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Bridge Deluxe 2 With Omar Sharif – DOS/Windows Manual – English

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Type
Manual
Platform
DOS, Windows
Language
English
Size
1.16 MB
Filename
bridge-deluxe-2-with-omar-sharif_dos.win_manual_en_uw9.pdf
View manual text
Features a multi-media
tutorial with Omar Sharif

Instruction Manual

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CONTENTS

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INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
GETTING STARTED. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
LOADING INSTRUCTIONS . . . . . . . . . . . . . . . . . . . . . . 5
MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
QUICK GUIDE TO PLAY . . . . . . . . . . . . . . . . . . . . . . . . 8
OMAR MOVIES AND THE NARRATOR . . . . . . . . . . . . 10
SPECIAL FEATURES . . . . . . . . . . . . . . . . . . . . . . . . . . 11
PULL-DOWN MENUS . . . . . . . . . . . . . . . . . . . . . . . . . . 15
THE FILE MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
THE DISPLAY MENU . . . . . . . . . . . . . . . . . . . . . . . . . . 17
THE ACTION MENU . . . . . . . . . . . . . . . . . . . . . . . . . . 18
THE PREFERENCES MENU . . . . . . . . . . . . . . . . . . . . 19
THE HELP MENU. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
BEGINNER & INTERMEDIATE TUTORIALS . . . . . . . . 22
SCORING AND BIDDING GUIDE . . . . . . . . . . . . . . . . 23
HOW TO PLAY BRIDGE . . . . . . . . . . . . . . . . . . . . . . . . 24
THE AUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
THE BASICS OF BIDDING . . . . . . . . . . . . . . . . . . . . . 28
BIDDING CONVENTIONS . . . . . . . . . . . . . . . . . . . . . . 34
THE PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
SCORING THE RUBBER . . . . . . . . . . . . . . . . . . . . . . . 45
SUMMARY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
RECOMMENDED READING. . . . . . . . . . . . . . . . . . . . . 47
GLOSSARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
QUICK GUIDE TO BIDDING . . . . . . . . . . . . . . . . . . . . 54
SCORING GUIDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
CREDITS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
CUSTOMER SUPPORT & LIMITED WARRANTY . . . . . 60
INTERPLAY WEBSITE . . . . . . . . . . . . . . . . . . . . . . . . . 62

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©1998 CP Software. All rights reserved. Bridge Deluxe 2 with Omar Sharif, the Interplay logo and "By Gamers. For Gamers." are
trademarks of Interplay Productions. All rights reserved. All other trademarks and copyrights are the property of their respective owners.

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NTRODUCTION

elcome to Bridge Deluxe II With
Omar Sharif Enhanced CD-ROM.
Those of you who are already familiar
with the original Omar will be pleased to discover
a myriad of more advanced bidding
conventions, vastly improved artificial
intelligence, a complete guide to bidding and
scoring bridge, a tutorial conducted by Omar Sharif to teach
you the game of bridge, and a number of customized options
that afford greater flexibility to the individual player than ever
before. Though other companies have successfully marketed
"Deluxe" editions of existing game titles that were actually little
more than graphic and sound upgrades, we at Interplay sought
to redesign Omar from the ground up. As a result of this
initiative, the program you now own represents one of the most
sophisticated simulations of Contract Bridge available for home
computers.

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Advanced players may jump right into the game or peruse the
section on "Bidding Conventions" prior to proceeding. As you
know, bidding conventions have continued to evolve
throughout the history of the game. Furthermore, if you are
active in club or tournament play, you will have witnessed
many such variations of the Standard American system. Players
have their preferences, but the most skilled amongst them are
capable of recognizing other approaches and developing a
defensive strategy against them. In this section, we will explore
Omar's user–configurable bidding conventions in the interest
of broadening the arsenal of tools you have available for
competitive play. As an aid for further study, we have also
included a bibliography of the dozen strongest studies of the
game of Contract Bridge available in print.

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For those of you who purchase this product to learn about the
game that your friends and neighbors have been talking about,
you will find that the program includes one of the most indepth tutorials commercially available. Omar Sharif will first
guide you through the fundamentals of playing bridge in an
easy-to-understand graphical tutorial. You can then go through
a series of ten hands in which Omar will help you to understand
the bidding, playing, and scoring processes while actually
watching real hands of bridge. You may want to review the
"Bidding and Play" and "Getting Started" sections of this
manual before starting these tutorials. The bidding convention
used for the tutorial lessons is Standard American, at the
beginner skill level.
Additional guidance is available in the section on "Advanced
Play," the comprehensive glossary, and the "Quick Guide to
Bidding" at the back of this manual. Armed with these
resources and a willingness to learn, we are confident that you
will find Bridge Deluxe II With Omar Sharif a rewarding and
fulfilling experience. Enjoy!

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GETTING STARTED

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ridge Deluxe II With Omar Sharif Enhanced CDROM runs almost entirely from your CD-ROM
drive. You will need to copy about 530K to your
hard disk, and you should probably prepare additional space in
case you want to save bridge hands. The game also requires that
you have at least a 486DX2/66 MHz system with 4 MB of RAM.
If you see the message “Insufficient Memory” when you try to
run the program, you will need to free up memory. You can do
this by creating a boot disk.

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The game also requires a SVGA graphics board with at
least 1 MB RAM on it that is supported by standard VESA
drivers. A Microsoft–compatible mouse is also required.

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LOADING
INSTRUCTIONS

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FOR DOS
1. Turn on your computer and proceed as necessary past any
personal menu programs or other accessories until you reach
the DOS prompt. (Normally, this is C:\ to reflect boot-up from
a hard drive.)
2. Place the Omar CD in your CD-ROM drive–this will usually
be either D: or E:.
3. Shift to that drive by typing the letter from step two
followed by a colon.

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4. Type “Install” and follow the onscreen prompts to properly
set up the sound. Select the INSTALL button to copy the
necessary files to your hard drive in the directory you specify.

5. After installation is complete and the configuration file
established, you will be returned to the DOS prompt.
6. When you are ready to play, simply type BRIDGE from the
Bridge subdirectory on your hard drive.
7. Watch the opening credit sequences or press ESC to get
past them. Once all the introductory screens have passed by,
you will be at the Main Menu Screen.

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FOR WINDOWS® ‘95
1. Turn on your computer as usual and insert your Bridge
Deluxe II with Omar Sharif CD into your CD drive.
2. Wait a few seconds for the Autorun program to execute.
3. When the menu appears on screen, click on Install. This
will guide you through the installation process. Note that you
may need to install DirectX to run the install program. If this
is the case, select Install Direct-X from the menu.
4. During installation, you will be prompted to select where
you would like to install the program, or you can click on OK
and use the default.
5. When finished installing, you should click on the View
Readme file for any last minute additions to the product.
6. To play, click on Play at the autorun menu, or select
Interplay and then Bridge II from the Start Menu.

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7. To uninstall Bridge Deluxe II with Omar Sharif, select
Uninstall from the autorun menu.

TROUBLESHOOTING
If the AUTORUN menu does not appear when you insert the
CD, select “RUN” from the Start menu, and type D:setup.exe
at the prompt. If your CD-ROM drive is not “D:” then type the
appropriate letter instead. Once installed, you can run Bridge
Deluxe II from the start menu by selecting “Programs” and
then “Interplay.” If you have problems with your display,
check the README file on the CD, or please use Display
Doctor in its folder on the CD.

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MAIN MENU

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he following options are available at the Main
Menu:

1. How To Play Bridge — Omar Sharif will guide you through
a brief tutorial on the rules of the game of bridge.
2. Beginning Tutorial — Four different hands are available to
instruct you on the basics of the game. You will gain the
experience of watching the bidding and playing of a hand of
bridge. Occasionally Omar Sharif will stop to quiz you along
the way.

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3. Intermediate Tutorial — Six intermediate hands are
available here to teach some of the more complex strategies
involved in the game of bridge. Again, Omar Sharif will explain
the hand and occasionally stop to quiz you.

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4. Play Bridge Now — This will take you into the main part of
the game where you can play bridge against the computer or
friends, play over a network, or just test strategies.
5. Scoring And Bidding Guide — A guide which visually
explains some of the material in the latter part of this manual.
The Scoring Guide explains how the points are distributed at
the end of a hand. With the Bidding Guide, Omar Sharif will
help you decide what you should bid on your opening bid. The
Glossary of Bridge Terms gives definitions of some of the
common terms used in contract bridge.

6. Quit Bridge Deluxe — This will exit the game and return to
DOS.
7. Help — Omar Sharif will explain the Main Menu Options
above.

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QUICK GUIDE
TO PLAY

ecognizing that some of you will want to jump
right into the game, the easiest way to do so is to
select PLAY BRIDGE NOW at the Main Menu and
then select OK at the options window that pops up.

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This will put you into the game at the Beginner Level of
Standard American bidding and will give you a randomly
generated deal with a human player in the South position. To
learn purely through observation, specify four computer
opponents and watch a number of hands from start to finish.

