GAMES\CRIB6.DOC  ·  DOC  ·  4.9 KB  ·  1988-11-07  ·  from PCPlus_Issue-31_Apr-1989
                         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.