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- This program, Cribbage Champ, Copyright (C) 1987, is the property
- of EEP_Tech, 3134 Brandywine, Wichita, KS 67210. Anyone with a copy may
- distribute other copies, provided the copies are distributed without
- charge, and the software is distributed as a total package and unmodified.
- The total package consists of the files, CRIB.COM, WASCO and CRIB.DOC.
-
- If you know the standard rules of cribbage, you should have no trouble
- playing. If you want to learn cribbage, the rules are at the end of this
- document.
-
- A few points:
-
- 1) The file WASCO must be on the active drive. Start the program with
- the command CRIB <Enter>.
-
- 2) Colors vary from monitor to monitor. If the colors in this program
- seem washed out, change your brightness and contrast controls to
- find a combination that produces the best image.
-
- 3) When you discard a card, it should fade to a lighter shade. If not,
- then turn down the contrast on your monitor.
-
- 4) The reason for all scores is displayed below the board on the left
- except for obvious "goes".
-
- 5) The program beeps to indicate you have a "go".
-
- 6) You can exit the program in the middle of a game by typing <Esc>.
-
- 7) If you type CRIB followed by a 1-3 alphanumeric set of initials, e.g.
- CRIB ABC, the program will keep a record of your game in the
- file WASCO. If you type CRIB alone, no record of the game is
- kept.
-
- 8) To see a record of games the computer has played, type CRIB /V.
- To remove the record of xxx, type CRIB xxx /R. To remove all
- record of games played, type CRIB /X.
-
-
- Rules for Two-handed Cribbage
-
- 1. The game is played with a standard 52-card deck by two players. The
- winner is the first player to score 121 points. Score is usually kept as
- a race on a cribbage board. To determine the initial dealer, each player
- cuts a card; the low cut (Ace low) deals first. The deal alternates
- thereafter.
-
- 2. Each player is dealt six cards and then discards two cards face down
- into the crib. The crib becomes a third four-card hand that is scored for
- the dealer.
-
- 3. The non-dealer cuts a pile of cards off the deck, keeping everything face
- down. The dealer removes the top card from the remaining deck and non-dealer
- replaces his pile. The dealer places the top card face-up on the deck. This
- card is called the cut. If the cut is a Jack, the dealer scores two points.
-
- 4. Peg Play: Each player faces his hand one card at a time according to
- the following rules:
- a) Ace counts 1, face cards count 10, and other cards their pip-value.
- Suits have no effect on this phase of the game.
-
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-
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-
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- b) Non-dealer plays first and play then alternates; the sum of the
- cards played forms a running total. It is customary for a player
- to announce the total as he plays. The total is not allowed to
- exceed 31.
- c) A player that makes the total = 15 scores two points.
- d) A player that makes the total = 31 scores two points.
- e) A player that makes the last two, three or four cards
- played be the same denomination scores 2, 6 or 12 points.
-
- Example: non-dealer opens 2H, dealer plays 2C and scores 2 points. Total
- is 4. Non-dealer plays 2S and scores 6 points. Total is 6. Dealer plays
- 9D and scores 2 points as the total is 15.
-
- f) A player that makes the last cards played form a run (sequence)
- of three or longer scores the length of the run. For runs, Ace is
- low and King is high; Q, K, A is not a run.
-
- Example: non-dealer plays 4, dealer plays 6 and non-dealer plays a 5.
- Non-dealer scores 5 points -- 2 because the total is 15 and 3 for the run.
- Dealer now plays 7 for a total of 22 and scores 4 points for a run of 4.
-
- g) If the total hits 31, then play starts completely over with a total
- of 0. (Runs and pairs start over.)
-
- h) The first player that cannot play either because he is out of cards
- or cannot play without making the total exceed 31 announces "go"
- and his opponent plays on alone according to rules a)-f) until
- he cannot play without making the total exceed 31. If he hits 31,
- he scores 2 points otherwise he scores one point for "the go."
-
- i) After g) or h) occurs, play starts completely over with the player
- who said "go" or did not hit 31 playing first unless both players
- are out of unfaced cards.
-
- 5. After each player has faced all four of his cards, the hands are scored
- in order -- non-dealer, dealer and the crib for the dealer. Each hand uses
- the cut as a fifth card. Scoring is as follows:
-
- a) Each pair counts 2 points. Since three of a kind breaks into 3
- pairs, it scores 6 points, and similarly four of a kind scores
- 12 points.
-
- b) Each run of length greater than or equal three scores its length.
- (A sub-run of length three in a run of four does not score.)
-
- c) Each subset of cards that sums to 15 scores 2 points.
-
- Example: 4D 4H 5S 6D KC{cut} scores 14 points -- 6 for fifteens
- (4D 5S 6D, 4H 5S 6D, 5S KC), 6 points for runs (4D 5S 6D, 4H 5S 6D),
- and 2 points for the pair (4D 4H).
-
- d) Flushes:
- All cards except the cut of the same suit scores 4 points. All
- cards the same suit scores 5 points. Exception: the crib can
- only score 5-card flushes.
-
- e) The Jack of the same suit as the cut (called his Nobs) scores
- 1 point.
-
- 6. The game ends immediately when one player's total score reaches 121.
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