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- CRIBBAGE PARTNER
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- Cribbage Partner is a realistic representation of the popular and
- entertaining game of cribbage. The program requires only 128 K and
- runs on the IBM PC/ PCjr/ XT/ AT and compatibles. Color and
- monochrome options are provided. No color/graphics adapter is
- needed, and BASIC is not required. Following is an explanation of
- the features and playing options of Cribbage Partner plus a summary
- of the Rules of Cribbage.
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- "CRIBBAGE PARTNER" FEATURES AND PLAYING OPTIONS
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- Cribbage Partner substitutes computer simulation for the cards,
- pegs, and board of an actual cribbage game. Shuffling, dealing, and
- bookkeeping are done automatically, so you can concentrate on the
- strategy and (if you like) the scoring aspects of the game. A number
- of features are explained below which can make the game more
- enjoyable and easier to follow if understood.
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- The number of options might seem a little overwhelming at first,
- but don't worry - Cribbage Partner will select default options for
- anything you don't want to bother with, and you can always change
- options during the game. Nevertheless, you might want to print out
- this file to have for reference the first few times you play.
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- Starting the Simulation: Type "CP" at the DOS prompt.
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- Scoring Messages: Whenever points are scored by either player, a
- short message is shown which explains the scoring. There is never
- any doubt about where the points come from on any play.
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- Color Codes: If you have a color system, messages and data which
- pertain to your plays are shown in light green; messages which
- pertain to the computer's plays are shown in light blue. Your track
- on the cribbage board has light green holes while the computer's
- track has light blue holes. Your pegs are black and the computer's
- are red. In a monochrome system, reverse video is used to show the
- holes that have pegs in them.
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- Replaying a hand: When each hand is finished, you have the
- chance to replay the same hand again and try out different playing
- strategies. When you replay a hand, all points and pegs are reset to
- their places at the beginning of the hand, and the same cards are
- re-dealt to both hands.
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- Recommendation: Whenever Cribbage Partner asks you to select a
- card to play (including discards to the crib), you may ask for a
- recommendation by typing "R". Cribbage Partner will indicate the
- card which it recommends by an arrow on the screen. You are then
- free to consider Cribbage Partner's recommendation and play that card
- or play any other card as you desire.
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- Playing Options: Several options are available. In all cases
- except the Demonstration, you play against the computer. When the
- simulation begins, Cribbage Partner will ask you to pick one of the
- options outlined below. However, you are free to change back and
- forth between options as desired during play by pressing one of the
- Function Key "toggle switches". Options currently in effect are
- always shown on the screen. At the start of each new game and at the
- end of each hand, Function Keys which can be used to toggle alternate
- options are displayed along with a message informing you that changes
- can be entered.
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- Demonstration: Under this option, the computer plays both
- hands and does all the scoring, with no input from you during the
- game. All cards are shown face up so you can follow the playing
- strategy. If you are new to cribbage, or have been away for a while
- - or just to see how Cribbage Partner works - you may want to run the
- Demonstration a few times. (No two runs are quite the same.) The
- only options which you can choose during the Demonstration are the
- "Prompt/Pause" option and the "Game" option, which are explained
- below.
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- Automatic Scoring: In this option, you decide which cards
- to play during the game. However, the computer takes care of all the
- scoring (as in the Demonstration) so you can concentrate on making
- the plays.
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- Manual Scoring: You do all of your own playing and
- scoring. Each time you play a card, Cribbage Partner will ask you
- for the number of points you scored on that play. Simply type the
- appropriate number and hit "Enter", or just hit "Enter" if no points
- were scored. If you make a scoring mistake, you will see a message
- with the correct figures. If you don't claim all the points you
- earned, you won't get credit for them. Also, you won't get credit
- for more points than you earn, regardless of what you claim.
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- Muggins: Everything works the same as in the Manual Scoring
- option except the computer will add to its total any points you
- scored but failed to claim. Most experienced players use Muggins all
- the time - it's a good way to "keep on your toes".
