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- TOMMY'S CRIBBAGE (C) COPYRIGHT 1986 BY TOMMY'S TOYS
- P.O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
- CATALOG #86-040-1A
-
- INSTRUCTIONS:
-
- TOMMY'S CRIBBAGE IMPLEMENTS THE GAME INVENTED BY SOLDIER AND POET ("THE
- SHEEP'S IN THE MEADOW, THE COW'S IN THE CRIB" -- JUST KIDDING) SIR JOHN
- SUCKLING (1609-42), PLUS MODERN VARIATIONS AS GIVEN IN "SCARNE ON CARDS", BY
- JOHN SCARNE (CROWN PUBLISHERS, 1965). (THEY SAY SUCKLING COMMITTED SUICIDE
- IN FRANCE AFTER HE WAS IMPLICATED IN A PLOT TO RESCUE THE EARL OF STAFFORD
- FROM THE TOWER OF LONDON -- ACTUALLY HE HAD LOST SO MUCH MONEY AT CRIBBAGE
- THAT HE STEPPED ON AN ALIEN SPACE SHIP AND FLED THE IMMEDIATE GALAXY, WHERE
- HE NOW WORKS IN A SPACE TOY MUSEUM AND IS A STAR ATTRACTION -- THEY SAY HIS
- WIFE CLEANED UP FROM LLOYD'S OF LONDON.)
-
- CRIBBAGE IS A GAME FOR TWO. IN TOMMY'S CRIBBAGE YOU PLAY AGAINST THE
- COMPUTER (YOUR HAND IS DISPLAYED AT THE TOP OF THE SCREEN, THE COMPUTER'S
- UNDER IT). THE 5-CARD AND 6-CARD VARIETIES OF THE GAME ARE PLAYED (5-CARD
- IS THE CLASSIC VARIETY, BUT 6-CARD IS MORE CHIC WITH THE MODERNS). AT ANY
- TIME YOU CAN FLIP INTO DEMO MODE BY PRESSING A HOT KEY (FUNCTION KEY F2) AND
- THE COMPUTER WILL TAKE OVER YOUR CARDS WHILE YOU WATCH. THE CUMULATIVE MATCH
- SCORE IS KEPT AUTOMATICALLY ON DISK.
-
- THE DECK:
- THE PACK OF 52 CARDS IS USED, WITH KING HIGH. THE POINT (SCORING) VALUES OF
- THE CARDS ARE ACE=1, FACE CARDS=10, ALL OTHERS=THEIR RANKS.
-
- GAME SCORE:
- A GAME IS EITHER 61 OR 121 POINTS AT THE USER'S OPTION. FOR THE 61-POINT
- GAME, 5-CARD CRIBBAGE IS PLAYED, AND FOR THE 121-POINT GAME 6-CARD CRIBBAGE
- IS PLAYED.
-
- THE CRIBBAGE BOARD:
- CRIBBAGE IS PLAYED WITH A BOARD THAT HAS 60 HOLES, PLUS ONE EXTRA FOR EACH
- PLAYER. THE PLAYERS' PEGS START OUT IN THEIR EXTRA HOLES, THEN MARCH AROUND
- THE BOARD, RACING BACK TO THE STARTING PLACE. SCORES ARE PEGGED AT SEVERAL
- STAGES DURING THE GAME, AND REGARDLESS OF WHEN, THE FIRST PLAYER TO MAKE IT
- TO THE GOAL WINS. IN A GAME OF 121, 2 CIRCUITS OF THE BOARD ARE MADE INSTEAD
- OF ONE. IN TOMMY'S CRIBBAGE THE PEGGING IS DONE AUTOMATICALLY.
-
- THE CUT: AFTER THE CARDS ARE SHUFFLED EACH PLAYER DRAWS A CARD; THE LOWER
- RANKING CARD DEALS FIRST (ACE LOW). THEREAFTER THE DEAL ALTERNATES, OR GOES
- TO THE PLAYER WHO ISSUED THE LAST GO (SEE BELOW), ACCORDING TO A STARTUP
- OPTION.
-
- THE DEAL: DEALER DEALS 5 OR 6 (DEPENDING ON GAME TYPE) CARDS TO EACH PLAYER
- FACE DOWN STARTING WITH NON-DEALER.
