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GIN!.DOC
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1981-10-29
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328 lines
INTRODUCTION
The intent of GIN! is to allow you to have some fun playing
Gin Rummy.
Because of this, I suggest that after a brief review of the
documentation, particularly the 'Keys to Play' section, you
load the program and play with it. If you press the wrong
key, it will 'beep' at you, but that is all.
I hope you have as much fun playing as I had putting it
together.
Enjoy!!!
RULES OF THE GAME
Gin Rummy is a card game for two players using the entire 52
card deck. Each player is dealt 10 cards. One card is then
turned face up to start the pile and becomes the upcard. The
rest of the cards become the stock.
To start play, the non-dealer has the option to take the
upcard. If he does not want it, the dealer has the option to
take it. Play then proceeds with each player taking either
the upcard or the top card in the stock and then discarding a
new upcard to the pile.
The object of the game is to form groups of three or more
cards in sets or sequences. In a set, all cards have the
same value such as three Aces or three Queens. A sequence is
a run with all cards in the same suit such as the 4, 5 and 6
of clubs.
In Gin Rummy, Aces are low and Kings are high. Face cards
count as 10 and Aces as 1. All other cards count at their
face value.
A hand will end when one player goes out. To go out, a
player may Gin or Knock. To Gin, all cards in the player's
hand after the discard must be playable in groups. To Knock,
after playing the groups in his hand and the discard, the
player's hand may have a value of 10 or less unplayable
points.
Once a player goes out, the other player may lay down his
playable groups. If the 1st player went out with Gin, he
wins a point value equal to the unplayable points in the 2nd
player's hand plus a bonus for Gin.
If the 1st player Knocked, the 2nd player not only may lay
down his playable groups, but also he may play on the 1st
player's groups. For example, if the 1st player has three
Jacks the 2nd player could play an unplayable Jack on his
opponent's Jacks.
When all cards have been played, the Knock value of the 1st
player's hand is subtracted from the 2nd player's unplayable
points. If the 2nd player is caught with more points than
the 1st player's Knock value, these points are awarded to the
1st player. If, on the other hand, the 2nd player has the
same or less unplayable points, he Underknocks. An
Underknock wins the point difference plus an Underknock
bonus.
A hand may also end when there are just two cards remaining
in the Stock. At this point, the next player has the option
to pick up the upcard and go out. If he can't go out, the
hand ends with no points to either player.
The game continues with a new hand dealt by the winner of the
previous hand. Successive hands are played until one player
has enough points for a game.
SCORING
The value of the unplayable cards in the loser's hand are
awarded to the winner after each hand. Face cards count as
ten, Aces as one and other cards at their face value.
Bonus points are awarded for Gin and Underknock. No bonus
points are awarded for Knock. Bonus points for Gin and
Underknock and unplayable card points count toward game.
During the game, a Box is given for each winning hand. At
the end of the game, bonus points are awarded to the player
with the most Boxes for each Box he has more than his
opponent. For example, if one player has won 5 hands and the
other player has won 3, the 1st player would get 2 times the
Box bonus.
Bonus points are also awarded for winning the game itself.
Last but not least is the Blitz bonus. If one player wins
enough points for a game without the other player scoring at
all, bonus points are awarded for the Blitz.
PLAY OPTIONS
In addition to regular Gin Rummy, two other options are
available. These are Oklahoma and Hollywood.
When playing Oklahoma, the value of the 1st upcard each hand
determines the maximum Knock value allowed. If this upcard
is an Ace, then only Gin is allowed on that hand. If the
first card is a spade, the points awarded for unplayable
cards are doubled.
Hollywood is a scoring system whereby three games are played
at once. The 1st hand a player wins is scored in game #1.
The 2nd hand is scored in game #1 and game #2, etc. This
sequenced scoring technique applies to both players
individually. If the 1st player scores enough points to win
a game before the 2nd player wins a hand, he wins the Game
bonus and Blitz bonus in game #1 but play continues in game
#2 and game #3. The 2nd player's first points would start
scoring in game #2.
PLAYING GIN RUMMY WITH THE PC
Load DOS into your PC. DOS may be written onto your GIN!
diskette. See the SYS Command in your DOS manual.
Set the time and date. The GIN! program uses the time for
its random number generator.
Put your GIN! diskette in the default drive. Key in GIN and
press ENTER. This will display the logo and then a menu.
Select the PLAY option to begin the game.
When the game is first loaded, a screen will be displayed
that allows you to select options for just the current
session (permanent options are set in the options program).
For the moment bypass these options by pressing enter.
