------------------------------------------------------------------------------- _____ _ _ _ ____ _ _ ____ _ _ _____ ______ / ____| | | | | | _ \| | | |/ __ \| | | |/ ____| ____| | | | | | | | | |_) | |__| | | | | | | | (___ | |__ | | | | | | | | _ <| __ | | | | | | |\___ \| __| | |____| |___| |__| | |_) | | | | |__| | |__| |____) | |____ \_____|______\____/|____/|_| |_|\____/ \____/|_____/|______| _____ __ __ ______ _____ / ____| /\ | \/ | ____|/ ____| | | __ / \ | \ / | |__ | (___ | | |_ | / /\ \ | |\/| | __| \___ \ | |__| |/ ____ \| | | | |____ ____) | \_____/_/ \_\_| |_|______|_____/ ------------------------------------------------------------------------------- Table of Contents Introduction......................[IN01] List of Games.....................[GL02] Wireless Guide....................[WF03] Game Explanations.................[GE04] Mission Mode......................[MS05] Glossary..........................[GL06] Contacting Me.....................[CTA1] Copyright.........................[CPA2] Version History...................[VHA3] ------------------------------------------------------------------------------- Introduction [IN01] ------------------------------------------------------------------------------- If you have just bought this game, you've scored yourself a collection of the greatest classics. This game is bordering on addictive. Not addictive as in riveting, but addictive to the point where your body becomes dependent upon playing "just one more set of Rummy". This is an amazing game that you will be playing for years. ------------------------------------------------------------------------------- List of Games [GL02] ------------------------------------------------------------------------------- Card Games ---------- Old Maid Spit I Doubt It (aka Cheat or Bullshit) Sevens Memory Pig Blackjack Hearts President Rummy Seven Bridge Last Card Last Card + (Crazy Eights) Five Card Draw (Poker) Texas Hold'em Nap Spades Contract Bridge Board Games ----------- Chinese Checkers Checkers Dots and Boxes Hasami Shogi Turncoat Connect Five Grid Attack (slight variation of Battleship) Backgammon Chess Shogi Field Tactics Ludo (also called Parcheesi) Variety Games ------------- Soda Shake Dominoes Koi-Koi Word Balloon (similar to Hangman) Action Games ------------ Bowling Darts Billiards (also called pool) Balance (Similar to the game Topple) Takeover Solitaire Games --------------- Solitaire (Klondike, the game you play when bored at work) Escape (similar to Rush Hour) Mahjong Solitaire ------------------------------------------------------------------------------- Wireless Guide [WF03] ------------------------------------------------------------------------------- Table of Contents 1. Frequently Asked Questions 2. Using Download Play 3. Playing with WiFi Part 1: Setting it Up 4. Playing with WiFi Part 2: Worldwide Play 5. Playing with WiFi Part 3: Friends and Friend codes 1. FAQ Q: I get an error when setting up my WiFi connection. What can I do? A: I can't help you with that, I suggest you go to the GF Nintendo DS message board and ask there. Also read the DS Wireless networking FAQ. Q: I want to play with some people on WiFi, but I don't know anyone who has the game, and the wait times for someone on worldwide play are too long. What can I do? A: Go to the CG message board. You can post a topic with your Friend Code and username, and someone might want to play. There are also some big Friend Code exchange topics. Post your info in there and add everyone in the topic. Q: Why can't I chat on Worldwide Play? A: You can, but for some reason you can only use the canned phrases they put there for you. Q: How do I add a friend? A: From the main menu, Multiplayer > Nintendo WFC > Friend Settings > Register a Friend. Q: What's my Friend Code? A: To find this out, go from the main menu to Multiplayer > Nintendo WFC > Friend Settings > Check Code. Q: What games can you play on Download Play? A: Anything except solitaire games (the last group). Q: I'm playing online, but one of the people I'm playing with won't chat with me. Whenever he/she sends something, it says that it's addressed to everyone else. Why is this? A: If someone's not on your friends list, they're not able to talk to you. Probably the host had this person added, but you didn't. Just get their friend code and add them. Q: I want people to be able to join my room if they come in late, but it doesn't show up for them. Why? A: Go to Options (in the bottom left corner while playing in your WiFi room), and set Open Room to On. Q: What is the Gift Exchange feature? A: With Gift Exchange, you can send a game to someone. Instead of playing against you, they get to play against the computer. Go to Multiplayer > Local Wireless > Gift Exchange, and choose the game you want to send. Your friend should then go on download play and choose Clubhouse Games Gift. Soon, you should see their name on your screen. Press Send Gift, then wait a little. The game will set up and your friend can play against the CPU. They keep the game as long as their DS is turned on (even in sleep mode), but lose it as soon as the DS is turned off. Once you've sent the game, you can turn off your DS or go do your own thing. 2. Using Download Play If you know someone who has a DS, that's all you need to play multiplayer on Clubhouse Games. They can download the game information, and you can play whatever you want. This is called Download Play, or Single Card Play. Also, if you have friends who have CG and want to play multiplayer, you can do Multi Card Play. Go to Multiplayer in the main menu first. From there go to Local Wireless. You must be within range of each other, and try to minimize the number of objects between you. However, sit away from each other to keep your screen hidden. Your hand will be shown on the screen, and you don't want anyone cheating. Now, your friends should all turn on their machines, go to Download Play (next to PictoChat), and wait. Once all their usernames have appeared click OK. Now you can chat and choose a game. 3. Playing with WiFi Part 1: Setting it Up There are two ways to set up the WiFi connection: a wireless router, or the Nintendo USB connector. I've used both, so I can tell you how to do it. However, if you encounter any errors, I'll refer you to the DS Hardware board, because someone there might be able to help. First of all, let's set it up with a router. First, go to Multiplayer. From there select Nintendo WFC. Choose the third option, WiFi Settings. You are now in the standard WiFi connection application. Click on the blue button, Settings. Choose whichever connection profile you want, it won't make a difference. You should be able to search for an access point, choose one, and save the settings smoothly. If not, go to the NDS board and ask for help there. Once you've selected an access point, typed in your WEP key, if applicable, it should start a connection test. Then it will save the settings. Guess what? You're done. You can go on to part 2 now. Next, with your WiFi USB Connector, click on the big blue button along the bottom of the screen, and then authorize your DS to connect on your computer. You're done now. 4. Playing with WiFi Part 2: Worldwide Play Now, if you don't know anyone with the game, you can go on Worldwide play. You choose a game, and wait (often two or three minutes) for an opponent. You can chat during the game, but only with the canned phrases provided. This way is great, but only if you're very patient. 