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You will now be transported to a screen that looks like this:

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It is here that the auction will occur. The auction is the
sequence of bidding between the two sets of partners that
determines the final contract. A contract is the highest bid
tendered with a given suit stated as trump (or a no–trump
conditional), after which the remaining three players pass.
Please note that the bid amount reflects the number of tricks
which must be taken above the base six tricks, which are
referred to as a “book.” Thus, a bid of one diamond would
indicate that the partnership intends to take seven of the
possible 13 tricks with diamonds as the trump suit. If you are
unfamiliar with bidding and strategy but still desire to press on,
it is recommended that you use the “hint” feature to allow the
computer to bid for you until a contract is made.
When the auction is complete, the center of the screen
clears for the play of the hand. From this point forward, if you

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have some familiarity with other trump games, it is possible to
play as long as you wish before returning to the manual to
explore the more advanced features explained in the “Special
Features” section of this manual. If you are completely new to
trump games, you should start with the How To Play Bridge
and Beginner Tutorials from the Main Menu.

OMAR MOVIES AND
THE NARRATOR

ny time that Omar Sharif is on the screen
explaining something, you can press the ESC key
to skip past it. This also works with the Narrator as
she explains sections of the tutorial.

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Additionally, there are four movie control buttons when
Omar Sharif is on screen. You can click on them at any time
while the movie is playing to:
1. Replay the movie from the start.
2. Pause and Unpause the movie.
3. Jump to the end of the movie.

4. End the movie with the option to return to the Main
Menu.

You control these options by moving the arrow cursor in
the small window and clicking on the desired option. You can
also press ESC to jump to the end of the movie.

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SPECIAL FEATURES

n addition to the flexibility afforded you by
multiple bidding conventions, we have also
incorporated a number of other special features
which allow you to configure the program to best suit your
needs. As you have probably played several Rubbers by now, you
may have already discovered some of these options. For your
convenience, a complete reference list is contained herein.

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CUSTOM BRIDGE SETUP: After selecting Play Bridge
Now from the Main Menu, you will come to the options window
as shown below.

The first part to the left allows you to set up the “Players”
involved in your game. You may specify whether each position
will be human- or computer– controlled. The default

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configuration is for a single human player in the South
position.

The part in the middle allows for the type of deal you
would like to play as described below:
RANDOMLY GENERATED: Random deals are the default
configuration. This mode best simulates actual playing
conditions, but it is not convenient for the study of particular
bridge problems. For those who wish to do this, we have
included the following additional options:

MANUALLY ENTERED: By clicking on this option,
followed by “continue,” you will be transported to an open table
with the entire suit of spades centered on the board. One of the
four player positions will be highlighted. You should click on
individual cards until that player’s hand has the distribution
you desire. After that, click on the other player positions in turn
to make them active for distribution of the remaining cards in
the suite. When the suit of spades is completed, the suit of
hearts will replace it in the center of the board and the process
is repeated.

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At any point in this process, you may also use an alternate
method. By moving the mouse pointer to the upper right
portion of the screen and clicking the right button; you will
activate a hidden command bar at the top of the screen. From
the pull–down menus on this bar, it is possible to randomly
distribute any remaining cards in a suit, or even a deck. When
the cards have been distributed using either method, click on
“finished” under the file option. You will then be presented with
another menu that allows you to specify which position is the
dealer of the hand, and the vulnerability of the partnerships:
Love all, North/South, East/West or Game all. Clicking

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“continue” on this screen begins the game. Prior to doing so,
you may also save these hands for later play.

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LOADED FROM DISK: Periodically, you will encounter a
randomly– generated hand that imposes a tactically
enlightening situation. You are given the option of saving these
hands before proceeding to the next. Hands that are saved in
this manner, and hands that are created manually, may be
recalled for play by using this option. Make sure that you name
the save files in a manner which will cue you as to their
contents.

BIASED: It is sometimes helpful to play several different
hands that illustrate the same tactical situation, either
offensive or defensive. The easiest way to accomplish this task
is through the use of the “Biased” feature. By selecting “Biased”
followed by “continue,” you will be presented with a menu that
allows you to create an infinite number of similar situations.
You will first be asked whether to bias the values you will input
toward the individual or the partnership. For the purpose of
this example, let’s assume the partnership. Next, you may
specify the number of honor points the team will receive: either
exactly, a minimum limit or a maximum limit. You may also
specify the distribution of the suits in the same fashion. As you
can see, this feature allows you to play ten slam hands in a row
if you wish. Alternately, you could afford the opposition the
same opportunity, allowing you to practice your defensive
bidding and play.

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NETWORK: Network play allows you to play with 1-3 other
players if you are on the same network. You can play
competitively or cooperatively with each other. From the Main
Menu, select the option of “Network.” You will then be
prompted to enter a path, which all players can share on the

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network. You must then enter a name for yourself and also
which compass point you wish to play.
If SHARE.EXE is not in the path of your
AUTOEXEC.BAT, then type the word “Share.” This command
will enable you to connect your computer to other computers
for a network game.
The rightmost section allows you to set up your own
bidding systems and conventions. The program defaults to the
Standard American at the Beginner Level. This system contains
all the conventions and systems checked on the menu as shown
below. Note that the Stayman and Blackwood Conventions are
automatically included in all systems because of their universal
appeal. (The advanced Standard American System contains all
the settings from the beginner system as well as many other
popular intermediate and advanced conventions.)

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If you'd like to select your own bidding system, click on
"Edit Bidding System..." at the bottom of the window and you
will bring up another window where you can customize your
own settings.
Click on or off the boxes next to which systems and
conventions you would want the game to support. Then click
the “Save as user system” box at the bottom of the window and
give a name to your system. This will automatically save your
system under the Custom System Box. This program allows
you to retain three custom systems into the game's program at
a given time. To access one of your custom systems at a future
date, just select the name of the system you would like to play
at the options window.

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Once you are satisfied with the Players, the Type of Deal,
and the Bidding System and Convention, click on OK from the
options window and you will be taken into the game.

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Pull-Down Menus

Upon reaching the bidding and play screen, you may
access a new batch of special features at any time. Once again,
click the right mouse button in the upper right portion of the
screen to bring up a command bar with a series of pull–down
menus. If you are using a keyboard, the ALT key will display the
pull–down menus. The remainder of this section will discuss
the options provided by these menus.

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The File Menu:
SAVE HAND: Saves the hand currently in play to the
“Hand” subdirectory of the program. Remember to use a
distinct identifying name for each file to ease later retrieval.

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LOAD HAND: Loads any hand which has been previously
saved. This feature is also used to load any of the tutorial hands
which have been included with the program. These hands have
been designed to illustrate a number of tactical situations, both
offensive and defensive. When playing these tutorials, you will
not be able to bid or play with the freedom you enjoy in the rest
of the program. The tutorial will give you three chances in each
bidding and play turn to make the correct decision. If, after
three attempts, you have failed to make the correct choice, the
computer will show you the proper selection and explain the
reasoning behind it. The intent of this feature is not to be
restrictive, but to focus the attention of the player who is
learning the game on the lessons particular to that hand.

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PRINT: Converts the current hand to a text file which may
be printed with any standard printer.
ERASE HAND: Deletes hands that you specify from the
“Hand” subdirectory on the hard drive.
QUIT: Exits the program to DOS.

The Display Menu:

NORTH/SOUTH/EAST/WEST AS: For each position,
you may specify whether the player’s hand will be concealed
(backs), revealed (fronts) or annotated via ASCII characters. An
example of the latter is as follows:

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HIDE ALL: Conceals the contents of all positions.
SHOW ALL: Reveals the contents of all positions.
REVIEW BIDDING: An option that allows you to review
the sequence of bidding after play of the hand has commenced.
To review a bid, click the icon on the left hand side of the screen
that you want explained.

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REVIEW PLAY: Reviews the sequence of tricks taken in the
hand up to that point.
DISPLAY SCORE: Brings up a window with the current
score and vulnerability status of the Rubber.

EXPLAIN SCORE: Breaks the total score down to its
individual elements for easy understanding.

The Action Menu:
CLAIM TRICKS: When it is obvious that you will take all
the remaining tricks, invoking this option precludes you from
having to play each one out normally. It is designed to speed
things along, but it is also possible to occasionally “bluff” with
this option as well. Perhaps you could legitimately claim all but
one of the remaining tricks. There is no penalty for attempting
to claim them all. If the opponent, computer–controlled or
otherwise, agrees by conceding the remaining tricks, your
gamble has paid off.

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CONCEDE TRICKS: As above, except that you are on the
receiving end of a claim for the remaining tricks. You may
agree or tell the opponent to continue normal play.
HINT: If clicked upon, this option will provide a
recommended bid or play, depending on when it is selected.
You may concur with the recommendation, in which case it will
immediately be implemented, or you can ignore it and make
your own decision.

