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cribbage.txt
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1988-06-02
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Cadenza Cribbage (version 1.9, May 29, 1988)
Hardware Requirements
This program should run on any Atari ST computer with a monochrome
monitor. This program MAY run on color monitors in medium
resolution (please see the Bugs section below).
Distribution of this Program
Since Cadenza Cribbage is public domain, you may freely distribute
copies of the program to other users, user groups, electronic
bulletin boards, etc.
The Rules of Cribbage
Preliminaries
Cribbage is a two player card game. The players take turns being
the dealer. Cards are valued as follows: ace is worth 1, number
cards are worth their face value, and tens and face cards are
worth 10.
The Deal
When the game begins, the dealer first deals six cards to both
players. Then each player selects two cards from his/her hand,
and places them face down in a pile called the crib. After the
crib is formed, the dealer cuts the rest of the pack, and turns up
the top card of the lower portion. This card is called the
starter. If the starter is a jack, the dealer scores two points
"for his heels".
Play
After the deal is finished and the crib is formed, and the starter
is turned up players alternately play one card, with the non-
dealer playing first. This continues until a player, during
his/her turn either cannot play without making the total of the
played cards greater than 31 or is simply out of cards.
At this point, if the player is not out of cards the player must
say "go", and the player's opponent scores 1. After the go is
called, the player who said "go" leads for another series of
plays. The count starts at zero again, and as always, the total
of the played cards cannot exceed 31.
When a player says "go", that player's opponent must play until
he/she is out of cards, or has no card that would not make the
total of the played cards greater than 31. Consequently, this
player could play more than one card.
If a player cannot play because he/she has no cards, the other
player plays out his/her hand, but is not given any additional
score. As the player plays out his/her hand, if the total of the
played cards would exceed 31, the played cards are moved away and
the count starts at zero again.
Scoring
Scoring is done during play (see Scoring In Play), and also
immediately after play ceases (see Showing).
Scoring In Play
When a player says "go", the other player scores 1.
31
A player scores 2 for bringing the total of the played cards to
exactly 31.
Last Card
A player receives 1 for playing the last card, or 2 if this brings
the total of played cards to exactly 31.
15s
A player receives 2 for bringing the total of the played cards to
exactly 15.
Pairs
If a player plays a card of the same rank as the card played
immediately before (i.e. if the player forms a pair), the player
scores 2. If the player plays a card of rank equal to the ranks
of the previously played 2 cards, he/she scores 6. If the player
plays a card of rank equal to the ranks of the previously played 3
cards, the player receives a score of 12. (Note that rank should
not be confused with value: 10 and King are of equal value but
different ranks).
Runs
If a player plays a card that results in a run of length greater
than 2, the player receives a score equal to the number of cards
in the run. The cards in the run need not be ordered, but there
may not be any "foreign" cards in the middle of the run. For
example, the player scores 3 for the following:
A 3 5 7 6 (5, 7, & 6 form a 3-run)
And the following is not a run:
5 J 6 7 (the Jack is foreign, so the 5, 6, & 7 do not form a run)
Showing
After play is complete, each player turns all of his/her cards
face up, the crib is turned up, and additional scoring is done for
each player. This process is called "showing". Cards are shown
in the following order: non-dealer's hand, dealer's hand, and crib
(which belongs to the dealer). For each hand (dealer's, non-
dealer's, and crib) the starter forms a fifth card). The dealer
receives the score for the crib.
15
Each combination of 15 scores 2 points. For example:
Player's Hand Starter
A 7 8 3 7
The player in the above example has 2 fifteens:
1: 7 & 8 both from player's hand
2: 8 from player's hand and 7 (starter)
For the two fifteens, the player scores 4.
Pairs
A player scores 2 for each pair, 6 for each 3 of a kind, and 12
for each 4 of a kind. For example:
Player's Hand Starter
4 5 5 5 3
In the above example, the player receives 6 for the 3 of a kind
(i.e. the 3 5's). The player does not have any pairs (the 3 of a
kind cannot be split to form pairs). If the player had 4 of a
kind, it could not be split either.
Runs
For each combination that a player has that forms a run of length
3 or more, the player scores the length of the run. For example:
Player's Hand Starter
A 2 3 7 2
In the above example, the player has two 3-runs:
1: A 2 3 (all cards from player's hand)
2: A 2 3 (using the starter)
The player then receives 6: 3 for either 3-run.