5. Playing with WiFi Part 3: Friends and Friend Codes WiFi play is infinitely easier if you have friends added. As you should probably know, a friend code is a twelve-digit randomly-generated number that identifies your game in your DS. It is made very difficult to play online in any game if you have not added someone and they have not added you. When you want to play online with your friends, get them together, and host a room. To do this, go to Multiplayer > Nintendo WFC > WiFi Battle > Friend > Create a Room. All your friends must then choose the Find Room option, and choose your room. Once you're ready, you can start playing. You can chat freely with anyone on your friends list. Anyone not on your friends list cannot send you messages. It's time to choose a game. Only the host can choose a game, and it cannot be Old Maid, Spit, Pig, or Cheat (I Doubt It). I'm not exactly sure why, but I'm sure they have their reasons. ------------------------------------------------------------------------------- Game Explanations [GE04] ------------------------------------------------------------------------------- =============================================================================== Old Maid =============================================================================== The object is to lose all your cards without getting the Joker. During your turn you exchange cards with someone, and if the card you get makes a pair with any of your current cards, both of them are taken off the table. The Joker won't make a pair because there's only one, so the last one with the Joker loses. =============================================================================== Spit =============================================================================== Again, the object is to get rid of all your cards. You have a hand of four and a stockpile. On the playing field there are two discard piles and one card face up on top of each. You must play a card that is sequential with the top card, either up (A-K), or down (K-A). For example, if the top card is a 4, you must play a 3 or a 5 on top of it. There is no set order of play; you have to play your cards as fast as you can. You have to draw from your stockpile often to get new cards and play them. The first one with an empty hand and stockpile wins. =============================================================================== I Doubt It (Cheat) =============================================================================== The object of this game is to get rid of all your cards. Cards are played sequentially Ace to King, face down. If there are no cards you can play, you can put down up to four cards and say that they're the cards you have to play (for example if it's Joe's turn and he has to play a seven, but he doesn't have a seven, he can cheat and play any card). If someone believes you are cheating, they call you on it. If you did cheat, then you pick up the entire pile of cards that have been played. If not, the person who called cheat does. You can cheat any time, but obviously it's not a good idea to cheat if you don't need to. Playing Cheat on CG is limited because you cannot see the other person, and you don't know them. Knowing and seeing the other person is crucial to the game. Also, when you're playing for real, the game can get downright silly and fun. =============================================================================== Sevens =============================================================================== The object of this game is to run out of cards by playing sequentially onto the four sevens. At the start only a six or eight can be played, but eventually you can get rid of your whole hand. This one should be simple. =============================================================================== Memory =============================================================================== This is a game everyone knows. You flip over two cards, and if they're a pair, you keep them, and if not, you flip them face down. The game ends when all cards are gone, and the player with the most pairs wins. =============================================================================== Pig =============================================================================== The object of this game is to collect four of a kind, then drag a coin to the spot marked on the table. At each turn, each player places one card face down and the next player picks it up. When you have four of a kind, take a coin. There is always one more person than coins, and placement order is determined by which coin gets to the marked spot in which order. Thanks to Nemephosis for the correction. =============================================================================== Blackjack =============================================================================== This is a well-known classic casino game, the object of which is to get the highest number of points you can without going over 21. Two to Ten are worth their face value, face cards are worth ten, and aces are worth eleven unless it would cause you to bust, or go over twenty-one, in which case they are worth 1. Before you are dealt your cards, you place a bet that you will win. The number of chips you bet is set aside from your pile, and you get double it back if you win. When you are dealt your cards, you have three options: Hit, Stand, and Double Down. If you choose Hit, you draw a card. If you Stand, you do not draw any more cards. Only do this when you are sure you don't want any more cards. When you Double Down, you double your bet, draw one card, and stand. Once all players stand, the dealer flips over his hole card (the face-down card) and can hit or stand. If you have more than the dealer or the dealer busts, you win. If you win with a Blackjack (a ten-value card and an ace), you get double your bet plus fifty percent (eg if you bet 100 chips, you'd win 250). =============================================================================== Hearts =============================================================================== This is a game of tricks, the object of which is to not capture any cards of the hearts suit, or the Queen of Spades. Ultimately the goal of this game is to not capture any tricks at all, or to capture as few as possible, to minimize the penalty points you get from hearts and the Queen of spades. Cards are dealt to each player until the whole deck is gone, then players each play a card. If you have any cards the same suit as the first card, you must play one of those, and if not you can play any card. The highest card of the original suit wins (or captures) the trick. If the Queen of Spades or any Hearts are in the trick, they are set aside in your pile and they count against you. If you collect all 26 penalty cards, it's called shooting the moon (see glossary: Shoot the Moon), and all other players take 26 penalty points. =============================================================================== President =============================================================================== The object of this game is to run out of cards first. To start, the first player plays a card(s). He can play a run of the same suit*, a pair, three of a kind, four of a kind, or a single card. The next players in turn have to play on top of that, with a higher run/pair/three of a kind/single card. If you play four of a kind, the Revolution rule comes into play and the values of cards are reversed. The values are normally as follows: Joker > 2 > A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3 With the Revolution rule, values are reversed: Joker > 3 > 4 > 5 > 6 > 7 > 8 > 9 > 10 > J > Q > K > A > 2 However, the Joker is always the highest. There is one Joker, and it counts as a wildcard. If the Joker is in the last set of cards you play, you automatically drop to last place. If you cannot play, you must pass. As soon as all players pass, the cards are set aside and you start again. After one player goes out, the rest of the players keep playing until there is one player left. The game starts over from that point. You play five of these rounds before it's considered over. *Just for clarification, this is three or more consecutive cards of the same suit. =============================================================================== Rummy =============================================================================== This is a classic game of melds and going out. If you've ever played Canasta, Quiddler, or any game like that you should instantly grasp Rummy. In Rummy, you have to create melds of at least three cards. A meld can be either three or four of a kind, or runs of the same suit. At the beginning of your turn, you draw a card. You can draw from the top of the deck or the discard pile. If you cannot create a meld, you have to discard and end your turn. If you can meld, you may, but don't have to. If you play all your cards with no discard in one turn, it is called going Rummy and the negative points all players get are doubled. When you run out of cards, discard or not, it is called going out. You get no points against you. Each player who did not go out, however, totals his hand, and those points count against him. =============================================================================== Seven Bridge =============================================================================== Seven Bridge is very similar to Rummy. The only differences are: 1. You can play a seven into the Runs area on its own. 2. You can only draw from the discard pile if you can use that card on that turn. 3. Instead of negative points, Seven Bridge gives points to players who still have cards