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Loadstar 128 29
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q29.d81
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.cribhelp.c_g
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2022-08-28
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Cribbage Help
{CBM-T}{CBM-T}{CBM-T}{CBM-T}{CBM-T}{CBM-T}{CBM-T}{CBM-T}{CBM-T}{CBM-T}{CBM-T}{CBM-T}{CBM-T}
You should only enter keys when it
is your turn!!
There are 2 modes of play. Select
option "1" to play the version where
runs need not be in exact order
during the card play phase. In this
mode 7-5-6 is considered a run worth
3 points. Select option "2" to play
the version where runs must be in
exact order. In this mode 7-5-6 is
not considered a run, but 5-6-7 is.
The run must be exact.
The caller should enter their name
as player 1, the sysop as player 2.
The cribbage board is then displayed
and the deck is cut to see who deals
first (low card wins the cut).
Before each hand is dealt you enter
chat mode. Press RETURN on a blank
chat line to pass the deal to the
other player. The cards are then
dealt.
You must now select 2 cards to be
put in the dealer's crib. Use the
CURSOR LEFT and CURSOR RIGHT keys to
manipulate the cyan highlight bar.
When you have positioned the cyan
bar to a card you wish to select
press RETURN. The card is
highlighted yellow. Select a 2nd
card the same way. After 2 cards
have been selected press RETURN a
3rd time to confirm. You can press
DELete to de-select cards. You can
also refresh your screen by pressing
CLR (use if line noise corrupts your
screen. This is the only time you
can redraw your screen). By
entering "c" you enable chat mode.
This phase of the game continues
until both players have discarded.
After the crib is established a
player must cut the deck. If a jack
is cut the dealer is credited with 2
points.
The next phase of the game is the
play out phase. Players take turns
playing their cards. Each time a
card is played the count total is
incremented by the value of the card
played. The count value cannot
exceed 31. If you cannot play a
card the computer will automatically
end your turn. You may score points
if any of the following conditions
are satisfied:
A count of 15 (2 points)
A count of 31 (2 points)
You play a card that matches the
previously played card (pair)
in the current round. Pairs
are worth 2 points, 3 of a
kind 6, and 4 of a kind 12.
You play a card which results
in a run. For example, you
play a 6, your opponent plays
a 7, and then you play an 8.
Since the order of the cards
played is 6-7-8 you formed a
run. Runs are worth the
length of the run, which must
be at least 3.
Points are given automatically.
When neither player can play a card
without exceeding 31, the player who
last played a card gets a "go" which
is worth 1 point. The count is then
reset to zero. This continues until
all cards have been played. When a
card is played a number will appear
above it. This allows you to review
the order in which cards were
played. An "x" above the card means
the card was already played.
The next phase is to count the
points in the hands. The player
opposite the dealer counts first,
then the dealer, then the dealer
counts his crib. If you enter more
points than you have you get zero
while your opponent gets your
points. If you enter less than the
correct points your opponent gets
the points you missed. Points are
determined as follows:
Each different combination of
cards that total 15 is worth
2 points.
Each different combination of
cards the result in a run of at
least 3 cards is worth then
length of the run. No run can
be a subset of any other run.
Pairs are worth 2 points.
3 of a kind is worth 6 points.
4 of a kind is worth 12 points.
If all the cards in your hand are
the same suit you get 4 points.
If the cut card is also the same
suit you get 5 points. Cribs
must have all 5 cards the same
suit.
If you have a jack of the same
suit as the cut card you get 1
point.
The first player to reach 121
points, twice around the board, is
the winner.