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FORWARDS: Depending on whether one is in the bidding
or play screen, this option is used to move forward a specific
number of bids or tricks while reviewing a hand in progress.

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TAKE BACK: Takes back a specified number of bids from
1-5 or “all” bids. During play, this option takes back any
number of cards already played, from 1- 52 to “all” cards.

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SET CONTRACT: Allows you to enter what the contract
will be for a given hand without going through the process of
bidding. This option is also useful to replay hands that held a
greater bidding potential than was realized.
ABORT HAND: Eliminates the current hand. You may deal
a new hand using any of the options discussed thus far.
SWITCH HAND: Permits you to exchange hands with the
opposition. This is sometimes useful for replays to illustrate
what you might have done as defender or declarer if the roles
were reversed.
SEND MESSAGE: Used to type a message to other players
during a network game.

The Preferences Menu:

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BIDDING SYSTEM: This feature allows you to change your
bidding preferences without having to exit to the main menu.

GAME SPEED: A variable setting from 1-100% of the speed
your system is capable of maintaining. The default is 100%, but
owners of high–end systems may wish to lower this
percentage in some instances.

FAST CARD ENTRY: When selected, you can enter and
play cards at a much faster rate. When typing in a card from the
keyboard, if you have only one of that type (either rank or suit),
that card will be automatically played.

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AUTO CARD PLAY: When enabled, this automatically
plays the last card of a suit in either your hand or the dummy
when that suit is lead.
AUTO EXPLAIN SCORE: Unless disabled, the scoring of
each hand will be broken down into its component parts and
explained in English. For example: “North/South received 120
points below the line for completing their contract of four
spades, plus 30 points over the line for one overtrick.”
NOVICE: This feature is a must for all players who have
difficulty keeping count of the cards as a hand progresses.
When it is enabled, both trick piles are moved to the lower left
corner of the screen. The lower right hand corner now displays
the highest card in each suit that has yet to be played.
CARD BACK: Allows you to select from eight different
designs for the backs of the playing cards.
TABLE TOP: Allows you to select from one of nine different
table tops to play bridge on. The game automatically defaults
for you to play on the Green Baize background. The eight other
backgrounds are scenic pictures like the background from
below the Eiffel Tower.

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SPOTLIGHT ANIMATION: A subdued light that
illuminates the hand of the player that is currently active. The
default setting is on, this option must be selected to turn the
spotlight off.
MOVIES: A toggle on/off switch for the movies showing
Omar dealing the cards and the laying down of the dummy
hands.

SCREEN–SAVER: A sliding bar you can adjust to the
length of time you want to pass before the screen–saver mode
activates. You can adjust this from 30 seconds to 30 minutes. If
you slide it all the way to the right, it will shut off completely.
SPEECH: Toggles digitized speech routines on and off.
MUSIC: Allows you to select from a variety of background
musical tunes or shut them off altogether. Selecting “Shuffle”
will play through each of them one after the other.

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SAVE PREFS: Saves the preferences you have selected for
subsequent play.
DEFAULT PREFS: Returns the preferences to their default
parameters.

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The Help Menu:

GLOSSARY: A glossary of bridge terms will appear for you
to select. Move through the terms with the up and down arrow
keys or click on the scroll bar to the right of the window. Click
on EXIT to go back to the game.
OPENING BIDS: Omar Sharif will help you make an
opening bid if you have even distribution in your hand. Click on
the button showing the number of high card points that you
have.
SCORING GUIDE: A description of scoring and bidding
terms will appear in a window. Move through the terms with
the up and down arrow keys or click on the scroll bar to the
right of the window. Click on EXIT to go back to the game.
ABOUT: This will show you a window containing all the
people who worked hard to bring you this game.

BEGINNER &
INTERMEDIATE
TUTORIALS

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he Beginner Tutorials will guide you through four
hands of bridge which comprise one Rubber. The
first hand will leave South as the declarer with a
bid of 1NT. In the second hand, you will get to practice
defensive strategies, as East\West will go down to a 3NT
contract. In the third tutorial, you will complete the first game
with a contract of two spades as you learn how partial scores
can work. In the fourth hand, you complete the two-game

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Rubber with a strong hand of four spades. In all of these hands,
all the cards are placed face up so you can watch the strategies.

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The six Intermediate Tutorials will hold form to true
contract bridge. In each of these hands, you will be South and
will be able to see only your own hands (and North’s hands
when he is dummy).

All of the hands will feature Omar Sharif as he tells you
what is going on in each hand and occasionally stops to ask you
a question. You can answer the question by clicking on the box
you believe to hold the correct answer. Omar will then
congratulate you if you are correct, or explain to you the
correct answer if you are wrong. You can exit from the Omar
movies by hitting ESC or using the movie control as explained
earlier.
Additionally, a narrator will speak about the hand you are
playing. You can skip past her narration by pressing the ESC
key.

SCORING AND
BIDDING GUIDE

I

his screen contains a menu with the following four
options:

SCORING AND BIDDING: Scoring and bidding terms
will appear in a window. You can scroll through them by using
the up and down arrow keys or clicking on the scroll bar to the
right of the menu. The narrator and text will explain in detail
the scoring or bidding term that you select. Click on EXIT to go
back to the Scoring and Bidding Guide screen.

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OPENING BIDS WITH BALANCED HANDS:
Assuming that you have a balanced hand, you can click on the
number of high card points you hold and Omar Sharif will tell
you what your opening bid should be.
GLOSSARY OF BRIDGE TERMS: A listing of bridge
terms will appear in a window. You can scroll through them by
using the up and down arrow keys or clicking on the scroll bar
to the right of the
menu. Text will
appear, explaining the
bridge term, and the
narrator will read the
text. Click on EXIT to
go back to the Scoring
and Bidding Guide
screen.

K

MAIN MENU: This returns you to the Main Menu screen.

HOW TO PLAY
BRIDGE

or a visual and entertaining guide to the basics of
bridge, select “How to Play Bridge” from the Main
Menu. Omar Sharif will explain the game of bridge
in a six-step lesson. It is recommended, however, that you read
the following section of this manual to gain a more complete
understanding of how the game of contract bridge is played.

F

25

It is assumed that the player is familiar with the
composition of a standard deck of 52 playing cards. Further, the
relative seniority of cards within a suit should also be common

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knowledge. There is also a ranking of seniority between suits,
which is not as widely known. The most senior suit is spades,
followed in order of precedence by hearts, diamonds then clubs.
This ranking may be altered, however, through the use of
a trump suit. In games employing Trump, one of the four suits
of cards are declared to be, in essence, wild cards. The relative
seniority between the two and Ace within that suit remains
unchanged, but the suit itself has been artificially declared
higher than the other three suits. Thus, the two in a trump suit
is capable of “taking” the Ace, or any other card, in a non-trump
suit. The arena in which such a capture is made is known as a
Trick. A Trick consists of four cards, one from each of the four
players, played in a single round of the table. In the course of a
hand, 13 tricks are possible.

N

Remembering that there are 13 possible tricks and that
the first six tricks taken by the declaring side constitute the
“book,” the lowest possible bid is one club. This bid indicates
that the partnership intends to take seven of the possible 13
tricks if clubs are declared trump. Remembering the seniority
between suits, a subsequent bid of one in any other suit would
supersede the original bid. Also, No-Trump bids are the highest
possible bid at a given numerical level. Thus, even if
North/South bid a Grand Slam with seven spades, East/West
could still claim Declarer with a Grand Slam bid of seven No
Trump.

L

Contract Bridge is a trump game for play between
opposing sets of partners, who sit across the table from one
another. They will be referred to as North/South and East/West
for the remainder of this text and within the game. As a
partnership, the objective of the game is to score more points
than the opponents. Points may be scored for offensive play,
which is the bidding and fulfilling of your own team’s contracts,

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or defensive play, which involves precluding your opponents
from doing the same.
Scoring is cumulative over the course of a Rubber. A
Rubber may consist of any number of hands, continuing until
one side has won two games. A game ends when one side scores
100 points as the result of fulfilled contracts. For clubs and
diamonds, 20 points are awarded for each level of a completed
contract. Thus, let us assume North/South completes a
contract of four diamonds in the first hand of a game. This
yields 80 points, which does not complete the game. In the
ensuing hand, if East/West completes a contract of four hearts
(each heart or spade contract is worth 30 points per level), they
will be awarded 120 points and the game. The 80 points won by
North/South will still count toward the point totals for the
Rubber, but they will be a game down as well. No Trump bids
are worth 40 points toward the game for the initial bid of 1NT
and 30 points for each level above that. As such, making a
contract of 3NT constitutes a completed game.
There are still many other point values, both offensive and
defensive, that can impact the outcome of a given Rubber. The
full details of these will be explained under the heading of
“Scoring.” For now, it is important that you remember the
values of each suit as they relate to the completion of a
game...and that winning two games ends the Rubber, regardless
of which side is ahead in points.

