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ShareWare OnLine Volume 2 (CMS Software)(1993).iso
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RULES.DOC
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1991-02-24
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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.