-
- DISCARDING: EACH PLAYER LOOKS AT HIS HAND AND THEN DISCARDS TWO CARDS FACE
- DOWN INTO THE CRIB. THE 4 CARDS IN THE CRIB ARE LATER SCORED BY THE DEALER,
- THUS NON-DEALER ATTEMPTS TO DISCARD 'BALKING CARDS' THAT WON'T HELP DEALER'S
- SCORE MUCH, WHILE DEALER ATTEMPTS TO DISCARD CARDS THAT SCORE WELL.
-
- THE UP CARD: THE NON-DEALER THEN DRAWS AN 'UP CARD' OR 'STARTER' WHICH IS
- PLACED FACE UP ON THE TABLE. (THIS IS USUALLY DONE BY NON-DEALER CUTTING THE
- CARDS AND DEALER EXPOSING THE TOP CARD OF THE BOTTOM HALF).
-
- HIS HEELS: IF THE UP CARD IS A JACK, THE DEALER IMMEDIATELY SCORES 2 'FOR HIS
- HEELS.' WHEN THE PLAY IS OVER, THE UP CARD IS CONSIDERED TO BE PART OF EACH
- PLAYER'S HAND FOR SCORING PURPOSES.
-
- THE PLAY: NON-DEALER THEN LEADS A ROUND BY LAYING DOWN A CARD AND PEGGING HIS
- BONUS SCORE IF ANY (SEE BELOW).
-
- EACH TIME A CARD IS LAID DOWN ON THE PLAY TABLE, ITS POINT VALUE (1..10) IS
- ADDED INTO THE CARD COUNT TOTAL, WHICH IN TOMMY'S CRIBBAGE IS DONE
- AUTOMATICALLY AND DISPLAYED TO THE LEFT OF THE UP CARD (USUALLY A PLAYER LAYS
- DOWN HIS CARD AND ANNOUNCES THE NEW CARD POINT COUNT HIMSELF).
-
- ROUNDS: DEALER AND NON-DEALER THEN ALTERNATE LAYING DOWN OF CARDS UNTIL
- EITHER A CARD COUNT TOTAL OF 31 IS REACHED (WHEREUPON THAT PLAYER SCORES 2),
- OR A PLAYER SAYS "GO" (IN TOMMY'S CRIBBAGE THIS IS DONE BY HITTING "G" OR THE
- <ENTER> KEY), WHEREUPON THE SECOND PLAYER MUST LAY DOWN ANOTHER CARD TO KEEP
- THE CARD COUNT LESS THAN 31 OR THE FIRST PLAYER SCORES 1 POINT. IF THE
- SECOND PLAYER CAN LAY DOWN A CARD TO ANSWER THE FIRST PLAYER'S GO, HE IS THEN
- OBLIGATED TO LAY DOWN ALL THE CARDS THAT HE CAN UNTIL HE HAS TO SAY GO; IF
- PLAYER 2 CAN MAKE THE SCORE EXACTLY 31, SO THAT HE DOESN'T HAVE TO SAY GO,
- HE SCORES 2 POINTS, ELSE HE SCORES 1 POINT.
-
- A NEW ROUND IS THEN STARTED WITH THE REMAINING CARDS IN THE HAND. THE FIRST
- PLAYER UP IS THE OPPONENT OF THE LAST ONE TO PLAY A CARD IN THE LAST ROUND.
-
- PLAYING THE LAST CARD OF ALL SCORES 1 POINT (ALSO COUNTS AS A GO FOR PURPOSES
- OF DECIDING WHO DEALS NEXT).
-
- NOTE THAT IF YOU ARE PLAYING "LAST GO DEALS NEXT" IT MAY BE A LONG TIME
- BEFORE THE DEAL CHANGES HANDS, BECAUSE THE LAST CARD IS USUALLY PLAYED BY
- THE DEALER (YOU CAN STACK YOUR HANDS WITH HIGH CARDS AND PLAY THEM EARLY IN
- AN ATTEMPT TO FORCE YOURSELF TO GO FIRST AND HOPE THE OPPONENT HAS TO PLAY
- AN ADDITIONAL CARD LOSING HIS ADVANTAGE).
-
- EXTRA SCORES: BESIDES SCORING 2 FOR A 31 OR 1 FOR A GO, THE PLAYERS MAY ALSO
- PEG THE FOLLOWING COMBINATIONS MADE DURING PLAY (NOTE THAT IN THIS PHASE OF
- THE PLAY SUITS HAVE NO SIGNIFICANCE AND FLUSHES ARE NOT COUNTED):
-
- 1. FIFTEEN. MAKING THE COUNT TOTAL 15 SCORES 2.