N
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BIDDING TIPS: Although your tendency might be to stop
bidding when contracts are low, in order to increase the
frequency individual hands are won, the fate of the Rubber is
often determined by “above” rather than “below” the line
points. As such, when the situation allows, it is always
better to make a minimum game bid. The minimum game
contracts are 3NT, four spades/hearts or five diamonds/clubs.

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Also, when the cards are close, risking a Small or Grand Slam
is usually worthwhile. Remember the old adage:

K
A

“He who does not risk, cannot win.”

THE AUCTION

fter the cards have been dealt, each player will have
13 cards arranged in suits. It is now time for the
auction, the sequence of bidding which will
determine which suit, if any, will be declared trump for the
ensuing hand, as well as the amount of the contract which
must be fulfilled by the declaring party. The dealer has the first
chance to bid, followed by the player on their left and
continuing clockwise around the table until a contract is
determined. This occurs when three players pass after the final
bid.

M

The Declarer is the member of the partnership who first
mentioned the trump suit in which the hand will be played (not
necessarily the last bidder). The Declarer will be the active
member of the partnership during play. The other player,
referred to as the Dummy, places their hand face up on the
table after the opening lead, becoming nothing more than an
observer for that hand. The Declarer plays out of their own
hand, and that of the Dummy in sequence, in an attempt to
control the flow of tricks to achieve the contract specified. In
Bridge Deluxe II With Omar Sharif, when the computer partner
becomes the Declarer, you will be presented with the option
“Should Dummy Play?” If the option is declined, the computer
player will retain the active role and you may observe the hand.
If elected, the hands will be reversed and you will assume the
role of the Declarer.

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THE BASICS OF
BIDDING

T

L

he key to successful play is accurate bidding. To
bid accurately, you must know how to value your
hand. The most widely accepted method of doing
so is through a combination of point count and distribution.

CALCULATING YOUR POINT TOTAL: Establishing the
basic point count of a hand is simple. The value of all face cards
(hereafter called honor cards) in a hand, regardless of suit, is
totaled via the following scale:
Aces
4 points
Kings
3 points
Queens
2 points
Jacks
1 point
Therefore, if you hold two Aces, one King, no Queens and
three Jacks, your high card point total would be 14 points.
There are 40 possible points in the deck. As such, with
equal distribution, an average hand would be expected to
contain ten high card points. Because of this, several rules of
thumb have evolved. For a partnership to make any contract,
their combined hands must be at least 20 points. To bid at a
level which would complete a game in a single hand, the
combined total should be at least 26 points. 33 points are
necessary to attempt a Small Slam (taking 12 of 13 tricks) and
37 points is the minimum for a Grand Slam (taking all the
tricks).

M

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When bidding a particular suit as trump, however, the
point total derived above may be modified based on the
distribution of cards in your hand. Before continuing this
explanation, three definitions are necessary:

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Void - When a suit is void, it means the player holds no cards
of that suit in the current hand
Singleton - The player holds only one card in the suit
Doubleton - The player holds two cards in the suit
For any of these conditions to exist, you must have at least
one long suit (five or six cards) that is the intended trump.
Assuming your partner also has at least some of this suit (which
can be determined during the bidding), this means the
opposing side is probably short–suited. This increases the
likelihood that your minor trump cards will take some of their
honor cards in the other suits. Because of this the value of the
hand is inherently greater than its component parts. Although
individual variations exist, one accepted method of quantifying
distribution follows:

K

Add 3 points to the base value for each Void suit
Add 2 points to the base value for each Singleton
Add 1 point to the base value for each Doubleton

Distribution points are not applicable to No Trump
bidding. The reason for this is simple. To consider pursuit of a
No Trump bid to begin with, the player’s hand should contain
relatively even distribution between the suits (usually
4-3-3-3 or 4-4-3-2). So if you have two Aces, no Kings, one
Queen, two Jacks, a singleton in spades, and a doubleton in
diamonds; you would have 15 points. (12 high card points plus
two point for the singleton and one more for the doubleton).
Remember that distributional points only count when you are
bidding in a suit rather than No-Trump.

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N
OPENING BIDS

If you hold thirteen or more points, you should open the
bidding. Generally, you should bid the suit in which you have
the most cards. If two suits have the same number of cards,
then select the suit with the higher cards. The exception to this
rule is in regards to the major suits (spades and hearts). You
should only open in spades or hearts if you have at least five
cards in one of the suits. This is called a five-Card Major. The
idea here is to let your partner respond with his strength before
forcing the contract too high.
Below is a list of suggested opening bids with their
corresponding point totals:
0-12 points = pass
At least 13 points = 1 of a suit
16-18 points with balanced distribution = 1NT
22-24 points with balanced distribution = 2NT
25-27 points with balanced distribution = 3NT
25 or more points with a strong suit = 2 of a suit

The exception to the above point scale is the use of
“pre-emptive bidding.” (See BIDDING CONVENTIONS).

RESPONSES TO BIDS OF 1 IN A SUIT

31

Before you respond to your partner’s opening bid, you may
have more strength in your hand than you originally thought!
For example, if your partner opens with one Diamond and you
have “trump support” (your hand having four Diamonds or
three Diamonds that include an Ace, King, Queen, or Jack/Ten
combo) then your overall position is stronger because the
opposing team would be hard–pressed to get many tricks in the

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trump suit. Such a scenario would even be more beneficial if
you have an imbalance in your hand because of the potential
trump tricks you and your partner could make. For this reason,
it is suggested to raise the usual distributional point totals to
the following:
Each Void = 5 points
Each Singleton = 3 points
Each Doubleton = 1 point

L

Once you total your points, it is recommended that you bid
as follows:
0-5 points without trump support = pass
3-9 points with trump support = raise by one in the same
suit
11-13 points with trump support = raise by two in the
same suit

M
6-10 points and a balanced hand = 1NT

14-15 points and a balanced hand = 2NT
16-17 points and a balanced hand = 3NT

6-9 points and a wide range = new suit at Level 1
10-17 points and a wide range = new suit at Level 2

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RESPONDING TO 1 NO TRUMP

N

If you want to see if your partner has a four-card major =
two Clubs (see Stayman Convention under BIDDING
CONVENTIONS).
0-6 points if you do not have a “long suit”
(five or more cards in the same suit) = pass
0-6 points with a long suit = 2 of a suit
7-9 points and a long suit = 3 of a suit
7-8 points and a balanced hand = 2NT

9-14 points and a balanced hand = 3NT
15 or more points = 4NT

BIDDING AFTER THE OPENING ROUND

K

Bidding continues for as many rounds as the bidding
partners want. This applies as long as they remember that the
bidding contract must continually be raised. Once you get to
the second round of bidding, the general guidelines for
continued bidding become less clear.

33

Please remember that Bridge Deluxe II With Omar Sharif
plays a very precise game of bridge. The program gives bidding
recommendations that at times may disagree with what you
think the appropriate bid would be. A commonly–made mistake
by players is rushing the bidding sequence. There is no need to
raise the bidding higher just based upon the speculation that
your partner’s hand may accompany your hand very well. Take
your time with the bidding process and do not get too
overanxious to reach a high bid. This happens most frequently
by people going into a convention (See BIDDING

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CONVENTIONS) sooner then they should – so beware!
To determine how high a team’s bidding should go
depends on how “strong” the points in your hand are. A strong
hand, if you are bidding in a suit, would be represented if you
have many of the suit’s high cards. For example, if your partner
just bid in Hearts and your hand contains the Ace, King, and
Jack of hearts, then most likely you and your partner will win
all the heart tricks and should have a couple of hearts left over
to use as trumps. This would be considered a very strong hand
and the hand should be raised. If you are bidding in a suit, but
have many of the low cards in that suit, it may be time to end
the contract and pass. A strong hand, if you are bidding in No
Trump, occurs when you have a “long suit” with some of that
suit’s high cards.

L

DOUBLING AND REDOUBLING

Aside from declaring a bid or passing when it is your turn
to do so, you may also double or redouble existing bids.
Doubling is recommended if you feel that your opponent just
made a bid which they cannot make. A redoubling bid occurs
when a team that has been doubled still feels that they can
make their contract. Doubling can also be used as a signal to
your partner that you cannot defend well against your
opponents’ last bid and to encourage your partner to bid. These
actions do not affect the seniority of the bid, only the point
value it is worth if subsequently made or lost.
You cannot double your partner’s bid, only those of the
opposition. By doubling, you are, in essence, raising the stakes
of the hand. If the bid that has been doubled stands (i.e. no
other bids are offered), the declaring team will either receive
double the points if they make their contract or give their

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opponents double the points as their penalty if they fail. A
player of the team that has been doubled can redouble if
desired, which raises the point total to four times its original
value, but is not obligated to do so.