and the lowest score wins. 4. There is no rule about Going Rummy. =============================================================================== Last Card =============================================================================== This is a very simple but fun game. The first player plays whatever card he/she wants. Then the next players must play a card of the same suit. After each player has played a card, those four cards are set aside. If you cannot play, you must draw from the deck until you can. The first player to run out of cards wins. =============================================================================== Last Card Plus (Crazy Eights) =============================================================================== This is very different from Last Card. You can either play a card of the same value or suit as the last card, and there are several cards with special effects. Ace: Next Player skips a turn Two: Next Player draws two cards and skips a turn Three: Next Player draws three cards and skips a turn Eight: Counts as whichever suit you want Nine: Reverse the order of play The cards aren't set aside after four are played, you keep going. If you cannot play, you draw one card and skip your turn. If someone plays a two or a three, and you have a card of the same value, then you can play that and the next player draws double the cards. The first player to run out of cards wins. =============================================================================== Five Card Draw (Poker) =============================================================================== If you aren't aware of how poker hands and betting rounds work, please see below and in the glossary. To start the game, each player is dealt five cards. There is then a round of betting. After the round of betting is over, there is a burn round. Each player discards up to five cards, and draws the same number of cards. There is then another round of betting. After that, each player shows their cards, and they best hand wins. POKER HANDS From Weakest to Strongest: No Pair A hand that doesn't fit into any of the below categories is No Pair. When comparing these, the highest card wins. One Pair A hand that contains two cards of the same value. When comparing these, the higher pair wins. If the pairs are the same, go to the other cards. The highest card outside the pair wins. Two Pair A hand that contains two pairs, defined above. When comparing these, compare the higher pairs. If they are the same, compare the lower pairs. If they are the same, compare the remaining card. Three of a Kind A hand that contains three cards of the same value. Straight A hand that contains five consecutive cards with at least one a different suit from the others. When comparing straights, the highest card wins. Flush A hand that contains five cards of the same suit that are not consecutive. When comparing these, the higher card wins. Full House A hand that contains three of a kind (defined above) and a pair (defined above). When comparing full houses, the higher Three of a Kind wins. Four of a Kind A hand that contains four cards of the same value. Straight Flush A hand that contains five consecutive cards of the same suit. In a Straight Flush, the highest card wins. Five of a Kind If you have turned on the Joker, Five of a Kind is four cards of the same value and the Joker. =============================================================================== Texas Hold'em =============================================================================== This is a variation of poker that has recently increased in popularity. To start, each player is dealt two cards. There is then a round of betting. After the betting is done, three cards are turned over. These are the community cards, and all players can use these. The best combination of your two cards and the five community cards will be your hand (the game figures it out automatically). Now you bet again. After the second round is done, one more card is flipped. There is a third round of betting, then the fifth and last community card is flipped. There is then a final betting round, and then you show your cards. The best five-card combination of the two-card hand and the five community cards wins the pot. =============================================================================== Nap =============================================================================== Nap is a game of tricks and bids. Each player is dealt five cards. You then get a chance to bid. A bid is a commitment to take a certain number of tricks. In order from lowest to highest, the bids are: One - Take one trick (see Glossary, trick). If successful, take one point from each child (+3 points). If unsuccessful, pay one point to each child (-3 points). Two - Take two tricks. If successful, +6 points. If unsuccessful, -6 points. Three - Take three tricks. If successful, +9 points. If unsuccessful, -9 points. Misere - Take no tricks. If successful, +9 points. If unsuccessful, -9 points. Four - Take four tricks. If successful, +12 points. If unsuccessful, -12 points. Nap - Take five tricks. If successful, +30 points. If unsuccessful, -18 points. Wellington - Take five tricks. If successful, +60 points. If unsuccessful, -36 points. Can only be bid after a Nap. Blucher - Take five tricks. If successful, +120 points. If unsuccessful, -72 points. Can only be bid after a Wellington. The person who bids highest is deemed the Bidder. The rest are the children. The bidder has to take the number of tricks he bids, and the children have to try to prevent the bidder from doing so. If the bidder wins, each child pays a certain number of points. If the bidder loses, he pays each child a certain number of points. The number of points depends on the bid. The trump suit is the strongest suit. The suit of the first card played by the bidder becomes the trump suit. If the bidder bids Misere (no tricks), there is no trump suit. At the end of the game, the player with the most points wins. =============================================================================== Spades =============================================================================== Spades is similar to Contract Bridge, but the trump suit is always spades. Each player draws a card. This card determines who is on which team. These cards are then put back and shuffled into the deck. The whole deck is dealt out. Now players start bidding. They can look at their cards and bid any number of tricks, or they can bid Double Nil. Double Nil is a bid to take no tricks. It only applies to the bidder and not his teammate. You get 200 points if you achieve it, and lose 200 points if you do not. There is, however, a catch. You don't get to look at your cards before you bid Double Nil. If you play your cards right, you can usually achieve Double Nil anyway, but note that if you are dealt the Ace of Spades, it is impossible to achieve Double Nil (or Nil). Now, if you choose to look at your cards, you can bid Nil, which gets you 100 points if you achieve it and loses you 100 if you don't, or you can bid a number. If you bid a number of tricks, and achieve it, you win the number bid times ten. If you don't, you lose the same number of points. If you bid a number and take more tricks than that, you don't lose anything usually. However, for every ten tricks you take more than your bid, you lose 100 points. You also cannot start a trick with a spade until a rough has occurred. A rough is when a player doesn't have any cards left of the initial suit, so he plays a spade instead. =============================================================================== Contract Bridge =============================================================================== This is a very popular card game. In your local newspaper, there's probably a bridge column. To start, the deck is dealt out to each player. Then there is a round of bidding. You bid on how many tricks you can take, and the trump suit. When bidding, you must bid higher than the last person. Certain suits are higher than others: (highest to lowest) No Trump Spades Hearts Diamonds Clubs Note that the number of tricks you must take is your bid plus six, so a bid of one (the lowest you can bid) means you must take seven tricks. The person who bids the highest is called the Declarer. His partner is the Dummy. The object of the game for them (the offensive team) is to take the number of tricks they bid. The dummy lays down his hand for everyone to see, and the Declarer plays for him. The other two are the defensive team. Their object is to prevent