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- Prompt/Pause: In the "Prompt" mode, Cribbage Partner will
- prompt you to press a key before continuing play after each score.
- This way, you will be sure not to miss any scoring explanations.
- Another mode is available which precludes the need for you to press a
- key after each score. In the "Pause" mode, Cribbage Partner will
- pause one second after each pegging score and two seconds after
- scoring each hand, then will automatically continue on its own. (You
- can "freeze" the action for as long as you like at any time by using
- your computer's "pause" button, e.g., the Ctrl-NumLock combination.)
- At the end of each hand, Cribbage Partner will always ask you if you
- want to replay the hand or continue play normally.
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- Game: At your choice, the total number of points required
- to win a game can be changed between 121 (traditional) and 61 (short
- game).
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- Quit: To quit a game altogether, press the F6 key. You
- will be returned to the DOS prompt. To begin a new game, type "CP".
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- Finally, you should know that Cribbage Partner "peeks" at your
- hand only to insure that no improper plays are made during the game.
- Rest assured that the computer doesn't "remember" what cards you hold
- when making its plays.
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- Enjoy the game!
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- SUMMARY OF FUNCTION KEY TOGGLES
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- F1: Demonstration or Regular Play
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- F2: Automatic Scoring or Manual Scoring
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- F3: "Muggins" or No "Muggins"
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- F4: Program will Prompt for a response from you after each
- score or will Pause for 1 - 2 seconds before continuing
- play automatically
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- F5: Game is set at 121 points or 61 points
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- F6: Quit game and return to DOS
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- RULES OF CRIBBAGE
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- Cards: In cribbage, a standard pack of 52 cards is used. The
- King is the highest and Ace is the lowest ranking card of each suit.
- For scoring purposes, all face cards count as 10 points, Ace counts
- as 1 point, and all other cards count as their numerical value.
- There is no rank distinction among the 4 suits.
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- Cribbage Board: The cribbage board is a unique feature of the
- game and is the means of keeping score as play progresses. The board
- used in Cribbage Partner consists of a track of 120 holes for each
- player. The computer's track is the "outside" track and yours is the
- "inside" track. (Both are labelled on the screen.) Pegs are used to
- show each player's score throughout the game.
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- Pegging: At the beginning of a game, each player has two
- pegs located in the "starter holes" next to his track on the board.
- As points are scored during the first hand, they are "pegged" with
- one peg in each player's track. (Each player's other peg stays in
- the starter hole.)
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- After all scoring for the first hand is finished, the
- first peg for each player then stays in place, and the second peg is
- used to show points scored during the second hand. Then the peg used
- during the first hand is used again during the third, and so forth
- alternately throughout the game.
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- Note that at any time during play, each player's front
- peg will show his total score, and his rear peg will show his score
- at the end of the previous hand. The difference between the front
- and rear pegs shows the number of points scored during the hand in
- progress.
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- Deal: The first game is started by each player drawing a
- card from the deck. The player who draws the lower-ranking card is
- the first dealer. After each hand is played, the deal alternates
- back and forth between players regardless of who won the previous
- hand. The game continues until one player scores "Game" (a total of
- 61 or 121 points). The first deal of a new game goes to the loser of
- the preceding game.
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- Play: The dealer deals 6 cards to each player. Each player
- must discard 2 of his 6 cards into the "crib". The crib belongs to
- the dealer of that hand and adds to his score as will be explained
- later. Consequently, the dealer tries to discard helpful cards to
- the crib while the non-dealer tries to discard worthless cards. (The
- crib remains face-down until all other cards have been played and
- scored for the hand.)
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- Next, the dealer turns up the "Starter" card from the deck.
- If this card is a Jack, the dealer scores 2 points for "His Heels".
- The Starter is not used during play, but will be used for scoring by
- both players at the end of the hand.
