Hands Down
A fast and exciting game for three or four players
Copyright 1964, Ideal Toy Corp, Hollis, 23, NY
MATERIALS
"Hands Down" Slam-o-matic
Deck of cardsPREPARATION
Each player takes his place around the Slam-o-matic and selects
a "Numbered Hand" on it.
Remove the blank cards from the deck. (Use them as a replacement
for cards which have been damaged or lost).
PLAYING THE GAME
Players cut cards. Highest card deals. Dealer shuffles the cards
and deals four cards, one at a time, to each player. He places
the remaining cards, face down, on the table within reach of
all players.
The player to the left of the dealer draws the top card from
the deck. Any pair such as two fours, two sevens, etc. or if
the drawn cards makes a pair, entitles the player to slam down
his Numbered Hand located on the Slam-o-matic. As soon as the
slams down his Numbered Hand, the other players should follow
at once. Players must react quickly, for the player who is last
to slam down his Numbered Hand is the loser on this play (indicated
by the number appearing on the top, in the center, of the Slam-o-matic).
The player with the pair, places it face up on the table in front
of him to be counted as part of his score.
He then selects any card-without looking at it-from the losers
hand. If the card picked makes a pair, he can slam the "Slam-o-matic"
again. The player continues picking cards and slamming the Slam-o-matic
until he no longer has a pair in his hand. At any time the player
can either FAKE a "Hands Down" play or pass. A player
must say "PASS" in order to end his turn.
A player may FAKE a "Hands Down" play by going for
his Numbered Hand but not touching it. A fake is successful when
one or more players are tricked into touching the Slam-o-matic.
Each player touching the Slam-o-matic during a fake move, loses
one card which is picked by the player who is doing the faking.
However, if the player who is doing the faking touches the Slam-o-matic,
but does not have a pair, he loses a card. The card he loses,
is picked, unseen, by the player to his left and placed at the
bottom of the deck.
When a player no longer has any cards in his hand, the game is
not over and he is not out of the game. However, the player is
not allowed to slam the Slam-o-matic during a "Hands Down"
play until he has accumulated at least one card. He does this
by picking from the Deck during his turn.
FOUL PLAY
In case of a FOUL (where the numbered paddles gather in the center
of the Slam-o-matic without clearly indicating a number) the
player whose turn it is picks the top card from the deck and
proceeds in the same manner.
THE SMILING JOKER
The Smiling Joker is used as a wild card, it can only be used
once. For example: The Good Joker and any numbered card are considered
a pair and are played in that manner.
THE SAD JOKER
The Sad Joker is a penalty card and will cost a player valuable
scoring points if caught with it at the end of the game. The
only way a player can get rid of the Sad Joker is to have another
player take it from his hand when forfeiting a card.
ENDING THE GAME
The game is over when the last card is taken from the deck. The
player taking the last card may complete his entire turn.
SCORING
At the end of the game the players total their scores by adding
the face value of each of the cards they have set aside. The
Smiling Joker has a face value of 10 points. If a player is caught
with cards in his hand at the end of the game, he subtracts the
face value of those cards from his score. If a player is caught
with the Sad Joker, he subtracts 20 points from his total score.
WINNING THE GAME
The player who has the highest total wins the game.
SCORING FOR JUNIORS
At the end of the game, a player adds up the total number of
cards he has laid down. Each card is one point. The Smiling Joker
has a value of 5 points. If a player is caught with cards in
his hand at the end of the game, he subtracts that number of
cards from his total. If a player has the Sad Joker, he subtracts
5 points from his total score. |