the offensive team from achieving their bid. If the Defensive team succeeds, they win points. If the Offensive team succeeds, they earn points. Note: The scoring system for bridge is very complicated and I don't understand it at all. Just bear in mind that if you achieve your bid or prevent the offense from achieving theirs, that's good. If you want to find out more, you can probably find a bridge website somewhere. =============================================================================== Chinese Checkers =============================================================================== This is a classic board game that is a lot of fun, mostly because it can accomodate so many players. The idea is to get all your pieces from where they start to the area marked with your colour. You can move one space in any direction on your turn, or you can jump over pieces. There must be an empty space between each jump, though. =============================================================================== Checkers =============================================================================== This is another classic two-player game that most people know. You must move your pieces diagonally forward. Once you get to the end of the board, you promote that piece, and it can move diagonally forward or backwards. You take your opponent's pieces by jumping over them, and you can perform multiple jumps with the same piece in one turn. The first one to run out of pieces loses. =============================================================================== Dots and Boxes =============================================================================== This isn't really a board game, but most people know it. In your turn you must draw one line between two dots (horizontally or vertically). If you complete a box, you get to go again. At the end of the game, the player with the most boxes wins. =============================================================================== Hasami Shogi =============================================================================== This is a very annoying board game. The idea is to make your opponent run out of pieces. You take a piece by "sandwiching it in", as the game says. ---------------- | P = You | | O = Opponent | | | | POP | | P | | O | | P | ---------------- Either of those would capture your opponent's piece. Your pieces can move horizontally or vertically any number of spaces. There are also special methods of capturing that are disabled by default. They are corner capturing and diagonal captures. ---------------- | P = You | | O = Opponent | | | | OP | | P P | | O | | P | ---------------- Note that you have to change a setting for these methods to be allowed. Thanks to Nemephosis for recommending the addition of corner/diagonal captures. =============================================================================== Turncoat =============================================================================== Four checkers are placed in the middle of an 8x8 grid, two white and two black. You take turns placing another checker on the board so that the placed one and one already on the board sandwiches one or more of your opponents pieces. Their coloured pieces will then turn to your colour. The object is to score the most pieces by the end of the game. Corner placements are especially desirable, as they cannot be recaptured by your opponent as there is simply no way to capture a piece in the corner. Thanks to Nemephosis for this writeup. =============================================================================== Connect Five =============================================================================== This game is just like Connect Four or Tic-tac-toe, only a huge grid, and you must get five in a row. It should come very simply to you. =============================================================================== Grid Attack =============================================================================== Grid Attack is very similar to the game Battleship. You place your pieces on the board, and your opponent does the same, but neither player sees the other's board. They then get a chance each turn to guess one square. If a piece is on that square, it's a hit. If not, it's a miss. Once you've successfully hit all your opponent's pieces, you win. You get... 2 One-square pieces . 1 Horizontal two-square piece .. 1 Vertical two-square piece : 1 Horizontal three-square piece ... 1 4-square piece in the shape of a square :: In addition, you also have two special attacks, something not present in Battleship and likely added so it looked like there was a difference. The special attacks both hit three squares in one turn instead of one. One is horizontal and one is vertical. . 1 Vertical 3-square attack piece : 1 Horizontal 3-square attack piece ... Unlimited 1-square attack pieces . =============================================================================== Backgammon =============================================================================== Backgammon is a board game where rows of checkers are places on the board (15 checkers per player.) There are 24 "spikes" (because they look like icicles/spikes) on the board where the checkers are places. You take turns rolling 2 six-sided dice. You then move one checker a number of "spikes" toward your home base equal to the value shown on one of the dice. You then get to move a second one equal to the other number. You may only move onto empty spikes, or onto spikes occuiped by one of your opponents checkers. This will send them off the board, and they must re-enter the board by rolling the dice and then moving their checker to an open spike. You can not move onto a spike occupied by two or more of your opponents pieces. You can always move onto a spike occupied by two or more of your own pieces. You must get all 15 of your pieces moved into the last six spikes of your home row. After you have all 15 pieces in your last six spikes, you can start "bearing off" (moving them off the board) on the right dice rolls. First one to bear off all 15 pieces wins. You win one game point if you bear off all 15 pieces before your opponent. You win two points if they have not borne off any pieces. This is called a Gammon Win (or a Gammon Loss depending on which side of it you are on.) You win three points if they still have pieces in your home row (their starting row). This is called a Backgammon Win (or loss). Thanks to Nemephosis for the writeup. =============================================================================== Chess =============================================================================== Chess is a classic board game of strategy and thinking ahead. You use a standard 8x8 square chess board (64 squares total). The board is set at the start so that each player's pieces take up two rows at opposite ends: A B C D E F G H 8R N B Q K B N R 7P P P P P P P P 6 5 4 3 2P P P P P P P P 1R N B Q K B N R The board is made so that every other square is black. There are two colours of pieces: white and black. When setting up the pieces, remember that white always goes first, and the queen is always set on a square of its own colour. PIECE DISTRIBUTION Just for reference, all the one-letter acronyms should be obvious except the Knight and King. The Knight is N and the King is K. P....8 R....2 N....2 B....2 K....1 Q....1 MOVEMENT Pawn ---- The pawn moves one space ahead for normal movement. However, when capturing a piece with the pawn, you move diagonally. So if a piece is right in front of a pawn, the pawn cannot capture it. A B C D E F G H 8 7 6 P R 5 P 4 3 2 1 So in the diagram above, the pawn at B5 cannot move forward to B6 because there is another pawn in the way. However, the pawn at B5 can capture the rook at C6 because it is diagonal. Also, there is a special rule in chess that lets a pawn move up to two spaces ahead on its first move. A B C D E F G H 8 7P 6 5 4 3 2 1 Assuming the pawn at A7 hasn't moved yet, it can go forward to A6 or A5. Rook ---- The Rook has very good movement. It can move any number of spaces forward, backwards, left, and right, so long as nothing is in the way. The rook will take any piece it lands on the same square as. A B C D E F G H 8 | 7 | 6 | 5 | 4 | 3- - - R - - - - 2 | 1 | The rook can move to any of those squares. Now, let's stick an enemy piece in the way. A B C D E F G H 8 7 P 6 | 5 | 4 | 3- - - R - - - - 2 | 1 | The rook can land on any of the marked spaces or it can land on D7 and capture the pawn. Knight ------ The Knight has by far the strangest movement in Chess. It moves two