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- Copyright Borland International
- ObjectWindows (C) 1995
-
- Title: CRIBBAGE Example
-
- Keywords: Game;Turbo Cribbage
-
- Some terminology:
-
-
- [Dealer]
-
- The player who dealt the hand
-
-
- [Pone]
-
- The nondealer
-
-
- [Starter]
-
- The upturned card on the deck
-
-
- [Heels]
-
- 2 points for the dealer, if the starter is a jack
-
-
- [Nobs]
-
- When counting points in the hand, a jack which matches
- the suit of the starter is worth 1 point
-
- [Crib]
-
- A third hand made up of cards discarded from the players hands.
- The crib belongs to the dealer.
-
-
- [Show points]
-
- After the cards have been played, each player in turn
- shows their hand and counts the points. The hands are
- counted in strict order: pone, dealer, then dealers crib.
-
-
- [Muggins]
-
- If a player fails to count all the points in their hand,
- the opponent may call "Muggins!" and claim the overlooked
- points for themself
-
-
- [How to play]
-
- Turbo Cribbage implements a 2 handed cribbage game. The game is played
- to 121 points, and because points are accumulated in small amounts, a
- pegboard is used to keep track of the scores. Each round consists of
- several phases: the deal, discard, cut for starter, card play, show points.
-
-
- The Deal: The deal alternates between players each round. Dealer deals
- six cards to each player.
-
-
- Discard: Each player discards 2 cards into the crib.
-
-
- Cut for starter: Pone cuts the deck, and dealer turns over the top card.
- If the starter is a jack, dealer takes 2 points (heels).
-
-
- Card play: Pone plays the first card, and announces its face value (face
- cards have a value of 10). Dealer then plays a card, announcing the total
- of the two cards. Play continues alternately, each player announcing the
- running total of the cards, continuing until a player is unable to play
- without the sum exceeding 31. At this point, the player says 'go'. The
- other player must continue to play cards if they can without exceeding
- 31. Then they take 1 or 2 points for the go (1 point if the sum is less
- than 31, 2 points if it equals 31). The count then begins again at zero,
- and play continues with the player who called 'go'. Play continues until
- both players are out of cards. The player who plays the last card takes
- 1 point if the sum is less than 31, or 2 if it equals 31.
-
-
- Scoring during play: In addition to points for 'go', the following points
- may also be scored:
-
-
- Fifteen: If the sum of the cards reaches fifteen, peg 2.
-
-
- Pairs: If the card played matches the previous card, peg 2. If the last 3
- cards match, peg 6 (for 3 pair). If the last 4 cards match, peg 12 (6 pair).
-
-
- Runs: If the card played forms a sequence with 2 or more of the previous
- cards, peg 1 point for each card in the run. The run cannot be broken:
-
- 3,5,6,2 = run of 4 cards; 4 points.
-
- 3,9,1,2 = no run; the 9 breaks the run of 1,2, and 3.
-
-
- Showing points:
-
- After cards have been played, each player shows their hand, and counts
- the points. The starter can be used when counting points in the hand.
- Points are scored as follows:
-
- 2 points - each pair
-
- 2 points - each combination of cards which adds to 15
-
- 3 points - each 3 card run
-
- 4 points - each 4 card run
-
- 5 points - each 5 card run
-
- 1 point - nobs (a jack which matches the suit of the starter)
-
- 4 points - a 4 card flush (not using the starter)
-
- 5 points - a 5-card flush (using the starter). A 5-card flush cannot be
- counted in the crib.
-
-
- It is possible to have multiple runs, for example:
-
- 1,2,3,3 : double 3-card run ( 2*3 + 2 for pair = 8 points )
-
- 1,2,2,3,3 : quadruple 3-card run ( 4*3 + 4 for 2 pairs = 16 points )
-
- 1,2,2,2,3 : triple 3-card run ( 3*3 + 6 for 3 pairs = 15 points )
-
-
- If a player overlooks some points, and the opponent notices, they may
- call "Muggins!" and claim the missed points. Be carefull, the computer
- is _very_ observant.
-
-
- After the hands have been counted, the cards are placed back into the deck,
- the deck is shuffled, and the next hand is dealt.
-
-
- The game is over when one player reaches 121. The game ends immediately,
- and no other points are counted. This is why the order of the showing of
- hands is important!
-
-
- Notes:
-
- Turbo Cribbage does not implement a smart computer player. The computer
- simply discards the first 2 cards in its hand, and plays its cards in
- order.
-
-
-
-