Flush
If the player has 4 cards of the same suit in his/her hand (not
including the crib and starter), the player receives 4. If the
starter is also of the same suit, the player receives 5. If the
crib and starter are all of the same suit, the player receives 5.
His Nobs
If a player has a jack with the same suit as the starter, the
player scores 1 for "his nobs".
Game Length
The game can be played "once around" or "twice around." If the
game is played once around, play continues until one player
achieves a score of 61 or more. If the game is played twice
around (as is most often the case), play ceases when a player gets
a score of 121 or greater.
Lurch
If the game is played once around and the loser receives a score
less than 31, that player is "lurched", and the winner receives an
additional game score. If the game is played twice around and the
loser receives a score less than 61, the winner is given an
additional game score for the lurch.
Additional Information about Cribbage
The following texts will provide additional information about the
strategy of Cribbage:
Hoyle's Modern Encyclopedia of Card Games (Highly Recommended)
Walter B. Gibson
Dolphin Books, Doubleday and Co., Inc., Garden City, New York
ISBN 0-385-07680-0
Hoyle's Rules of Games, Second Revised Edition
Albert H. Morehead and Geoffrey Mott-Smith
Signet New American Library, NAL Penguin, Inc., New York
ISBN 0-451-14842-8
Running the Program
Once the program has been started you are ready to play. However,
there are menus that will allow you to set the length of the game,
disable or enable x-ray vision, and start a new game or quit the
program. Menu options can be changed before the start of any game
(not just before the first game). Menu options and desk
accessories cannot be accessed in the middle of a game, however.
The Game Length Menu
This menu allows you to play a game to 121 (twice around) or to 61
(once around). By default the game will go to 121.
The X-Ray Vision Menu
Like Superman, you may choose to have x-ray vision which will
allow you to see all of your opponent's cards. This feature is
disabled by default.
The Who Plays? Menu
By default you play the computer. However, if you ever want to
watch the computer play itself, select the "I play for you"
submenu. The computer will play itself until you press the <UNDO>
key.
The Start/Stop Menu
When you are ready to play a game (after the menu options are to
your liking), select the Start New Game submenu. When you want to
quit the program, select the Quit Program submenu.
Screen Layout and Card Selection
You and the computer will take turns being the dealer, but the
computer is always the dealer for the first hand of a game. The
scoreboard is displayed as follows:
Me: <games won>/<current score> You: <games won>/<current score>
RT: <running total of played cards>
Throughout the program, the computer is referred to as "I", and
the human player as "you".
To select a card, place the mouse arrow on top of the desired
card and then press and release the left mouse button. When you
play a given card, it is turned over. If you attempt to play a
card that cannot legally be played, the computer's bell will
sound, and you will have to choose another card to play.
The computer's cards are drawn in the uppermost row on the screen,
and your cards are drawn immediately below them. The crib is
drawn in a row below the computer's cards, and the starter is
drawn below the crib, and to the right. As cards are played, they
are drawn on the bottom of the screen from left to right. The
human player's cards are drawn with solid borders, and the
computer's cards have dotted borders.
Quitting in the Middle of a Game
You can quit in the middle of a game by pressing the UNDO key.
However, after you press UNDO play will not end immediately - if
you are in the middle of playing a hand, play will continue until
that hand is completely finished. Pressing the UNDO will only
allow you to quit the current game. If you want to quit the
program, select the Quit Program menu option after you have quit
the current game.
Payment
If you like this program, please send $5.00 US to the following
address:
Eric Bergman-Terrell
Cadenza Software, Ltd.
1450 West 116th Avenue, #21
Westminster, CO 80234
U.S.A.
For $10.00 + $2.00 postage you may order a disk containing the
complete source code for this program, written in OSS Personal
Pascal version 2.0.
You may write to the same address to report bugs, request
additional information, suggest improvements in the program, etc.
If you want a reply, please include return postage (2 IRCs for
those outside the U.S.A.).
Bugs:
When the computer plays the last card, and this brings the total
of the played cards to 31, the user is obliged to press the left
mouse button twice, rather than just once.
This program frequently erases and redraws the screen. This
may cause problems with some desk accessories.
Since this program was developed on a monochrome system, there may
be some bugs when it is run on a color monitor.
Enjoy the program!