spaces in one direction, then one space to the side, in an L shape: A B C D E F G H 8 7 - | - 6 | | | 5 - - N - - 4 | | | 3 - | - 2 1 The Knight can land on D7, F7, C6 G6, C4, G4, D3, and F3. But wait! There's more. The Knight will simply jump over any piece in its path. The Knight will only capture a piece if it lands on it, but it can jump over pieces, making it easier to move: A B C D E F G H 8 7 - P - 6 | | | 5 - - N - - 4 | | P 3 - | - 2 1 As you can see, there is a pawn in the way at E7, but the Knight can still move to D7 and F7. Also, there is a pawn at G4, so if the Knight moves there it will capture that pawn. If you're confused as to how the Knight moves, imagine an octagon with the piece in the center. It can move to any of the eight corners. Bishop ------ The Bishop can move any number of spaces diagonally. A B C D E F G H 8 \ / 7 \ / 6 \ / 5 B 4 / \ 3 / \ 2 / \ 1/ If any piece gets in the bishop's path, it cannot jump over it. The bishop can capture a piece on its path: A B C D E F G H 8 7 P 6 R / 5 B 4 Q P 3 2 1 In that situation the bishop can take any of those pieces. Queen ----- The queen's movement is like the rook's overlayed onto the Bishop's: A B C D E F G H 8 \ | / 7 \ | / 6 \ | / 5- - - - Q - - - 4 / | \ 3 / | \ 2 / | \ 1/ | The queen has the best movement because it can move any number of spaces in any direction. The queen is thus the most useful piece, and promoting (see section below) is often called "queening" because that is almost invariably what a player will choose. King ---- The King can move in the same directions as the queen, but not the same number of spaces: A B C D E F G H 8 7 6 \ | / 5 - K - 4 / | \ 3 2 1 The King is the most important piece: to win the game you have to take your opponent's king. You cannot make any move with any piece that puts your king in danger (see Check, Mate, and Stalemate section). CHECK, MATE, AND STALEMATE There are three very important terms in chess: Check, Checkmate, and Stalemate. Check is when you have moved your piece in a position that puts the opponent's king in danger. Your opponent then has to make a move that takes the king out of check: either move the king out of the way or move another piece in the way. Checkmate is the only way to win. It is when you move your pieces in such a way that the opponent's king is in check and any move he makes will not take him out of check, thus on the next turn you will capture it. Stalemate is moving your pieces in such a way that the king is not in check, but any move he makes will result in him being in check, thus you would be able to capture him. Stalemate counts as a draw. PROMOTING If you move one of your pawns from the starting postition to the last row on the board, you can promote (or "queen") it. When you promote it, you change the pawn into a Queen, Bishop, Rook, or Knight. This is also called queening because usually players choose a queen. =============================================================================== Shogi =============================================================================== Coming Soon =============================================================================== Field Tactics (Similar to Stratego) =============================================================================== This game is a whole lot of fun, but can be very long. To start, you set your pieces. The only rule for setting your tiles is that Mines and Regiments cannot be placed in front of bridges. These areas will be x-ed out while setting a mine/regiment anyway. Most pieces can only move one space forwards, backwards, left, or right. However, the Airplane can move any number of squares forward and backwards, and one left or right. It can also move over the river and jump over pieces. The Tank and Cavalry can move forward two spaces, and all other directions one. The Engineer can move any number of spaces forward, back, left, and right. The mines and regiments can't move at all. The mine ties everything except the Airplane, and the Regiment has the strength of the piece behind it. Now, here's the strength chart: GN = General, 3-star LGN = Lieutenant-General, 2-star MGN = Major-General, 1-star CL = Colonel, 3-star LCL = Lieutenant-Colonel, 2-star MJ = Major, 1-star CP = Captain, ^^^ 1LT = First Lieutenant, ^^ 2LT = Second Lieutenant, ^ AP = Airplane TK = Tank CV = Cavalry, horse EG = Engineer, wrench MN = Mine SP = Spy Assume you are the column on the left, W=Win, L=Loss, T=Tie, X=Impossible. ------------------------------------------------------- |XXX|GN|LGN|MGN|CL|LCL|MJ|CP|1LT|2LT|AP|TK|CV|EG|MN|SP| |-----------------------------------------------------| |GN |T |W |W |W |W |W |W |W |W |W |W |W |W |T |L | |-----------------------------------------------------| |LGN|L |T |W |W |W |W |W |W |W |W |W |W |W |T |W | |-----------------------------------------------------| |MGN|L |L |T |W |W |W |W |W |W |W |W |W |W |T |W | |-----------------------------------------------------| |CL |L |L |L |T |W |W |W |W |W |L |L |W |W |T |W | |-----------------------------------------------------| |LCL|L |L |L |L |T |W |W |W |W |L |L |W |W |T |W | |-----------------------------------------------------| |MJ |L |L |L |L |L |T |W |W |W |L |L |W |W |T |W | |-----------------------------------------------------| |CP |L |L |L |L |L |L |T |W |W |L |L |W |W |T |W | |-----------------------------------------------------| |1LT|L |L |L |L |L |L |L |T |W |L |L |W |W |T |W | |-----------------------------------------------------| |2LT|L |L |L |L |L |L |L |L |T |L |L |W |W |T |W | |-----------------------------------------------------| |AP |L |L |L |W |W |W |W |W |W |T |W |W |W |W |W | |-----------------------------------------------------| |TK |L |L |L |W |W |W |W |W |W |L |T |W |W |T |W | |-----------------------------------------------------| |CV |L |L |L |L |L |L |L |L |L |L |L |T |W |T |W | |-----------------------------------------------------| |EG |L |L |L |L |L |L |L |L |L |L |L |L |T |W |W | |-----------------------------------------------------| |MN |T |T |T |T |T |T |T |T |T |L |T |T |L |X |T | |-----------------------------------------------------| |SP |W |L |L |L |L |L |L |L |L |L |L |L |L |T |T | ------------------------------------------------------- If you think you have identified a piece, you can place a seal on it, marking what you think it is. Your opponent cannot see your seals. Now, last but certainly not least, the object of the game is to move a piece of Major or higher (Lt-Col, Col, Maj-Gen, Lt-Gen, Gen) onto your opponent's camp (the two square area on the other side of the board*), or to wipe out all of your opponent's moving pieces (everything except Mine, Regiment). * The board is as follows: ------------- | | | | | | ------------- | | | | | | | ------------- | | | | | | | ------------- | | | | | | | |R|B|R|R|B|R|<---You can only cross the bridge at the part that says B. It does ------------- not count as a space. | | | | | | | ------------- | | | | | | | ------------- | | | | | | | ------------- | | | | | | ------------- =============================================================================== Ludo (Parcheesi) =============================================================================== The idea is to get all four of your pieces off the board. To start, you roll the die. You cannot put a piece on the board until you get a six. You roll each turn and if you have a piece on the board you can move it. At the end of the board (the area in your colour), you have to roll the exact number to get off the board. If there are 3 spaces left, you must roll a three or lower to move. If you roll a six, you get to roll again, and landing on an opponent's piece sends it back to the start. The first player with all four pieces off the board wins. =============================================================================== Soda Shake =============================================================================== This game is stupid, and I have no idea how it found its way into CG. Anyway, you pick up the bottle and shake it. The idea is to have it explode, but not on your turn. The player who explodes it loses, everyone else wins. =============================================================================== Dominoes =============================================================================== Coming Soon =============================================================================== Koi-Koi =============================================================================== Coming Soon =============================================================================== Word