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- Crazy Eights:
-
- In Crazy Eights, each player begins with seven cards. The
- rest of the deck is placed face down and the top card is turned
- over forming the discard pile. To begin play, the first person
- looks at their hand and selects a card that matches either the
- number (except an eight), or suit (hearts, spades, clubs, or
- diamonds), and places it on the discard pile. If a player is
- unable to play a card from their hand, they must draw from the
- deck (keeping all of the cards they draw), until they draw either
- the same number or suit of the card in the discard pile. If a
- player prefers to choose a card from the deck, they may do so
- instead of playing a card from their own hand.
-
- On any turn, a player may elect to play an eight which is
- considered "wild". When a player places an eight they are able to
- change the suit to whatever they want it to be (usually this is
- the suit that represents the most cards in their hand). An eight
- may NOT be used to change number or face cards, however. After an
- eight is declared to be another suit, the other player must play a
- card of that suit or counter with another eight of their own.
-
- The game continues this way until one of the players discards
- the last card in their hand and "goes out." If the deck is used up
- and neither of the players can lay down a card, then the game ends
- in a "block."
-
- When the hand ends, the winner receives 50 points for each
- eight, 10 points for each face card, and 1 point for each ace.
- All other cards receive the number of points indicated by the card
- (i.e., a seven equals 7 points). If a hand ends in a block, the
- player with the lowest total receives the difference of the other
- player's hand. In the case of a tie game, both players split the
- points between themselves.
-
- The game ends when either player reaches 100 points. At this
- time the game will ask both players if they wish to play again.
-
-
- Gin Rummy:
-
- In Gin Rummy, each player begins with ten cards. The rest of
- the deck is placed face down and the top card is turned over
- forming the discard pile. To begin play, the player who did not
- deal, has the option of selecting the first discard. If they do
- not want to use it, the dealer may take the card and lay down
- another discard.
-
- Each turn consists of a player selecting the top discard or a
- new card from the deck and subsequently discarding to keep the
- card count in their hand at ten. Play continues in this manner
- until a player is able to 'KNOCK'. Players can 'KNOCK' when the
- remaining unmatched cards in their hand is 10 or under. A matched
- set is either a sequential run of 3 or more of the same suit (e.g.
- 7-8-9 of Hearts), or 3 of the same rank. A card cannot be placed
- in both a run or 3 of a kind.
-
- When a player 'KNOCK's', the difference in the totals of the
- remaining cards from each player's hand is awarded to the player
- who 'KNOCKED'. A bonus of 25 points is awarded when either of the
- following situations occur:
-
- 1) If the player who 'KNOCKED' has no cards remaining after
- 'KNOCKING'. Thus their total is zero (0). This is concerned
- 'GIN'.
- 2) If the player who did not 'KNOCK' has a total less than or
- equal to their opponent. This is called 'UNDERCUTTING' their
- opponent. In the case where an opponent has gone 'GIN', then
- the bonus is not awarded.
-
- Should either player be unable to 'KNOCK' by the time the
- 50th card from the deck is chosen, the hand ends in a draw and
- neither player is given any points.
-
- The game ends when either player reaches 100 points. At this
- time the game will ask both players if they wish to play again.
-
-
-
- Cribbage:
-
- Before the start of the first hand, each player will draw a
- card from a fanned out deck to determine who receives first crib.
- The lowest card wins.
-
- In Cribbage, both players begins with six cards. At this
- time, each player will discard two cards from their hand thus
- forming the CRIB.
-
- After this the player who did not deal will draw a card from
- the remaining cards fanned. This card selected will become the
- STARTER card. If the card selected is a JACK, their opponent will
- receive 2 points for 'HIS HEELS'.
-
- Each player, starting with the person who did not deal, will
- play a card from their hand. The face value of this card (jacks,
- queens, and kings have a value of 10) is added to the total of the
- cards that were previously layed down. Play continues in this
- manner, with alternating turns, till the count is not greater than
- 31. When a player is unable to play another card without
- exceeding 31, they must use the 'GO' option. When this occurs,
- their opponent will get 1 point for the 'GO'. In addition, their
- opponent must lay down any cards that will not make the count
- exceed 31. They will receive points for runs or pairs played. If
- the count equals 31 exactly, the 'GO' will earn them 2 points
- instead of only 1.
-
- The player who used the 'GO' option will play a card from
- their hand restarting the count at zero. Play is continued until
- all the remaining cards are used. The player who lays the last
- card will receive 1 point.
-
- During play, either player will receive points when these
- following combinations occur:
-
- Fifteen (15) -> Making the count equal 15 earns 2 points.
- Pair -> Earns 2 points when a card is played of the same
- rank of the last card played.
- Pair Royal -> Earns 6 points when last three cards played are the
- same rank.
- Double Pair -> Earns 12 points when last four cards played are the
- same rank.
- Run -> Earns 1 point for each card of a sequence that is three
- or more cards in length (e.g., 7-8-9 or J-Q-K of any
- suit).
-
- When all cards have been played, each player must show their
- opponent their hand and tabulate its count. This count is added
- to each player's point total. The dealer will also have to
- tabulate the count in the CRIB. This count is then added to the
- their point total. The count is calculated in the following
- manner:
-
- For any combination of 15, score 2 points.
- For each pair of the same rank, score 2 points.
- For any run of 3 or greater, score 1 point for each card in sequence.
- For a flush, score 4 points when four cards in the hand are of the
- same suit. If the STARTER card is also of the same suit, add 1 extra
- point.
- For 'Nobs' score 1 point when a JACK is the same suit as the STARTER
- card.
-
- In 'TeleCards', MUGGINS scoring is possible. When the
- decision on scoring method is offered, select 'H' to place
- Cribbage in the MUGGINS mode. If you are a new Cribbage player,
- it is recommend that you select 'A' for automatic computer
- scoring.
-
- For MUGGINS mode, when a player enters their count total
- incorrectly, the difference calculated by the computer is
- automatically awarded to the other player.
-
- The game ends when either player reaches 121 points. At this
- time the game will ask both players if they wish to play again.