The computer now deals showing you its hand face down and
your hand face up. The computer does not peek at your hand -
honest. Also displayed in the upper right corner are the
options selected plus the allowable Knock value for the hand.
Notes are displayed at the bottom of the screen as necessary.
When it is your turn, the play arrow will flash until you
press the 1st key.
Your turn starts with an arrow pointing to either the Stock
or the upcard on the Pile designating the card to be picked
up. The left and right arrows on the keyboard will switch
the arrow back and forth. Note - on your 1st turn you may
not have a choice.
To select a card, press the + key at the far right on the
keyboard. The selected card will be displayed just below the
upcard and an arrow will appear in the row above your hand.
This arrow shows where the selected card will be placed in
your hand. The left and right arrows on the keyboard will
move this arrow along the row.
To place the selected card in your hand, press ENTER. Your
hand will be expanded and the suit symbol will flash.
You may move the flashing suit symbol now with the left and
right arrows on the keyboard.
To discard, move the flashing suit symbol to the card you
want to discard. Press the - key on the far right of the
keyboard. The card with the flashing suit symbol will be put
on top of the Pile as the new upcard and your turn will be
over.
Use the up and down arrows on the keyboard to move between
the Stock/Pile, the arrow row and your hand.
When it is your turn, you may sort your cards. To sort move
the flashing suit symbol to the card to be moved. Press the
up arrow to display an arrow above this card. Now move the
arrow to the desired location and press Enter. The flashing
card will be moved.
If you have not picked up yet, use the up arrow to move
control back to the Stock/Pile for pickup.
To Gin or Knock, move the flashing suit symbol to the proper
discard, then press F10. The computer will discard your
selection face down and display your hand in sets plus
unplayable cards. It will then ask you if it played your
hand the way you want it.
If you answer N for no your hand is not how you want it, the
computer will show your hand with numbers designating the
groups above each card. Unmarked cards are unplayable. You
may key in a 1, 2, 3 or blank (space) over each card
designating your own groups. Press F10 again when you are
finished marking and the computer will display your hand
again. If you designate a group that is not a group, the
computer will give you a message and let you try again.
If you Knock or Gin in error, you may press ESC to return to
regular play.
If the computer Knocks, you may also mark cards with a P to
indicate it is playable on the computer's hand.
Once you are happy with the way the computer plays your hand,
the computer's hand will be displayed along with the winner's
points.
At this point, press any key to display the game score and
then start a new hand.
KEYS TO PLAY
+ or Ins Take a card from the Pile or
Stock.
- or Del Discard the flashing card.
Left/Rt Move the arrow or flashing
Arrows card left or right.
Up/Down Move control from your hand,
Arrows to the arrow row to the
Stock/Pile.
Enter Insert picked or flashing card
where the arrow points.
F10 Tells the computer you wish to
Gin or Knock. It may also be
used to tell the computer you
have finished marking the sets
in your hand.
ESC Return to regular play if you
Gin or Knock in error.
1,2,3,P Mark groups of cards to tell
the computer how to play your
hand.
Y,N Answer questions asked by the
computer.
FUNCTION KEYS
F1 Display the use of keys.
F2 Display a help screen.
F3 Display Box scores of hands
played.
F4 Display the Game score.
F5 Display the cards in the Pile.
F6 Display the cards remaining in
the Stock.
F7 Allows the player to get a new
deal.
F8 Exit to DOS.
F9 Off/on switch to allow you to
see the computer's hand.
F10 Gin or Knock.
CUSTOMIZE YOUR PROGRAM
You may preset the colors, point scoring, Hollywood/Oklahoma
options and your name to suit yourself. When you set these
values in the options program, your choices will be permanent
until you change them again in the options program.
An exception to this is the Oklahoma/Hollywood options and
your name. These three things may be changed at the start of
each game. Selections made at the start of a game, however,
will only last until you end the program. The next time you
play, the options will revert to the selections made in the
options program.
Use the up and down arrows to shift control between items on
the screen.
Use the left and right arrows to flip thru the options
allowed for each item.
Use PgUp and PgDn to change the list of options from colors
to points to Hollywood/Oklahoma and your name.
F1 will display the help notes.
ESC will end the program and set your options permanently
until you change them again.
You may preset the color of:
The Table The Printing
The Card Deck The Arrows
The Card Face The Notes
At the bottom of the color screen is a display showing the
results of the current selections.
There seems to be no standard for the points awarded for the
various bonuses in the game. Therefore you have the option
to set them to whatever you prefer.
Use the left and right arrow to adjust the bonus points in
each catagory.
You may run this program as often as you like.
----------------end-of-author's-documentation---------------