"Drop-A-Card" and "Pop-A-Card" are two electro-mechanical pinball machines from D. Gottlieb & Co., released in the early 1970s. "Drop-A-Card" (1971) is a replay version where players can earn free games by scoring points, while "Pop-A-Card" (1972) is an add-a-ball version focused on awarding extra balls. Both games feature card-themed layouts designed by Ed Krynski, with artwork by Gordon Morison, and include various drop targets, pop bumpers, and star rollovers.
Drop-A-Card
Quickie Version:
Complete the drop targets, then UTAD, trying to get the ball to go through a 500 lane at the upper sides.
Go-to Flipper:
Balanced
Risk Index:
Very High
Style Alert:
Go with the Flow!
Full Rules:
The Skill Shot is the lit top lane; one side will always be lit, so soft plunge for the right side, find the right plunger marker for the left. Shoot sets of drops on the sides to light the bumpers and lanes on the same side for increased values. Once you have the targets finished [they do not reset each ball!], UTAD to try to get the ball to deflect into one of the upper 500 lanes. The only other points to be had once the drop targets are down are the two standups at the lower sides, the star rollovers and the bumpers - - not much to shoot at. Try to anticipate side drains to get the ball to rattle out of them. In particular, the strength of kicks by the two slingshots and try to nudge if a sling kick looks like it will be just enough to arc into the opposite outlane. Control vs. Flow Alert! The flippers on this game are rarely strong enough to make shots from a cradle, so plan on playing flow style and using the ball’s momentum to your advantage.
via Bob's Guide
Pop-A-Card
Quickie Version:
Complete the drop targets, then UTAD, trying to get the ball to go through a 5000 lane at the upper sides.
Go-to Flipper:
Balanced
Risk Index:
Very High
Style Alert:
Go with the Flow!
Full Rules:
This is the add-a-ball version of Drop-A-Card with different scoring. The Skill Shot is the lit top lane; one side will always be lit, so soft plunge for the right side, find the right plunger marker for the left. As the ball drops through the top lane towards either bumper, try to nudge it into the lane to the outside for 500 or 5000 points. Shoot sets of drops on the sides to light the bumpers and lanes on the same side for increased values. Strategy depends on whether or not add-a-balls are on. If they are, complete the two side target banks to light each side’s respective standup target for extra balls. Complete the top 5 targets to light the top side lanes and outlanes for extra balls. If extra balls are off, you want to focus on getting the two top lanes for 5000 and not finish the 10 through Ace targets, since doing so changes the value of those lanes from 5K to zero. Just go up top and try to nudge the ball around into either of the lanes. When the ball is at the bottom, hit the two standup targets for 1K and avoid hitting the drop targets that would turn them into “wow”s worth zero. Try to anticipate side drains to get the ball to rattle out of them. In particular, note the strength of kicks by the two slingshots and try to nudge if a sling kick looks like it will be just enough to arc into the opposite outlane. Control vs. Flow Alert! The flippers on this game are rarely strong enough to make shots from a cradle, so plan on playing flow style and using the ball’s momentum to your advantage.
via Bob's Guide