- 2. RUN. PLAYING A CARD WHICH, WITH THE 2 OR MORE CARDS JUST PLAYED,
- MAKES A SEQUENCE OF 3 OR MORE CARDS, SCORES 1 FOR EACH CARD IN THE RUN.
- NOTE THAT THE RUN DOES NOT HAVE TO BE *PLAYED* IN SEQUENCE, SO THAT,
- FOR EXAMPLE, CARDS OF 6,8,7 SCORE 3 JUST THE SAME AS IF THEY WERE
- PLAYED AS 6,7,8. HOWEVER, THE RUN MUST NOT BE INTERRUPTED, E.G.,
- 6,K,8,7.
- 3. PAIR. PLAYING A CARD OF SAME RANK (NOT JUST POINT VALUE) AS THAT
- PREVIOUSLY PLAYED SCORES 2. (E.G., J,J IS A PAIR BUT J,Q ISN'T).
- 4. PAIR ROYAL. PLAYING A THIRD CARD OF SAME RANK SCORES 6.
- 5. DOUBLE PAIR ROYAL. PLAYING A FOURTH CARD OF SAME RANK SCORES 12.
-
- NOTE THAT THESE EXTRA SCORES ARE MADE BY THE PLAYER HAVING JUST PLAYED HIS
- CARD REGARDLESS OF WHO PLAYED THE PREVIOUS CARDS. THUS, IF 2-4-5-6 HAVE BEEN
- PLAYED, A PLAYER LAYING DOWN A TREY WILL PEG 5, AND IF THE OPPONENT NOW PLAYS
- A SEVEN THEN HE WILL PEG 6 MORE.
-
- SHOWING: THE PLAY HAVING FINISHED, THE PLAYERS SHOW THEIR ORIGINAL HANDS,
- AFTER THE DISCARDS, USING THE UP CARD AS A 4TH (OR 5TH) CARD. THE CRIB IS NOW
- EXPOSED ALSO. SCORING IS AS FOLLOWS, NON-DEALER'S HAND FIRST, THEN DEALER'S
- HAND, THEN THE CRIB:
-
- 1. FIFTEEN. EACH COMBINATION OF 2 OR MORE CARDS THAT TOTALS 15 SCORES 2.
- (FOR EXAMPLE, A,7,7,8 WOULD SCORE 6 BECAUSE OF 7+8,7+8,A+7+7).
- 2. RUN. EACH COMBINATION OF 3 OR MORE CARDS IN SEQUENCE SCORES 1 FOR
- EACH CARD IN THE SEQUENCE. (FOR EXAMPLE, 5-6-6-7 SCORES 6 BECAUSE
- 5-6-7 CAN BE MADE 2 WAYS).
- 3. FLUSH. 3 (4 IN 6-CARD CRIBBAGE) OR MORE CARDS OF THE SAME SUIT
- IN HAND SCORE 1 FOR EACH CARD; IF THE FLUSH IS OF THE SAME SUIT AS
- THE UP CARD, ADD 1 TO THE SCORE.
- *FOR THE CRIB, THE FLUSH MUST HAVE AT LEAST 4 CARDS FOR 5-CARD CRIBBAGE,
- 5 FOR 6-CARD CRIBBAGE, AND BE OF SAME SUIT AS THE UP CARD.
- 4. PAIR. EACH PAIR OF CARDS OF THE SAME RANK SCORES 2. (FOR EXAMPLE,
- 3 EIGHTS IN HAND <PAIR ROYAL> WOULD SCORE 6 SINCE THE CARDS CAN BE
- PAIRED 3 WAYS, AND 4 EIGHTS <DOUBLE PAIR ROYAL> WOULD SCORE 12.)
- 5. HIS NOBS. JACK OF SAME SUIT AS THE UP CARD, IN HAND OR CRIB, SCORES 1.