Balloon =============================================================================== This game is like Hangman. You must guess a mystery word at first knowing only the number of letters in it. You get 10 balloons. Every time you guess wrong you lose a balloon. The last one to guess the word or the first one to run out of balloons loses. I'm really good at this game, so I've got some tips for you: Start by guessing E. It's the most common letter. If you don't think there are enough vowels yet, guess A, then use your discretion. If you want to guess more vowels, go ahead. If not, move on. Guess R, S, T, L, and N, in any order you feel like. These are very common consonants. By now you should have an idea of what the word is. If not, keep guessing other letters. Note that when your opponent guesses wrong, that letter will be shown. Do not guess letters that have already been guessed and are wrong. If your opponent guesses correctly, and two letters in a row go up, that's a clue. If you have ---SET, then your opponent guesses a double, and has -XX---, you know that the second and third letters are the same. In this case, the word is OFFSET. =============================================================================== Bowling =============================================================================== This is a very common game. You pick up the ball and roll it at the pins. You get one point for each pin you knock down, and you get two rolls. The game keeps score for you. =============================================================================== Darts =============================================================================== There are three games here: High Score, Standard Cricket, and 01. HIGH SCORE On your turn, throw a dart at the board. You get ten darts, and the highest score at the end wins. STANDARD CRICKET You get three darts per turn. The only numbers that earn points are 15-20 and the bull's-eyes. Before you can earn points from a space, you must hit it 3 times. Then every time you hit it that number of points are added to your score. Once every player has opened a space, it is closed and you can't earn more points from it. 01 You start off with 301 points. You have to hit either the Double Ring or the Bull's-eye to open the board and score points. All points you get are deducted from 301 and the first one to reach 0 wins. =============================================================================== Billiards =============================================================================== The idea of this game is to sink the lowest ball still on the table by hitting it with the white cue ball. If you don't hit the lowest ball (which your cue will automatically point at), you get a foul, and the other player gets a free ball. That means they can put the cue ball anywhere on the table before their shot. If you hit the lowest ball and sink a ball, you go again. The first player to sink the nine ball wins. You can sink the nine ball at any point in the game and, so long as the first ball you hit was the target ball, you win. =============================================================================== Balance =============================================================================== The idea of this game is to drop blocks on a scale without knocking any of them down. If someone tilts the scale and any of the pieces fall of, that person is out. The blocks are reset to how they were before that turn and play continues. The last person in play wins. =============================================================================== Takeover =============================================================================== In this game, you try to hit your ball onto empty squares to take them over. Each square has a number on it. You get that number of points for taking that square. If you knock someone's ball of the board, you take all their squares, and if you fall off the board all your squares become vacant. =============================================================================== Solitaire =============================================================================== This is a classic single-player card game that has gained fame probably due to its inclusion in Windows. The idea is to build up the foundations from Ace to King in each suit (although you still must do this in Clubhouse Games, you actually are guaranteed a win once all cards are face-up). The cards are first dealt out like this: F=Face up, D=Face Down F D D D D D F D D D D F D D D F D D F D F The rest of the deck is your stockpile. If you tap the stock pile, the game deals out a card into the discard pile. You can play the card on the top of the discard pile. The columns are built down, from king to ace, in alternating colours, so if you want to move a black six, you must move it onto a red seven. Once all the face-up cards in a column have been moved, flip over the lowest face down card in the column. If you find an Ace, put it above the columns on the foundations. You can then build up the foundations by suit (ie a 2 of hearts goes on the ace of hearts, etc). Once you've got all the cards face-up, you're guaranteed a win. You still have to physically put the cards onto the foundations, though. =============================================================================== Escape =============================================================================== This is very similar to the puzzle game Rush Hour by Binary Arts. In Escape there is a board with walls around it except for one part. The board is filled with tiles of various shapes and one two-by-two tile with a crown on it. The object is to move the tiles in such a way that the crown tile has a clear path off the board. =============================================================================== Mahjong Solitaire =============================================================================== You are given large stacks of tiles with various designs on them. The object is to match two blocks and remove them. Tiles completely enclosed by other tiles cannot be removed, so the tiles surrounding them must be removed first. It is possible, and very likely, that you will end up with no more moves, in which case a new stack of tiles is generated for you to clear. There are two special types of tiles: Season and Flower tiles (see in-game rules for image). Season tiles match with any other season tile, and Flower tiles match any other flower tile. Thanks to Nemephosis for the writeup. ------------------------------------------------------------------------------- Mission Mode [MS05] ------------------------------------------------------------------------------- Mission Mode gives you specific challenges to beat. It can be very fun, but some are just frustrating or confusing. =============================================================================== I Doubt It - 5 Calls =============================================================================== The aim of this mission is to call cheat correctly five times in a row. If you miss even one, you lose the mission. =============================================================================== Memory - 3 Minutes =============================================================================== The object of this game is to clear all the cards in less than three minutes. If you win you get an icon of a long-eared cat-looking thing. =============================================================================== Spit - 90 Seconds =============================================================================== The object of this mission is to clear all your cards in 90 seconds. There are four piles and you are not playing against anyone. If you win you get an icon of a duck. =============================================================================== Blackjack - 500 Chips =============================================================================== The aim of this mission is to get 500 chips in ten games. If you win you get an icon of a cougar. =============================================================================== President - First Place =============================================================================== The aim of this is to move from last place to first place in President, a game which stacks odds against people in last place. You have five games to achieve this against four opponents. If you win you get an icon of a penguin. =============================================================================== Rummy - Go Rummy =============================================================================== The