M

BIDDING
CONVENTIONS

Y

ou are probably wondering how to determine what
your partner’s hand contains such that a contract
might be made which accurately fulfills you and
your partner’s combined potential. The only acceptable method
of assessing your partner’s potential is through the use of an
established bridge convention. No, this is not a smoke–filled
room with thousands of players. A bridge convention is a call
(bid, pass, double or redouble) that is given a special meaning
other than its natural interpretation. It is, in other words, a
system of legal signals.
Many such conventions exist, and continue to evolve. Any
combination of conventions adopted by an established set of
partners is known as a bidding system. Because such a broad
variety exists, any given player would have to devote all their
spare time to remaining conversant with the majority. Yet, at
the same time, knowledge of the conventions your opponents
use is essential to understanding and reacting to their bidding.
Because of these seemingly irreconcilable differences, an
elaborate series of rules governing disclosure has evolved at the
tournament level of play.

35

L

Rather than subject you to these rigors, which would
certainly detract from enjoyment of the game for casual
players, Bridge Deluxe II With Omar Sharif employs a limited

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but quite adequate selection of the most widely used
conventions.

K

Bridge Deluxe II With Omar Sharif employs 26
commonly–used conventions, which you can choose from the
Bidding Systems and Conventions Menu that appears as the
game loads or from the BIDDING SYSTEM option located
under the Preferences Menu. The conventions that the game
uses are listed on the following pages.

STRONG TWOS vs. WEAK TWOS: Let’s begin with the
option of strong vs. weak twos. Strong twos is the use of an
opening bid of two in the strongest suit held. This precludes the
use of many other conventions and immediately reveals to the
defenders your optimum trump suit, which affords them
greater latitude to counter–bid. On the more positive side, it
does act as a natural forcing raise if they are only marginally
able to counter. This option is not as widely supported as it used
to be, so most players will probably prefer to elect for “weak
twos.”

N

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Weak twos is an opening of two diamonds, hearts or spades
to indicate a six–card suit with some honors, but only five eleven high card points in the entire hand (distribution points
are ignored). With more high card points, the hand should be
bid as one of the suit, and other conventions followed. Here are
some examples to illustrate this point:

K

Hand One

Hand Two

Hand Three

S-5,3
H-K,J,10,9,6,4
D-A,10
C-6,3,2

S-A,Q,J,8,7,2
H-8,6
D-9
C-K,J,7,4

S-Void
H-Q,10,8,5
D-K,Q,J,9,7,6
C-A,Q,9

The first hand contains eight high card points. The second
contains 11 high card points. Both of these are perfect
candidates for weak opening two bids in hearts and spades
respectively. The third hand, however, is not. Although it
contains a six–card suit, it also has 14 high card points, slightly
more than half the requirement to make game. As such, one
assumes help from their partner and tenders an opening bid of
one diamond for this hand.

N

BARON OVER 2NT & 3NT: The Baron responses of 2NT
and 3NT are used in response to partner’s opening bid of one of
a suit. The 2NT response shows 16-18 points and invites further
bidding exploration. The 3NT response indicates 13-15 points
and is game forcing.
FLINTS: Flints are artificial responses to partner’s opening
bid of 2NT designed to indicate a very weak hand (less than four
high card points). Some variations use three clubs, others three
diamonds, but the intent is the same. Partner’s bid means at
least 22 points, and you are indicating that you will not be able

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to help make the game. These variations should be familiar to
players in the U.K. but are rarely used in the U.S., where a
similar situation would result in a Pass. As such, the Flint
option may be disabled if desired.
STAYMAN CONVENTION: The Stayman convention is
one of the most widely used in Bridge. As such, it should be
incorporated into any sound bidding system and is
automatically played in this program. Stayman requires a
two–club response to partner’s opening bid of 1NT if at least
eight high card points are held, thereby asking partner to bid a
major four–card suit. Partner will respond with two diamonds
if a major four– card suit is not held. Two hearts should be bid
if a four card major is held in hearts (and possibly also in
spades), two spades if a four–card major is held in spades, but
not in hearts. Your responses to partner’s rebids should be as
follows:

L

2NT: If eight or nine points are held and there is an unbid four–
card major in your hand.
3 Diamonds or Clubs: Indicates at least ten points and
a five–card Suit. This forces the game and could lead to a slam
opportunity.

3 Hearts or spades: Indicates eight or nine points and
four–card support for opener.
3NT: A sign off attempt to preclude higher bids but also
confirms the presence of a four–card major.
4 Hearts or spades: Natural sign off to play the suit called.
4NT: Indicative of 14 or more honors points and an invitation
to pursue a slam.

By electing the Stayman over 2NT option, you are allowing
the pursuit of this convention over an opening bid of 2NT. Your

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response to this bid would be three clubs and the remainder of
the convention would be active except with numerically higher
bids. Stayman over 3NT is appropriate in hands with immediate
slam interest.

N

BLACKWOOD CONVENTION: Another of the most
popular conventions is the Blackwood Convention. This
convention is used in order to locate Aces and Kings on the way
to a potential slam bid and is automatically played in this
program. You should use the Blackwood Convention of 4NT if
the bidding has reached the three or four level rapidly, and it
seems that you and your partner together have such a strong
hand that you may lose only one or no tricks. You should
consider going for a slam. The responses to this bid should be
as follows:
Five Clubs
Five Diamonds
Five Hearts
Five Spades

=
=
=
=

No Aces or Four Aces
One Ace
Two Aces
Three Aces

If you and your partner have all four Aces then you may want
to ask your partner how many Kings he has. This is done by
moving the bidding to Level six and the responses to Kings
would be the same as it was to Aces.

L

2NT OVER TAKE OUT DOUBLE SHOWS DOUBLE
RAISE: A jump bid in the second round after doubling
opponent’s initial one of a major suit bid. It is indicative of 21
or 22 points and a stopper in the enemy suit.
3NT OVERCALL: The 3NT response to partner’s opening
bid of one in a Suit is designed to show a balanced hand (either
4-3-3-3 or 4-4-3-2) with 13 to 16 points. Singletons or voids

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cannot be present for this convention to be applicable. Partner’s
rebid can be four spades or hearts to immediately make game
or a higher bid to pursue slam.
UNUSUAL NT: After enemy’s opening bid of one in a suit,
a direct jump to 2NT indicates a two suited hand (5-5-2-1 or
more), rather than an actual desire to play without trump. By
convention, 2NT over one club means at least five diamonds
and hearts, over one diamond, the same amount of clubs and
hearts, and over one of a major, the same amount of clubs and
diamonds. Partner’s response to the bid depends on the
strength of the hand.

M

GAMBLING 3NT OPENING: Normally, an opening of
3NT indicates that partner has 25-27 points, and is capable of
going to game without assistance. With assistance, slams are
possible. If you hold at least nine points, your response to this
bid should be a small slam bid of 6NT. If the gambling 3NT
option is invoked, however, the meaning of this opening bid is
altered. In this instance, 3NT means the presence of a solid,
long minor suit as the main method of taking subsequent
tricks.

TAKE-OUT DOUBLE: The immediate doubling of an
enemy’s opening bid of one in a suit is intended to take that suit
out of contention. It also shows partner the presence of your
own opening bid potential (13-17 points) with support for the
unbid suits.
S.O.S. REDOUBLE: After an opponent’s penalty double of
an opening bid (below game), the redouble may be used by
either partner to invoke the resumption of bidding. This could
be due to the potential presence of a better contract or, as a
minimum, to indicate a complete lack of support for the

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current contract. This is a widely accepted convention because
there is little benefit for you to play a redoubled contract of one
club or diamond, which is still below game, or for the
opposition to allow you to retain a redoubled contract of one
heart or spade, which is an easy game. As such, it is best to
adopt the low level redouble exclusively as an indicator.

K

CUE BID: A method of demonstrating support for partner’s
opening suit after the enemy has overcalled that suit. As an
example, if partner opened with one heart, and the opposition
countered with two diamonds, you would bid three diamonds
to indicate the presence of at least a four–card major with
honors support in hearts. This would allow partner to naturally
respond with three hearts on his next bid.
WEAK JUMP OVERCALL: If weak jump overcalls are
elected, partner will deliberately jump bid the opponent’s
opening bid of one in a suit when his hand contains ten or less
high card points, a six card or higher suit and little defensive
capability. As the intent of this convention is to throw the
openers off track and cause them to overbid as well, the best
response to this jump bid is to pass.
GRAND SLAM FORCE: Once a trump suit has been
agreed upon, this is an artificial bid by opener of 5NT that acts
as an inquiry of partner as to the presence of the top trump
honors. If partner holds at least two of the top three honors
(A,K,Q), he should bid a Grand Slam. Failing that, the counterbid should be six of the agreed–upon suit.

N

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SWISS: Responding to partner’s opening bid of either
one heart or spade with four clubs or diamonds. The former
shows 14 -16 high card points, the latter 12-14 points. Both
indicate balanced hands. The intent is to invite game

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immediately, allowing partner to return with a bid of four in the
opening suit.