-
- THE HIGHEST POSSIBLE 4-CARD HAND, J 5 5 5, WITH THE UP CARD BEING THE 5 OF
- SAME SUIT AS THE JACK, WILL SCORE 29 AS FOLLOWS:
-
- 2 X 8 = 16 FOR THE 8 FIFTEENS
- 12 FOR THE DOUBLE PAIR ROYAL
- 1 FOR HIS NOBS
-
- ANOTHER SHORTCUT IS TO NOTE THAT, EXCLUSIVE OF FIFTEENS, A DOUBLE RUN
- I.E., A RUN WITH ONE CARD DUPLICATED (E.G., 2 3 3 4) SCORES 8; A TRIPLE
- RUN (E.G. 2 3 3 3 4) SCORES 15, A QUADRUPLE RUN (E.G. 2 2 3 3 4) COUNTS 16.
-
- NOTE THAT NO HAND CAN BE CONSTRUCTED THAT SCORES 19, 25, 26, OR 27.
- (IT IS TRADITIONAL TO SAY YOU "HAVE NINETEEN" WHEN YOUR HAND IS WORTHLESS.)
-
- MUGGINS: IF THE MUGGINS OPTION (SEE BELOW) IS DISABLED, THE COMPUTER
- AUTOMATICALLY SCORES THE HANDS; IF THE MUGGINS OPTION IS ENABLED, THE
- PLAYER MUST SCORE HIS HAND AND, IF HE CLAIMS LESS THAN IS DUE HIM, THE
- COMPUTER CLAIMS THE POINTS OVERLOOKED ("MUGS" HIM). (NOTE: THE MUGGINS POINTS
- ARE CREDITED TO THE COMPUTER BEFORE THE PLAYER'S POINTS ARE CREDITED.)
-
- DON'T FORGET TO MENTALLY CHECK YOUR HAND IN THE SAME ORDER EACH TIME TO AVOID
- SKIPPING ANYTHING: FIFTEENS, RUNS, FLUSHES, PAIRS, ROYALS, AND ONE FOR HIS
- NOBS.
-
- THE GAME: NOTE THAT THE GAME IS SUPPOSED TO BE A RACE TO THE GAME SCORE, SO
- THAT WHEN THE PLAYERS ARE NECK-IN-NECK AT THE FINISH, THE SCORES ARE COUNTED
- STRICTLY IN ORDER:
-
- HIS HEELS, SCORING IN PLAY, NON-DEALER'S HAND, DEALER'S HAND, CRIB
-
- SO THAT NON-DEALER CAN PASS DEALER UP ON THE LAST PLAY, EVEN THOUGH DEALER
- MIGHT HAVE MADE THE GAME SCORE IF ALLOWED TO COUNT HIS HAND AND CRIB. THIS
- IS FAIR BECAUSE THE DEALER USUALLY HAS THE ADVANTAGE ANYWAY.
-
- LURCHING: IF PLAYER A WINS WITH A SCORE OF 61 POINTS, HE WINS ONE GAME IF
- PLAYER B MAKES 31 OR MORE, BUT TWO GAMES IF HIS OPPONENT FAILS TO MAKE 31;
- FOR A GAME SCORE OF 121, A PLAYER IS LURCHED (OR IS SAID TO BE IN THE LURCH)
- IF HE FAILS TO MAKE 91. (NOTE: SOME PLAY THAT A SCORE OF 61 IS NEEDED TO
- AVOID BEING IN THE LURCH FOR A GAME OF 121.)
-
- GAME SCORE FILE: THE FILE CRIBBAGE.TMP IS USED BY THE PROGRAM TO RECORD THE
- TOTAL NUMBER OF GAMES WON BY YOU AND THE COMPUTER TO DATE ON DISK. IF YOU
- WANT TO CLEAR THE TALLY, JUST ERASE THE FILE.
-
- GAME RESTART: ANYTIME YOU ARE PROMPTED FROM THE MESSAGE BOX FOR A COMMAND,
- YOU CAN HIT THE ESC KEY TO RESTART THE GAME INSTEAD.