object of this mission is to play eight cards in one turn. You must play your whole hand at once with no discard. If you win you get a racoon. =============================================================================== Hearts - Shoot the Moon =============================================================================== The object of this mission is to capture all 13 hearts cards and the Queen of Spades. =============================================================================== Nap - Misere =============================================================================== The object of this mission is to take no tricks. If you take even one you lose. If you win you get an icon of a cactus. =============================================================================== Spades - Nil =============================================================================== The object of this mission is to take no tricks. If you win you get a mushroom. =============================================================================== Turncoat - Lose All =============================================================================== The idea of this mission is to lose all your pieces. =============================================================================== Hasami Shogi - Perfect Win =============================================================================== To beat this mission you must win without losing any pieces. =============================================================================== Backgammon - Backgammon Win =============================================================================== In this mission you have to win while you opponent still has pieces on your home board. =============================================================================== Field Tactics - Win with Spy =============================================================================== In this mission you must defeat your opponent's General with your spy. Go in with your Lieutenant-General and mark the first piece that kills you as the General. Then send in the spy and kill the general. If you win you get a plate of chicken. =============================================================================== Soda Shake - 5 Seconds =============================================================================== In this mission you have to make the bottle explode in less than five seconds. You have to shake it very hard. If you win you get what appears to be a plate of seafood. =============================================================================== Dominoes - 20 Points =============================================================================== In three games of 5-Up Dominoes, earn 20 points. =============================================================================== Koi-Koi - 150 Points =============================================================================== Earn at least 150 points in 12 games. =============================================================================== Word Balloon - Clear three Words =============================================================================== In this mission you need to get three words with the same balloons. If you're really stuck on this, try cheating using the dictionary.com crossword solver. If you win you get a scorpion. =============================================================================== Takeover - All Boxes =============================================================================== To beat this mission you must capture all the boxes. To do this, every so often knock your opponent off the board to take all of his boxes. If you win you get an ant. =============================================================================== Balance - 20 Stack =============================================================================== The aim of this mission is to put twenty blocks on the scale without having them fall. If you win you get a...thing. I'm not sure what it is. =============================================================================== Balance - 10 Stack =============================================================================== In this mission you must make a stack of ten blocks. They must be stacked end to end like so: | | | | | | | | | | If you win you get a starfish. If you're have trouble, try using a ruler. The blocks will all drop in the same place and will stack perfectly. =============================================================================== Bowling - 3 Strikes =============================================================================== The idea of this mission is to knock over all the pins three times in a row. If you're having trouble, try using a ruler. =============================================================================== Bowling - 1 Pin 5 Times =============================================================================== In this mission you have to knock down a pin five times in a row. Each time it moves. If you're having trouble, try it with a ruler. If you win you get a smiley. =============================================================================== Darts - 200 Points =============================================================================== The aim of this mission is to win 200 points in high score darts. Try hitting the bull's eye or triple ring on 20 to get the most points. If you win you get a different smiley. =============================================================================== Darts - 3 Bull's-eyes =============================================================================== The object of this mission is to get three Bull's-eyes in ten turns. If you win you get yet another different smiley (I don't like them very much. Can you tell?). =============================================================================== Billiards - 1 Shot =============================================================================== The aim of this mission is to sink two balls in one shot. They are across the table from each other. You really can't get this done unless you fiddle around with the angles. Shoot from several different angles and eventually you'll get it. =============================================================================== Billiards - 1 Shot =============================================================================== This mission is the same as the last one, only there are three balls set up differently. =============================================================================== Mahjong Solitaire - 3 Minutes =============================================================================== In this mission, you have to clear all the tiles in less than three minutes. ------------------------------------------------------------------------------- Glossary [GL06] ------------------------------------------------------------------------------- Ace of Trumps This is the highest card (Ace) of the trump suit. It is impossible to lose a trick with the Ace of Trumps, since it is the strongest card of the strongest suit. Betting Round In a betting round, you have four options: Raise, call, check, or fold. If you raise, you increase the bet each player must make. If you call, you put in the amount you have to. If you check, you bet nothing and the next player gets to bet. If you fold, you turn in your cards. You don't have to bet anything else, but you don't get any chips back either. Example: John: 5, 6, 8, 10, J of Clubs (Flush) Paul: 2, 7, J of Spades, J of Hearts, J of Diamonds (Three of a Kind) George: 8, 10 of Spades, 8 of Diamonds, 10 of Hearts, Q of Clubs (Two Pair) Ringo: 3, 6, 9, K of Spades, K of Clubs (Pair) John: Raise Paul: Raise George: Call Ringo: Fold John: Raise Paul: Call George: Fold John's Flush wins against Paul's Three of a Kind. Bid A commitment to take a certain number of tricks, and, depending on the game, which suit is trump. Bishop In Chess and Shogi, the Bishop is the piece that can move any number of spaces diagonally. Blucher In Nap, a bid to take all tricks. If successful, you gain 120 points. If not, you lose 72 points. You can only bid Blucher after a Wellington bid. Bone In Dominoes, a bone is a domino. Break In Hearts, a break is the first time a heart is played. Until a break has occured, you cannot start a trick with a heart. Bull's-eye This is the circle in the middle of the dart board consisting of the "outer-bull", the ring around the bull's-eye, and the "inner-bull", the circle inside the ring. The inner-bull is worth 50 points, and the outer bull is 25. Burn Round In Poker (Five Card Draw), the burn round is when you discard up to five cards and draw the same number. Capture 1. Capturing a piece in a board game is removing it from the board. This could be by landing on it (Chess, Shogi), surrounding it (Turncoat, Hasami Shogi), or jumping over it (Checkers). 