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- Six Card Cribbage
-
- The game divides into 4 stages:
- The deal
- The discard
- The play
- The count up.
-
- THE DEAL
- Before the first hand in each game is dealt players cut for dealer,
- the player drawing the lowest card deals. The deal then alternates
- between players. Six cards are dealt to each player face down.
-
- THE DISCARD
- Each player evaluates the cards in his hand and discards two
- cards face down into another pile called the 'crib' or 'box'. The
- player who's deal it is will add the score of these cards to his score
- during the count up stage. After the discards have been made the top card
- of the pack is turned face up. If it is a Jack then the dealer scores
- '2 for his heels'.
-
- THE PLAY
- The turn up card is not included in the scoring in this stage of
- the game. In turn starting with the non-dealer, each player places a card
- on the table scoring if possible until the players either have no cards
- left to play or cannot table a card which will make the total pip count
- of the cards played less than or equal to 31. In this case the player who
- tabled the last card scores '1 for last' unless playing the last card
- makes the pip count exactly 31 in which case he scores '31 for 2'
- ( 2 points). The table is then cleared of cards and play starts again
- until both players have no cards left.
-
- THE COUNT UP
- The non-dealer places his cards on the table face up and scores
- his hand making use of the turn up card. Then the dealer scores his hand
- and then his crib.
-
- WINNING THE GAME
- The game is won by the first player to reach a score of 121 ( or
- more). This may occur at any point in the game and in a close game when
- each player only requires a few points to win who scores points in the
- play or who counts up his hand first is crucial.
-
- SCORING
- The challenge and fun of crib is in the scoring of the cards. A
- card may be counted more than once if it forms part of a different scoring
- combination of cards. Making the best use of the cards dealt to you is
- where the skill lies.
-
- PIP COUNT
- Ace counts 1, 2 to 10 as they are, Jack, Queen and King 10.
-
- FIFTEENS
- If the pip count of two or more cards adds up to 15 then score
- 2 points ('fifteen 2').
- e.g. 5+Jack scores 2. 2+6+7 scores 2. 5+Jack+Queen scores 4 (two fifteens).
-
- PAIRS
- Two of a kind scores 2 (2 for a pair).
- e.g. 3 Hearts + 3 Clubs scores 2.
- Note that 3 of a kind will give 3 different pairs and will score
- 3 x 2 = 6 points. 4 of a kind scores 12 points.
-
- RUNS
- A run is a sequence of 3 or more cards in ascending value and
- scores 1 point for each card in the run.
- e.g. 8 Hearts 9 Clubs 10 Spades Jack Clubs scores 4 points.
- Note that in the playing stage of the game the cards do not have to be
- tabled in ascending or descending order.
- e.g. 9 Clubs then 10 Spades then 8 hearts still scores 3.
-
- FLUSH
- If all the cards in the hand are of the same suit then 4 for a
- flush is scored. If the turn up card is of the same suit then the score
- is 5. Note that a flush in the crib must include the turn up card.
- A flush cannot be scored in the play stage of the game.
-
- HIS KNOB
- If a player holds the Jack which is of the same suit as the
- turn up card he scores '1 for his knob'.
-
-
- Scoring may seem a bit complicated at first but play a few hands
- and observe how the score is counted up and it will become clear.
-
- IMPLEMENTATION
- The screen display is divided into the following areas:-
-
- A playing area for the card table.
-
- A score chart which shows how the score of each hand is made up
- and keeps a tally of the total pip count of the cards on the table.
-
- A message area where directions for playing appear.
-
- An area at the bottom of the screen where help messages appear
- when the F1 key is pressed.
-
- At the top of the screen is a peg board. Pegs move along the
- outside row of holes and up the centre to the winning hole.
-
- Function key F2 will display the computers hand, the turn up card
- and the crib. This is provided instead of different levels of play
- and should be of help to beginners determined to win by fair or
- foul means.
-
- Beeps may be toggled on and off with the F3 key.
-
- CARD ENTRY
- The programme will accept card entry from the keyboard or selection
- by using the mouse.
-
- To enter a card from the keyboard enter the number first A,2..9,T,
- J,Q,K then the suit H,D,C,S. If no card can be played enter 'GO'. The input
- is not case sensitive.
-
- To select a card by using the mouse, move the cursor to the desired
- card and press the right hand mouse button. Pressing the left hand button
- has the same effect as pressing the space bar on the keyboard.
-
- Play and enjoy.
-
- MRP 1988.
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