-
- FUNCTION KEYS: THE FUNCTION KEYS HAVE THE FOLLOWING FUNCTIONS:
-
- FUNCTION KEY FUNCTION
- ------------ ---------
- F1 SOUND EFFECTS ON/OFF TOGGLE
- F2 DEMO MODE TOGGLE
- F3 MUGGINS OPTION TOGGLE SWITCH
- F5 DISPLAY THESE INSTRUCTIONS
- F7 QUIT THE GAME
- F9 TOGGLE TUTOR MODE. IN TUTOR MODE, THE COMPUTER DISPLAYS
- AN EXPLANATION FOR THE POINTS IN THE FINAL HANDS (AFTER
- SHOWING). THE ABBREVIATIONS ARE AS FOLLOWS:
- HN = HIS NOBS, SCORING 1 POINT
- n-(U)FL = n-LENGTH (UP CARD SUIT) FLUSH, SCORING n
- POINTS + 1 IF UP CARD SUIT
- n-15 = n FIFTEENS SCORING 2*n POINTS
- n-m = n OF KIND m (n=2 MEANS PAIR), SCORING 2, 6, OR 12
- POINTS AS n = 2, 3, OR 4
- m1-m2-R (m3) = RUN OF CARDS m1-m2 SCORING m3 POINTS
-
- F10 CHANGE THE SCREEN BORDER COLOR (COLOR MONITORS ONLY)
-
- NOTE: FOR "TOGGLE" SWITCHES, THE FUNCTION KEY LEGEND INDICATES THE MODE THAT
- WILL BE ENTERED BY PRESSING THE FUNCTION KEY, WHICH IS THE OPPOSITE OF THE
- MODE THAT IS IN EFFECT AT THE TIME (EXCEPT FOR F9, WHICH HILIGHTS WHEN YOU
- ARE IN TUTOR MODE).
-
- ARROW KEYS: THE 4 ARROW KEYS ON THE NUMERIC KEY PAD HAVE THE FOLLOWING USES:
-
- PITCH CONTROL: THE LEFT ARROW KEY DECREASES, AND THE RIGHT ARROW KEY
- INCREASES, THE BASIC PITCH OF THE SOUND EFFECTS.
-
- SPEED CONTROL: THE UP ARROW KEY INCREASES, AND THE DOWN ARROW KEY DECREASES,
- THE PROGRAMMED DELAYS IN THE GAME. THE VALUE, IN SECONDS, OF
- THE DELAY IS DISPLAYED AT THE TOP RIGHT OF THE MESSAGE BOARD
- (0.1 TO 9.9).
-
- TO SKIP THE STARTUP SHOW: HIT THE <ENTER> KEY TWICE INSTEAD OF ONCE WHEN
- RUNNING THE PROGRAM FROM DOS.
-
- ---------------------------
- A SHORT LESSON IN STRATEGY:
-
- 1. IT IS USUALLY MORE IMPORTANT TO DISCARD THE RIGHT CARDS TO THE CRIB
- THAN TO PLAY THE CARDS WELL. NON-DEALER SHOULD TRY TO DISCARD 'BALKING
- CARDS' TO THE CRIB, THAT IS, CARDS THAT DON'T MAKE A PAIR OR A RUN.
- GOOD BALKING CARDS ARE A-K, BECAUSE AS TERMINAL CARDS THEY HAVE THE
- LEAST CHANCE OF PRODUCING RUNS. BUT 10-POINT CARDS (THE 10 AND THE
- FACE CARDS) CAN BE BAD IF THE DEALER DISCARDS 5-SPOTS. AS A LAST
- RESORT, DISCARD TWO CARDS THAT ARE 3 OR MORE APART IN RANK. DON'T
- WORRY ABOUT DISCARDING 2 CARDS OF A FLUSH BECAUSE THE DEALER TO MAKE
- USE OF THEM IN THE CRIB MUST DISCARD 2 CARDS OF THE SAME SUIT AND THE
- UP CARD MUST BE OF THAT SUIT ALSO.
-
- 2. DEALER SHOULD TRY TO DISCARD THE BEST CARDS TO THE CRIB THAT HE CAN,
- WHILE RETAINING THE BEST HAND POSSIBLE. WHILE DISCARDING A PAIR IS
- ADVISABLE, A RUN OF 3 IN THE HAND SHOULD ALMOST NEVER BE BROKEN,
- SINCE ANY OF THESE CARDS TURNED UP IN PLAY WILL ADD AT LEAST 5 TO HIS
- SCORE. WITH A POOR HAND, KEEP GOOD PEGGING CARDS (THE BEST PEGGING
- CARDS ARE 5,7,8,6,9 IN ABOUT THAT ORDER). WITH AN EXCESS OF HIGH
- CARDS, KEEP AN ACE OR 2 FOR A POSSIBLE 31. DISCARDING A FIVE OFTEN
- WORKS BECAUSE THE OPPONENT DISCARDS A 10-POINT CARD. IF THERE IS A
- CHOICE OF DISCARDING A PAIR OR A FIFTEEN, CONSIDER KEEPING THE PAIR
- BECAUSE OF THE CHANCE OF SCORING A PAIR ROYAL IN THE PLAY.