2. Capturing a trick (see trick below) is winning it. Check In Chess or Shogi, Check is when the King is in imminent danger and you must either move a piece in the way of the King or move the King out of the way. Checkmate In Chess or Shogi, when the king is in check and cannot make any move that will take it out of check. The player whose king is in Checkmate loses. Community Cards In Texas Hold'em, the community cards are the five cards flipped onto the table. Cue The cue is the stick with which you hit the ball in Billiards. In CG, it is actually shown as an arrow with a line for aiming. Cue Ball The cue ball in billiards is the white ball. You have to hit the cue ball with the cue. If the cue ball is sunk, it's a scratch and your opponent gets a free ball. If the cue ball doesn't hit the target ball (see below), it's a foul and your opponent gets a free ball. Declarer In Bridge, the Declarer is the player who bids the highest. His mission is to acheive his bid. Defense In Bridge, the opposing team to the Declarer/Dummy. Double Down In Blackjack, doubling down is doubling your bet, drawing one card, and standing. It's usually only a good idea to do if you have 10. Double Nil In Spades, a bid to take no tricks without looking at your cards. If you are successful, you gain 200 points. If not, you lose 200 points. Double Ring The Double ring is the large ring around the whole dartboard inside the numbers. Hitting it will get you double the points of the number you hit. Double Six In Dominoes, this is the set of bones you use. It consists of the following (zero is blank): 0|0 1|1 2|2 3|3 4|4 5|5 6|6 1|0 2|1 3|2 4|3 5|4 6|5 2|0 3|1 4|2 5|3 6|4 3|0 4|1 5|2 6|3 4|0 5|1 6|2 5|0 6|1 6|0 Dummy In Bridge, the Declarer's partner. The Dummy has to lay down his hand for everyone to see, and the Declarer plays his cards for him. Flop In Texas Hold'em, the first three cards flipped over are called the Flop. Foundations In Solitaire, the foundations are where you build up by suit on the aces. You must complete each foundation from A-K in order to win a game of Solitaire. Foul In Billiards, a foul is when you do not hit the target ball. It results in your opponent getting a free ball. Free Ball A Free Ball is what you get in Billiards if your opponent scratches or fouls. You get to put the cue ball anywhere on the table before you shoot. Go Rummy Going Rummy is playing all eight cards in one turn without a discard. It results in all other players getting double the penalty points. King In Chess or Shogi, the King is the most important piece. If the king is taken, you lose the game. The king can move one space in any direction. Knight 1. In chess, the piece in the shape of a horse that can move in an L shape in any direction. 2. In Shogi, the piece that can move in an L shape, but only forward. Mate Short for Checkmate. Meld In Rummy or Seven Bridge, a meld is three/four of a kind or a run of at least three cards of the same suit. Misere In Nap, a bid to take no tricks. If successful, you gain 9 points. If not, you lose 9 points. Nap In Nap, a bid to take all five tricks. If successful, you gain 30 points. If unsuccessful you lose 18 points. Nil In Spades, Nil is a bid to take no tricks. If you are successful, you gain 100 points. Pawn In Chess or Shogi, the piece that can move only one space forward. Pocket Cards In Texas Hold'em, the Pocket Cards are the two cards dealt to each player. Promote In Shogi, Chess, or Checkers, a promotion is changing a piece that has moved to the end of the board. In Checkers, the piece is "crowned" and can move backwards, in Shogi, the piece changes completely, and in Chess the Pawn can become a Rook, Bishop, Knight, or Queen. Queen 1. In chess, the queen is the piece that can move any number of spaces in any direction. 2. Also in chess, "queening" a pawn is promoting it. Revolution In President, Revolution is what happens when you play four of a kind, or three of a kind and a joker. It reverses the value of the cards. It is normally: Joker > 2 > A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3 With Revolution in place, it becomes: Joker > 3 > 4 > 5 > 6 > 7 > 8 > 9 > 10 > J > Q > K > A > 2 However, the Joker always is the highest card. River The fifth and final card turned over in Texas Hold'em. Rook In Chess or Shogi, the piece that can move any number of spaces left, right, forward, or backwards. Rough In Spades, a Rough is the first time a Spade is played. Until a rough has occurred, you cannot start a trick with a spade. Scratch In Billiards, a Scratch is when you sink the cue ball. Shoot the Moon In Hearts, shooting the moon is capturing all the hearts cards, the Queen of Spades, and if the Jack of Diamonds is set to reduce your points by 10, then you must also capture the Jack of Diamonds. Shooting the moon results in all other players getting 26 points against them. Stalemate 1. In chess, a situation in which the king is not in check, but any move he makes will put him in check. Stalemate results in a draw. 2. In solitaire, a situation in which no more cards can possibly be turned over. You cannot win once it is stalemate. Target Ball The Target Ball in Billiards is the lowest ball on the table. You must hit the target ball on your turn or else you get a foul, and your opponent gets a free ball. Trick A trick is a round of cards from each player. The first player starts with any card he is allowed to play. The other players must play a card of the same suit or, if they don't have any cards of that suit, any card. The trick goes to the player with the highest card of the initial suit, or, if applicable, the highest card of the trump suit. Winning a trick could be good or bad, depending on the game. In Bridge, winning a trick is good. In Nap or Spades, it depends on your bid. In Hearts, you want to avoid winning tricks whenever possible. Example: Spades is trump John plays J of Clubs Paul plays A of Clubs George has no Clubs, plays 3 of Diamonds Ringo has no Clubs, plays 5 of Spades Ringo wins the trick because he played the strongest card. Triple Ring The Triple ring is the same as the double ring (see above), only smaller and inside the dart board. Hitting it triples the number of points you'd get. Trump Suit In a game of tricks, the trump suit is the strongest suit, beating even the initial suit of the trick. In Nap, it's the suit of thefirst card the Bidder plays (if he didn't bid Misere). In Spades, it's always Spades. In Bridge, it's determined by the Declarer's bid. In Heart's there isn't a trump. Turn In Texas Hold'em, the fourth community card flipped over. Wellington In Nap, a bid to take all tricks. If successful, you gain 60 points. If unsuccessful, you lose 36 points. You can only bid Wellington after a Nap bid. ------------------------------------------------------------------------------- Contacting Me [CTA1] ------------------------------------------------------------------------------- If you have questions (not answered in this FAQ), comments, errors, additions, suggestions, or anything of the sort, email me at [email protected]. Anyone who sends viruses or hatemail will be blacklisted. ------------------------------------------------------------------------------- Copyright [CPA2] ------------------------------------------------------------------------------- This guide is Copyright 2007 Tom Ingram. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide can only be used by the following sites: http://gamefaqs.com http://neoseeker.com http://supercheats.com (a few more, I've lost track) If you want to be added to this list, please contact me. ------------------------------------------------------------------------------- Version History [VHA3] ------------------------------------------------------------------------------- Version 1.0: 20/1/2007 -Introduction -Wireless Guide -List of Games -Game Descriptions -Mission Mode -Glossary Version 1.3: 22/1/2007 -Added Chess/Grid Attack descriptions (with CHARTS!) -Added numerous terms to the glossary. Version 1.5: 23/1/2007 -Added poker hands -allowed Neoseeker/Supercheats to post Version 1.6: 24/1/2007 -Fixed a wave of errors caught by Nemephosis -Added a few writeups (Escape, Mahjong solitaire, Backgammon, Turncoat) Version 1.7: 16/6/2007 -Fixed errors in the Chess section (thanks to Ho-Chi Yuen)