M

TRIAL BID (MAJOR FIT): After a single major raise,
such as two hearts to partner’s opening of one heart, partner
responds with a trial bid of three in a side suit where he has a
minimum of three cards. He is inquiring as to your fit with his
hand in terms of distribution and also inviting a game bid.

L

TRIAL BID (MINOR FIT): Assuming the same situation
as above, opener rebids three in his shortest side suit (typically
a singleton) to cover ruffing possibilities and invite the
responder to go to game. The problem with this type of trial bid
is that it also reveals the short suit to the defenders.

JACOBY TRANSFER: If elected, this convention must be
used in conjunction with Stayman. When partner opens with a
bid of 1NT, responder bids either two diamonds or two hearts to
indicate the presence of five or more cards in the next highest
suit. These cards may be of any strength. The intent is only to
convey the presence of a five card major.
GERBER: A derivative of the Blackwood method of inquiring
about honor cards. Instead of 4NT, four clubs is bid to obtain
partner’s strength in Aces. A response of four hearts shows one
Ace, four spades shows two Aces, 4NT shows three Aces and
four diamonds can mean either no Aces or all four of them.
Naturally, when Gerber is used, the latter response, however
infrequent, can introduce a great deal of uncertainty into
subsequent bidding.
PRE-EMPTIVE OPENING: Opening the bidding with
three of a suit with the intention of precluding the opposition

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from getting together on a suit of their own. Usually, this is
used in conjunction with a weak hand, ten or fewer points, and
one long suit. If the hand contains more points than that, it
should be opened with a bid of one on its own merit based on
distribution and count. Otherwise, a pre-emptive opening
usually accomplishes the purpose of obstructing the
opposition, but expect to go down in the process.

N

LIGHT OPENERS: An agreed–upon convention wherein
the traditional point counts necessary to open a suit with a bid
of one are lowered by one or two points. This is an option best
used by aggressive players who are not concerned about being
set periodically.

As you can see, each of the options listed above add depth
and variety to your strategic approach. Experiment with those
that interest you and save them for future incorporation into
your bidding system. When you are comfortable with one or
more combinations of bidding conventions, you may save them
using one of the three “Custom System” slots located in the
upper right of the screen. Feel free to return to this screen for
further modifications at any time.

THE PLAY

W

hen the auction is complete, the defender on the
declarer’s left makes the opening lead by placing
any one card from his hand face–up in the center
of the table. The dummy hand is then placed face–up on the
table. The Declarer, after studying the dummy and determining
the strategy for the hand, must play from the dummy any card
of the same suit as the opening lead, if possible. If that suit is

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void in the dummy’s hand, the Declarer may either trump the
suit lead or play off. Playing off (also known as discarding) is
throwing a card which is neither trump or the suit lead. Cards
which are played off will always lose, regardless of their face
value. Next, the defender on the Declarer’s right plays within
the suit lead (subject to the previous exceptions), followed by
the Declarer. The four cards constitute the first trick. The trick
is won by the senior card in the suit lead or, if trumped, by the
senior trump played. The lead to the next trick is determined by
the winner of the current trick. The cycle continues until all 13
tricks have been won.

K

FINESSE: As the Declarer, you retain an advantage over the
opposition that transcends mere possession of a strong trump
suit. By knowing the composition of your own hand and that of
the dummy, you know the exact cards the opponents possess,
although not the distribution between them. Conversely, they
must remain uncertain as to whether certain honors cards are
held by their partner or by you. This encourages the tactical use
of a maneuver known as the finesse.

M

A finesse is a situation where the Declarer is able to make
a lower card a winner by taking advantage of the defending
partner’s uncertainty. To illustrate, consider a situation where
South is Declarer and North has the lead. The Declarer plays a
low spade from the dummy hand in the hope of making an
unprotected singleton King in his own hand good. East has an
Ace and Jack of spades to respond with. If he plays the Ace,
South’s attempt will have failed and the singleton King is
captured as easily as if it had been lead. If East elects to play the
Jack, however, in the hope that his partner has the King, then
the finesse is successful and two extra tricks are garnished. One
for the King finesse and one for the subsequent trump of East’s
Ace by South.

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RUFFING: Another situation that frequently occurs is
Ruffing. Ruffing is a situation where you are void in a suit and
your partner leads that suit so that you can trump it. If both
partners are void in different suits, this allows the lead to pass
back and forth in a vicious “cross-ruff,” which is also called a
“cross-trump.” Although either side can ruff, the Declarer is in
the optimum position to invoke the deadly combination of a
cross-ruff through the elimination of singletons in his own
hand and that of the dummy.

K

DUCKING: Ducking is the process in which you purposely
lose a trick or a low card, so that the lead will be passed to the
weaker opponent or regained by your partner, who will then be
able to hold the lead for a time. Ducking is used to keep the
dangerous opponent (the opponent with a clearly stronger
hand) away from getting the lead. The reasoning behind this is
that if the strong opponent gets the lead, he would be able to
keep it because of the strong nature of his hand.
DRAWING TRUMPS: Occasionally, to achieve a bid, it is
necessary to first preclude the possibility of the opposition
trumping honors cards in your secondary or backup suits. The
best way to do so is to draw their trumps out by leading trump
until both defenders are required to play off.

45

CLAIMING TRICKS: In the course of play, a situation
sometimes arises wherein either side may elect to claim the
remaining tricks. This indicates that they feel they will win
them anyway and do not wish to prolong the agony. This may
be the actual situation, or it may be a bluff to obtain one more
trick than they actually could have taken. The opposing team
must concede to the claim or play continues. Omar allows you
to bluff a claim and also permits the computer–controlled
opponents to occasionally bluff.

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Interplay Productions

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SCORING THE
RUBBER

F

or purposes of review, a Rubber is a match in
which one set of partners must win two out of
three games. The team which does so may or may
not actually win the Rubber, as the determination of that is
based strictly on points. 100 points are required to win a game.
Any value less than 100 points won through the completion of
a contract in a single hand is referred to as a partial game.
These points are scored “below the line,” which is the dividing
point on conventional score sheets, to differentiate them from
bonus points, penalty points and overtricks, which are scored
“above the line.” These scores do not count toward the
completion of a game but do count in the determination of
winners for a Rubber because, at the end of a game, all points
are combined.
See the “Scoring and Bidding Guide” in the back of the
manual for exact point distribution.
VULNERABILITY: A team is considered to be vulnerable
when they have won one game in a Rubber. While vulnerable,
all above the line penalties assessed to the team are doubled.
Further, the affect of being vulnerable is cumulative with that
of being doubled. On the more positive side, a team that is
vulnerable receives 750 points for a Small Slam, versus 500,
and 1,500 points for a Grand Slam, versus 1,000.

M

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SUMMARY

B

ridge Deluxe II With Omar Sharif has been a project
near and dear to all of our hearts here at Interplay.
We have devoted a lot of time to the stated goal of
developing a product that will appeal to novice and experienced
bridge players alike. We think we have achieved that goal, but
we can never be sure unless you take the time to fill out the
product warranty card included in the box. Please send us your
comments. We pay close attention to every single one in order
to incorporate your ideas into future products. In the
meantime, we hope you find Bridge Deluxe II With Omar Sharif
to be an exciting addition to your personal library.

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RECOMMENDED
READING

F
K

or those of you who wish to supplement the lessons
provided in Bridge Deluxe II With Omar Sharif, we
have compiled a list of, in our estimation, the top
dozen books about Contract Bridge currently in print. Any of
these may be ordered through your local bookstore and might
also be available in your library. Read and enjoy!
Card Play Technique: Victor Mollo and Nico Gardner
Commonsense Bidding: William Root
Countdown To Better Bridge: Hugh Kelsey

M

Defensive Bridge Play: Eddie Kantar

Five Weeks To Winning Bridge: Alfred Sheinwold

How To Read Your Opponent’s Cards: Mike Lawrence
Master Play: Terence Reese

The Bridge Player’s Comprehensive Guide To Defense:
Frank Stewart

The Complete Book Of Duplicate Bridge: Sidney Silodor
and Fred Karpin

The Complete Book Of Opening Leads: Easley Blackwood
To Bid Or Not To Bid: The Law Of Total Tricks:
Larry Cohen

Watson’s Classic Book On The Play Of The Hand:
Louis Watson

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GLOSSARY

Above the Line: The area where scores are recorded for
overtricks, bonuses and penalties on a score pad.
Auction: The period of bidding prior to play which determines
the contract.
Balanced Hand: A hand with either 4-3-3-3, 4-4-3-2 or
5-3-3-2 distribution of the four suits.
Below the Line: The area where only scores from completed
contracts are recorded on a score pad. All such scores are
cumulative toward the completion of a game.
Bid: To declare your intention to win a specified number of
tricks with a stated suit as trump, or a no–trump condition.
Blackwood Convention: Was Created by Easley Blackwood of
Indianapolis, Indiana in order to locate aces and kings on the
way to a potential slam by bidding four no–trump.
Book: The first six tricks taken by the Declarer.
Call: A bid, double, redouble or pass. In other words, all of the
possible actions open to a player when it is their turn.
Contractors: Another method of referring to the partnership
which established the contract for a given hand.
Convention: A specialized type of bid intended to convey a
signal or intention to one’s partner.