-
- BOTH PLAYERS SHOULD NOTE THAT LOW CARDS ARE VALUABLE NOT ONLY AT THE
- BEGINNING BUT AT THE END OF THE PLAY AS THE SCORE CREEPS UP TOWARDS
- 31.
-
- 3. THE PROVERBIAL SAFEST LEAD IS 4, BECAUSE THE OPPONENT CANNOT MAKE 15
- WITH HIS NEXT CARD, AND ANY LOWER CARDS IN HAND ARE SAVED FOR HELP IN
- MAKING 15 OR 31.
- THE LEAD OF A 10-POINT CARD IS GOOD IF IT SAVES LOWER CARDS FOR
- SCORING. THE MOST DANGEROUS LEADS ARE 5, 7 AND 8, BUT THEY CAN
- SOMETIMES TRAP THE OPPONENT WHEN THEY ARE BACKED WITH OTHER CLOSE CARDS
- IN HAND THAT ALLOW YOU TO MAKE A PAIR IF OPPONENT TRIES FOR FIFTEEN, OR
- A PAIR ROYAL IF HE TRIES FOR PAIR.
-
- 4. IN PLAY, NEVER BRING THE COUNT TO 21 BECAUSE YOU WILL THEN BE ASKING
- THE OPPONENT TO PLAY A 10-COUNT CARD, WHICH ARE ABUNDANT IN THE DECK.
- BRINGING THE COUNT TO 22 IS GOOD UNLESS IT IS DONE BY PLAYING A NINE,
- BECAUSE THE OTHER PLAYER CAN THEN SCORE BOTH FOR 31 AND FOR PAIR BY
- PLAYING A NINE. SIMILARLY, AVOID MAKING 23 WITH AN EIGHT, 24 WITH A
- SEVEN, ETC. IF YOU HAVE A SPARE ACE, MAKE 20 IF YOU CAN AS THE
- OPPONENT OFTEN PLAYS A 10 TO MAKE THE SCORE 30. IF YOU HAVE A CHOICE
- OF MAKING FIFTEEN OR MAKING A PAIR, PREFER THE FIFTEEN TO AVOID GIVING
- THE OPPONENT THE CHANCE OF MAKING PAIR ROYAL.
-
- GENERALLY SPEAKING, PLAY 'ON' (TOWARDS A SEQUENCE) WHEN YOU HAVE CLOSE
- CARDS AND 'OFF' WHEN YOU DO NOT. THUS, PLAY 8 (OFF) RATHER THAN 5 (ON)
- IF THE OPPONENT PLAYS 3 AND YOU HOLD J,8,8,5. HOWEVER, IF YOU ARE
- FAR BEHIND THEN YOU MIGHT AS WELL PLAY ON ALL THE TIME, AND IF YOU
- ARE FAR AHEAD, YOU MIGHT WANT TO BALK YOUR OPPONENT BY PLAYING OFF.
- WHEN BOTH PLAYERS ARE NECK-IN-NECK IN THE STRAIGHTAWAY, DEALER WILL
- PROBABLY WANT TO GO ALL OUT AND PLAY ON IN ORDER TO PEG THE GAME
- SCORE DURING PLAY (I.E., BEFORE THE HANDS AND THE CRIB ARE SCORED).
-
- 5. SINCE THE AVERAGE VALUE OF A HAND IS ABOUT 6-7 POINTS, OF THE CRIB 4-5,
- AND THE PLAY 4-5, A PLAYER IS SAID TO BE 'AT HOME' (DOING ABOUT
- AVERAGE) IF HE SCORES 28 POINTS IN 2 CONSECUTIVE DEALS (2 PLAYS +
- 2 HANDS + 1 CRIB). IF NOT AT HOME AFTER 2 DEALS, THE PLAYER MIGHT
- WANT TO PLAY ON, AND VICE VERSA.
-
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- * SKIP THE STARTUP SHOW
-
- EXAMPLE: >CRIBBAGE MS
-
- ----------------------
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- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-
- ENJOY!
-