the cover off.   2. Place the batteries in the compart-   ment as indicated by the polarity   symbols (+ and –) marked inside.   3. 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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 6 Tuesday, June 27, 2000 2:04 PM   batteries. Batteries can leak chemicals   that can destroy electronic parts.   Note: When you replace the batteries, all   game memory is lost.   RULES OF SPADES   You (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.   6 Preparation   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 7 Tuesday, June 27, 2000 2:04 PM   Play your turn when the game prompts   you.   The first player opens the hand with a   high card to attempt to win the trick. Each   player in turn must play a card in the lead   suit, if they have one. 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.   7 Preparation   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 8 Tuesday, June 27, 2000 2:04 PM   Each suit is ordered lowest to highest,   from the 2 to the Ace.   BIDDING AND SCORING   After all of the 13 tricks in a hand are   played out, the game compares the num-   ber of tricks each team has won with how   much they had bid. 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.   8 Preparation   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 9 Tuesday, June 27, 2000 2:04 PM   For example: A team bids 5 and wins 4   tricks: –5×10 = –50. That team loses 50   points from their score.   Blind Bidding   You can try to guess how many tricks   your team can win before dealing the   hand (bid blind). 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.   9 Preparation   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 10 Tuesday, June 27, 2000 2:04 PM   • The penalty for not winning the   amount of tricks bid blind is twice as   much as a normal bid: (5×–2)×10 =   –100.   Underbidding/Sandbags   If you bid four tricks but win seven tricks,   your score is only 43 (as opposed to a   possible 70). 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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 11 Tuesday, June 27, 2000 2:04 PM   Big Moe and Little Moe   If a team takes the first six tricks in a   hand, they get an extra 50 points added   to their score (Little Moe). If they take the   first eight tricks in a hand, they get an ex-   tra 100 points added to their score (Big   Moe).   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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 12 Tuesday, June 27, 2000 2:04 PM   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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 13 Tuesday, June 27, 2000 2:04 PM   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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 14 Tuesday, June 27, 2000 2:04 PM   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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 15 Tuesday, June 27, 2000 2:04 PM   (PLAYER) and your virtual partner’s   (PARTNER) scores are counted together   for the team score. COMP.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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 16 Tuesday, June 27, 2000 2:04 PM   each team wins for the current   game. The game also shows the   number of underbids, sandbags, and   points each team won (or lost) on   previous games, when you press   SCORE   . ˆ Glossary of   Terms   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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 17 Tuesday, June 27, 2000 2:04 PM   breaking a suit, 7 — playing the first   spade (of a hand) when you do not have   the dealt suit.   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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 18 Tuesday, June 27, 2000 2:04 PM   set, 8 — bidding a certain amount of   tricks and not making the bid.   suit, 7 — the four different sets of cards   that make up a deck: hearts, clubs, dia-   monds, and spades.   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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 19 Tuesday, June 27, 2000 2:04 PM   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   Download from Www.Somanuals.com. All Manuals Search And Download.   60-2701.fm Page 20 Tuesday, June 27, 2000 2:04 PM   Limited Ninety-Day Warranty   This product is warranted by RadioShack against manufacturing defects in material and   workmanship under normal use for ninety (90) days from the date of purchase from Ra-   dioShack company-owned stores and authorized RadioShack franchisees and dealers.   EXCEPT AS PROVIDED HEREIN, RadioShack MAKES NO EXPRESS WARRANTIES   AND ANY IMPLIED WARRANTIES, INCLUDING THOSE OF MERCHANTABILITY AND   FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED IN DURATION TO THE DU-   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   Download from Www.Somanuals.com. 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