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Cue Bid: A bidding convention which allows the bidder to
locate high cards in the responder’s hand for possible slam
attempts.
Declarer: The member of the contracting side who actively
plays out the hand. This is determined by which of the two
partners first mentioned the suit that eventually became trump
(including no–trump).

M

Discard: Any card played in the course of a trick which does
not follow suit and is also not trump. Common synonyms are
“sluffing” or “throwing off.”
Double: A call which indicates that you believe you can defeat
the opposition’s bid if it remains at the current level and
becomes a contract. This call doubles the amount of points
which may be won by either side.

K

Doubleton: Holding only two cards of a suit at the beginning
of a hand.

Down: Another way of referring to being set. If you fail to
make a contract by one trick, you are said to be “down one.”

Duck: Playing a low card in a suit when you also have the
option of a high card. The intent of a duck is usually to pass the
lead to one’s partner while preserving the high card avoided for
a later trick.
Finesse: An attempt to win a trick with a card lower than the
highest one in the suit.
Five–Card Major: Having either five spades or hearts in your
hand.

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Flint: Responding three diamonds to an opening bid of two no–
trump to indicate a weak hand that could not support a game
bid by the opener.

K

Forcing Bid: A type of bid used in some conventions which
demands of the partner the continuance of bidding. Some types
of forcing bids are designed to last one round, while others
require the partner to continue until a game contract is
reached.
Gambling 3 No Trump: A bidding convention which shows a
long solid minor suit with little or no outside strength.
Game: A score of 100 or more points below the line.
Gerber Convention: A slam convention created by John Gerber
of Houston, Texas that asks for aces by bidding four clubs.

N
Grand Slam: To bid and take all 13 tricks.

Grand Slam Force: A bid of 5NT as an inquiry about trump
honors.
Honor: An Ace, King, Queen, Jack or ten in any suit.
Jacoby Transfer: A bidding convention which allows the
opening no–trump bidder to play major suit contracts when the
responder has a five–card or longer major suit.
Kibitzer: An outside observer to the game, who usually cannot
stop talking.
Lead: To play the first card in any trick.

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Light Openers: A bidding philosophy that lowers the point
requirements by one or sometimes two points for opening bids
of one in any suit.
Long Suit: Holding six or more cards in a given suit.

M

Major Suit: Spades or hearts.

Minor Suit: Clubs or diamonds.

No Trump: A condition where no trump suit exists. As such, all
suits have equivalent value and any play which cannot follow
suit is a discard.
Opening Bidder: The first person to tender a bid other than
pass. This is not always the first person with the opportunity to
bid.
Overbid: Bidding a greater number of tricks than warranted.

Overcall: A higher bid by an opponent of the opening bidder.

Over-Ruff: To play a higher trump than one that was already
played in the same trick.
Overtrick: Any trick won in excess of the specified contract.

Partial Game: Any hand which, if won, results in a score of less
than 100 points below the line.
Pass: A bid which indicates that the player does not wish to
enter the auction for this round. This does not preclude the
player from entering a different bid in subsequent rounds.

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Penalties: Points scored above the line as a result of defeating
a contract (ie: setting your opponents).
Pre-emptive Bid: An unnecessarily high bid designed to make
it difficult for the opposition to continue the auction. Also
referred to as a “shut–out bid.”
Raise: Bidding a higher number in the same suit your partner
has already offered.
Rebid: A player’s second or subsequent bid.

Redouble: A response to being doubled which indicates that
your side believes they can make the current bid. This has the
effect of quadrupling the number of points which may be gained
by either side.
Responder: The partner of the opening bidder.
Rubber: Two out of three games.
Ruff: To play a trump card when another suit is lead. The
player who ruffs must be unable to follow suit.
Set: To defeat an opponent’s contract.
Singleton: Holding only one card in a suit at the beginning of
a hand.
Small Slam: To bid and take 12 of 13 tricks.

53

M

S.O.S. Redouble: The use of a redouble of an enemy double as
a demand for rescue by your partner, who should respond with
a new bid.

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Strong Twos: The use of an opening bid of two in a strong suit
as a natural, supported forcing bid.
Swiss: Responding to partner’s opening bid of one in a major
suit with either four clubs or four diamonds. These are artificial
raises that generally show a balanced hand.

L

Take-Out Double: A double of an enemy suit that requests your
partner to “take it out” by bidding their longest suit.
Three No–Trump Overcall: The response of three no–trump to
partner’s opening bid of a major suit to indicate no singletons
or void suits. It is an artificial forcing raise.

Trial Bid: Any bid which invites game after a single major raise.
Trick: Four cards, each player having contributed one of the
four.

Underbid: A bid which does not reveal the full potential or
strength of the hand.

Undertrick: The number of tricks by which a contract fails to
be made.
Unusual No–Trump: A bidding convention designed to show
hands where two suits are void, usually to show both minor
suits before one’s partner overbids.
Void: Having no cards in a suit at the beginning of a hand.

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Vulnerable: A side is vulnerable after winning its first game of
a Rubber. If both sides have won one game, both may be
vulnerable. The effect of being vulnerable is to double the
penalties associated with any subsequent failure to make a
contract.

N

Weak Jump Overcall: The use of a raise, while remaining below
game, to show a weak hand overall but a decent distribution in
the suit being bid.
Weak Twos: An opening bid of either two diamonds, hearts
or spades that shows a weak overall hand but a six–card suit.
Two clubs is excluded to preclude conflict with other
conventions.

Yarborough: A hand containing no card higher than a nine.
Symptoms include dizziness, bug eyes, and a repetition of
counting to make sure you have enough cards in your hand.

QUICK GUIDE TO BIDDING
HIGH CARD POINT TOTALS
Each Ace = 4 points
Each King = 3 points
Each Queen = 2 points
Each Jack = 1 point

UNBALANCED DISTRIBUTION POINT TOTALS

55

(Only applies when bidding in a suit and when it is not the trump
suit)
Void (none of a suit) = 3 points
Singleton (one of a suit) = 2 points
Doubleton (two of a suit) = 1 point

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OPENING BIDS

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K

0-12 points = pass
13+ points = 1 of a suit
16-18 points with balanced distribution = 1 No–Trump
22-24 points with balanced distribution = 2 No–Trump
25-27 points with balanced distribution = 3 No–Trump
25+ points with a very strong suit = 2 of suit
RESPONSES TO BIDS OF ONE IN A SUIT
Distributional points change to:

Void = 5 points
Singleton = 3 points
Doubleton = 1 point
0-5 points without “trump support” (at least three cards in the
trump
suit) = pass
3-9 points with trump support = raise by one in the same suit
11-13 points with trump support = raise by two in the same suit
6-10 points and a balanced hand = 1 No–Trump
14-15 points and a balanced hand = 2 No–Trump
16-17 points and a balanced hand = 3 No–Trump
6-9 points and a wide range = new suit at Level 1
10-17 points and a wide range = new suit at Level 2

M

RESPONDING TO ONE NO TRUMP

0-6 points without a “long suit” = pass
(5 or more cards in the same suit)
0-6 points and a long suit = 2 of a suit
7-9 points and a long suit = 3 of a suit
See if partner has a major suit = 2 clubs (see Stayman Convention
under BIDDING CONVENTIONS.
7-8 points and a balanced hand = 2 No–Trump
9-14 points and a balanced hand = 3 No–Trump
15+ points and a balanced hand = 4 No–Trump

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SCORING GUIDE
Suit and No Trump Scoring
Suit

Value of Each Trick Bid

Spades
Hearts
Diamonds
Clubs
No-Trump
No-Trump

30 Points
30 Points
20 Points
20 Points
40 Points - first trick
30 Points - thereafter

Double and Redoubled Scoring
Suit

Value of Each
EachTrick Bid

Spades
Hearts
Diamonds
Clubs
No-Trump (first trick)
No-Trump
(each additional trick)

30
30
20
20
40
30

Value of Each
Doubled Trick

Value of
Redoubled Trick

60
60
40
40
80
60

120
120
80
80
160
120

K

Overtrick Scoring
Each Overtrick

Undoubled
Doubled
Redoubled

57

Not Vulnerable

Vulnerable

Ordinary Trick
Value

Ordinary Trick
Value

100
200

200
400

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Undertrick Scoring: Undoubled Contract
Undoubled
Contracts

Not Vulnerable

Vulnerable

First Undertrick
Each Additional
Undertrick

50
50

100
100

Undertrick Scoring: Doubled Contract
Doubled Contracts

Not Vulnerable

Vulnerable

First Undertrick
2nd & 3rd Undertrick
Each Additional
Undertrick

100
200
300

200
300
300

Undertrick Scoring; Redoubled Contract
First Undertrick
2nd & 3rd Undertrick
Each Additional
Undertrick