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- The non-dealer leads each hand by playing a card. Players
- alternate playing cards, trying to score points as will be described
- later. The running total of cards played for each round (counting 10
- for face cards, 1 for Ace, and the numerical value for all others)
- is important to know and is always displayed at the bottom of the
- screen in Cribbage Partner.
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- "Go": The first round continues until neither player can
- play another card without exceeding a running total of 31. The first
- player who can't play without exceeding 31 enters "GO" instead of
- playing another card. His opponent then tries to continue play by
- himself, pegging any further points that he scores, until he can no
- longer play without exceeding 31. At that time, he pegs 1 point for
- "GO". If the final running total for the round was exactly 31, the
- player of the final card pegs 2 points instead.
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- The running total is then reset to zero and a new round is
- started.
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- The player who entered "GO" during the first round starts
- the new round by playing a card from those still in his hand. The
- cards played during the first round are disregarded during further
- play (Cribbage Partner erases them from the screen to avoid any
- distraction). Again, play alternates back and forth until another
- "GO" is reached or until all cards in both hands are played. Note
- that the player of the final card of the hand always scores a "GO".
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- Scoring During Play: As mentioned above, players score 1 point
- for a "GO" or 2 points for reaching a running total of 31. Other
- ways of scoring points during play include the following:
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- Fifteen: Playing a card which makes a running total of 15
- scores 2 points.
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- Pair: Playing the second consecutive card of the same rank
- scores 2 points.
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- Triple (3 pairs): Playing the third consecutive card of
- the same rank scores 6 points.
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- Double Pair: Playing the fourth consecutive card of the
- same rank scores 12 points.
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- Run: Playing the third or higher consecutive card of a
- sequence scores 1 point for each card in the sequence, regardless of
- the order in which the sequence was played, and regardless of the
- suits of the cards played. For example, a sequence of Q-10-J-K
- scores 4 points. However, the series 2-3-3-4 is not a run at all and
- scores nothing.
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- Note that in making pairs, runs, and fifteens during play as
- just described, both players' cards are counted and not just each
- player's own cards.
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- "Muggins": Players may choose to play "Muggins" during the
- game. When Muggins is in effect, either player adds to his total any
- points which the other earned but failed to claim.
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- Order of Scoring: After all cards of a hand are played, the 4
- cards in each hand and the 4 cards in the crib are scored as
- described below. The non-dealer scores first, using the 4 cards from
- his hand plus the "Starter". Then the dealer scores his 4 cards plus
- the Starter. Finally, the dealer scores the crib, again adding the
- Starter to those 4 cards. The above order of scoring is important,
- as it can affect the winner of a game; Cribbage Partner will always
- insure the correct order of scoring is followed.
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- Scoring Hands: Points are scored for each hand as follows:
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- His Nobs: The Jack of the same suit as the Starter counts
- 1 point.
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- Fifteen: Every combination of cards with a total value of
- 15 scores 2 points.
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- Pair, triple, and double pair: Every combination of two
- cards of the same rank scores 2 points.
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- Run: Three or more consecutive cards in a sequence scores
- 1 point for each card in the run. Suits are immaterial.
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- Flush: Four cards of the same suit in the dealer's hand or
- non-dealer's hand, not counting the Starter, score 4 points. If the
- 4 cards in the dealer's hand, non-dealer's hand, or the crib are the
- same suit as the Starter, then 5 points are scored. (Four cards of
- the same suit in the crib which are not the same suit as the Starter
- score no points at all.)
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- Note that the same card(s) may be used as part of several
- scoring combinations in the same hand. For example, a Jack may be
- "His Nobs", one of a pair, one of a run, and one of a combination
- totalling 15 all in the same hand. All valid scoring combinations
- are counted. (Muggins applies when scoring hands too.)
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- End of Game: After all scoring is finished, the cards are
- collected and another hand is dealt by the new dealer. Play
- continues until "Game" is reached. If "Game" is 121 points and the
- loser scored less than 91 points, the winner is credited with 2
- games. If the loser scored less than 61 points, the winner scores
- 4 games.