200
400
600

400
600
600

Not Vulnerable

Vulnerable

500
1000

750
1500

Slam Scoring *
Small Slam
Grand Slam

* Doubling or Redoubling doesn’t affect slam points.
Honor Points
Holding all five honors
Holding four out of five
Holding all four aces in a
No-Trump Contract

150 Points
100 Points
150 Points

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Rubber Points*
Winning Rubber - two games to none
Points
Winning Rubber - two games to one
Points
Unfinished Rubber - winning one game
Points
Unfinished Game - part score
Points

700
500

M
300
100

*Doubling and Redoubling don’t affect Rubber premium points.
Honor Values

K

Ace
King
Queen
Jack

4 Points
3 Points
2 Points
1 Point

Standard Distribution Values
Void Suit
Singleton
Doubleton

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3 Points
2 Points
1 Point

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Interplay Productions

™

CREDITS

Producer:

Voice Editing:

THOMAS R. DECKER

LARRY PEACOCK, GREGORY ALLEN
AND SERGIO BUSTAMANTE

Assistant Producer:
LARRY LESSER

Video Technology:

Designed by:

PAUL ALLEN EDELSTEIN

LARRY LESSER ,THOMAS R. DECKER
AND CHRIS EMSEN

Video Processing:
JIM “MAD DOG” BOWSER

PROGRAM BY CP SOFTWARE (ENGLAND)
Producer:

Digitized Movies:
LARRY LESSER

CHRIS WHITTINGTON

Sound Synchronization:

Programming and GUI:

C. J. PERDUE

CHRIS EMSEN

L

VIDEO BY MARTIN DENNING ASSOCIATES
(FRANCE)
Director:
MARTIN DENNING

Camera/Lighting:
DENNIS BORROW

Camera Assistant:
BOB FORESTRA

Sound:
JOHN HARDING

Director's Assistant:
ALEX DARCY

Makeup:
ANNIE GOGUIN

Teleprompt:
CHRISTINE RICHE

Production Manager:
OLIVIER MEAUX ST. MARC
FOR WOODS COMMUNICATIONS

Bridge Consultant:
DR. TONY SOWTER

Script:
MARTIN DENNING AND
DR. TONY SOWTER

Video Editing:
MARTIN DENNING

Stars:
OMAR SHARIF
AND SANDY BERNARD AS
THE NARRATOR

POST PRODCTION (U.S.)
Music Director:
CHARLES DEENEN

Music:

Artwork:

HELENA WICKBERG, ARLENE SOMERS
AND SCOTT EVERTS

Photographic Backgrounds:

ARLENE SOMERS AND LARRY LESSER

Director of Quality Assurace:
CHAD ALLISON

QA Managers:

COLIN TOTMAN, STEVE VICTORY

Lead Tester:

DARRELL JONES

IS Manager:

FRANK PIMENTEL

IS Technicians:

BILL DELK, CHRIS PEAK

Testers:

TIM ANDERSON, PRIMO PULANCO,
DAVID PARKYN, MARK McCARTY

Director of Compatibility:
PHONG NGUYEN

Compatibility Technicians:

MARC DURAN, DEREK GIBBS,
JOHN PARKER, AARON OLAIZ,
DAN FORSYTH

Manual Written By:

ED DILLE AND LARRY LESSER

Marketing Manager:
DEAN SCHULTE

PR Manager:

CHRISTINE NAGATA

Graphic Design:
ULISES GERARDO, DOLL GALLIENNE,
SALMA ASADI, AND MICHAEL L. QUINTOS

Special Thanks to:
JEAN-FRANCOIS VILLEMAN,
LOUISE MESCHINI AND THE CREW AT
LES PRODUCTIONS DE LA FOURMI,
SASHA AND WEEZ

RICK JACKSON AND RONALD VALDEZ

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CUSTOMER SUPPORT

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If you have any questions about this, or any other Interplay product, you can reach our
Customer Service/Technical Support Group at:
Interplay, 16815 Von Karman Avenue, Irvine, CA 92606 Attn: Customer Service. Customer
Service is available 24 hours a day through our Automated Customer Service system, with a
Customer Service representative available during normal business hours at (714) 553-6678.
Please have your system information available, or better yet, try to be at your computer. The
more detailed information you can provide our support personnel, the better service we can
provide you.

Hintline

Although hints are not available for this game, hints are available for other Interplay games. You
can reach our hintline at 1-900-370-PLAY (1-900-451-6869 in Canada). For this service, the
charge for the first minute is $1.25; $.75 for each additional minute. For Canada, these charges
will be in Canadian dollars. All hint questions must be directed to this “900” service. No hints
will be given on our Customer Service lines. You must have a touchtone phone to use this
service. The hintline is open 24 hours a day. All long distance charges are included in these
prices. Callers under the age of 18 must get parental permission before calling the hintline. The
hintline is only available in the U.S. and Canada. Charges subject to change without notice.
If you have a modem, you can reach us at the following:

The Interplay BBS: We have a 24-hour, 7-day a week multiline BBS available for
customer questions, support and fixes. The number is 714-252-2822. Modem settings are 30028.8k Baud, V.32bis, V.42bis, 8-N-1. You also may contact our BBS over the Internet.
Telnet to bbs.interplay.com. This is a free service.
America Online: You can E-mail Interplay Customer Support at IPTECH.
Internet: You can reach Interplay with “[email protected]”. Many Interplay demos
and patches are available at Internet FTP sites. To visit our World Wide Web site, point your
browse to: “http://www.interplay.com” or you may ftp to ftp.interplay.com.

LIMITED WARRANTY

K

INTERPLAY LIMITED 90-DAY WARRANTY

61

Interplay warrants to the original consumer purchaser of this computer software product that
the compact disc or floppy disc(s) on which the software programs are recorded will be free
from defects in material and workmanship for 90 days from the date of purchase. If the compact
disc or floppy disc(s) is found defective within 90 days of original purchase, Interplay agrees to
replace, free of charge, any product discovered to be defective within such period upon receipt at
its Factory Service Center of the product, postage paid, with proof of date of purchase. This
warranty is limited to the compact disc or floppy disc(s) containing the software program
originally provided by Interplay and is not applicable to normal wear and tear. This warranty
shall not be applicable and shall be void if the defect has arisen through abuse, mistreatment, or
neglect. Any implied warranties applicable to this product, including warranties of
merchantability and fitness for a particular purpose are disclaimed. Interplay disclaims all
responsibility for incidental or consequential damages.

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Interplay Productions

™

Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or
limitations of incidental or consequential damages so the above limitations and/or exclusions of liability
may not apply to you. This warranty gives you specific rights, and you may also have other rights which
vary from state to state.

Lifetime Warranty

L

If the compact disc or floppy disc(s) should fail after the original 90-day warranty period has expired,
you may return the software program to Interplay at the address noted below with a check or money
order for $5.00 (U.S. currency), which includes postage and handling, and Interplay will mail a
replacement to you. To receive a replacement, you should enclose the defective medium (including the
original product label) in protective packaging accompanied by: (1) a $5.00 check, (2) a brief statement
describing the defect, and (3) your return address. If you have a problem with your software, you may
wish to call us first at (714) 553-6678. If your media is defective and a replacement is necessary, U.P.S.
or registered mail is recommended for returns. Please send the defective disc(s) only (not the box) with
a description of the problem and $5.00 to:
WARRANTY REPLACEMENTS
Interplay Productions
16815 Von Karman Avenue
Irvine, CA 92606

Copying Prohibited

This software product and the manual are copyrighted and all rights are reserved by Interplay and are
protected by the copyright laws that pertain to computer software. The CD-ROM is not copy-protected.
This does not mean you may make unlimited copies.

N

NOTICE: Interplay reserves the right to make modifications or improvements to the
product described in this manual at any time and without notice.

62

INTERPLAY S

WORLD

WIDE

WEB SITE

“Welcome to the Interplay Web! As a company dedicated to providing innovative, highquality interactive entertainment software, we are always striving to stay as close as
possible to the leading edge of technology. This Web site is the latest example of our
ongoing effort to provide a wealth of information and opportunities to you.
As a company of fanatic gamers, we love the idea of gamers all over the world tapping
into cyberspace to see, touch and feel our latest games. No hype, no marketing
campaign; just great games. To make it work, our goal is to keep this site fresh and
new, to make it a place to where you can tell US what you like about our games... and
what you don’t like about them. So use the feedback options on these pages and sound
off.
Enjoy your visit in our Web site, explore all the different areas we have to offer, and
come back soon. Check us out in the weeks and months ahead; we will be introducing
new and exciting areas for you to
experience.
Once again, welcome!”
Brian Fargo

HOW TO
GET THERE
Interplay’s World wide Web site is an Internet service designed to
give you the latest information about Interplay and our products.
The site features our demos, upgrades, product information and
ordering information.
From your Internet account, point your favorite browser to:
http://www.interplay.com

63

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