Annotation of 42BSD/games/cribbage/crib.instr, revision 1.1

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        !             6: 
        !             7:                             _C_R_I_B_B_A_G_E
        !             8: 
        !             9: 
        !            10: 
        !            11:                               from
        !            12: 
        !            13:                        _A_c_c_o_r_d_i_n_g _t_o _H_o_y_l_e
        !            14: 
        !            15: 
        !            16: 
        !            17:         Cribbage is believed to have been invented by Sir John
        !            18: Suckling (1609-1642).  Probably it is an elaboration of an older
        !            19: game, Noddy.  The original game was played with hands of five
        !            20: cards; the modern game gives each player six.  That is virtually
        !            21: the only change from Suckling's directions.
        !            22: 
        !            23: 
        !            24: _P_l_a_y_e_r_s.
        !            25: 
        !            26:         Two.  There are variants for three and four players,
        !            27: described later.
        !            28: 
        !            29: 
        !            30: _C_a_r_d_s.
        !            31: 
        !            32:         The pack of 52.  The cards in each suit rank: K (high),
        !            33: Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.  The _c_o_u_n_t_i_n_g _v_a_l_u_e_s are: K,
        !            34: Q, J, 10, each 10 (wherefore these are called _t_e_n_t_h _c_a_r_d_s); ace,
        !            35: 1; each other card, its index value.
        !            36: 
        !            37: 
        !            38: _C_r_i_b_b_a_g_e _B_o_a_r_d
        !            39: 
        !            40:         Indispensable to scoring (unless you have a computer!,
        !            41: ed.) is the device known as the _c_r_i_b_b_a_g_e _b_o_a_r_d.  This is a rec-
        !            42: tangular panel, long and narrow, in which are four rows of 30
        !            43: holes each.  (See illustration.)  At one end, or in the center,
        !            44: are two or four additional holes, called _g_a_m_e _h_o_l_e_s.  The board
        !            45: is placed between the two players, and each keeps his own score
        !            46: on the two rows of holes nearest himself.  Each is supplied with
        !            47: two _p_e_g_s.  Before the first hand, the pegs are placed in the game
        !            48: holes.  On making his first score, the player advances one peg an
        !            49: appropriate number of holes (one per point) away from the _g_a_m_e
        !            50: _e_n_d of the board.  The second score is recorded by placing the
        !            51: second peg an appropriate distance ahead of the first.  For each
        !            52: subsequent score, the rear peg is jumped ahead of the other, the
        !            53: distance between the two pegs always showing the amount of this
        !            54: last score.
        !            55: 
        !            56:         The traditional mode of scoring is down (away from the
        !            57: game end) the outer row, and up the inner row.  "Once around" is
        !            58: a game of 61 points.  "Twice around" is a game of 121 points.
        !            59: 
        !            60: 
        !            61: 
        !            62: 
        !            63: 
        !            64: 
        !            65: 
        !            66: 
        !            67: 
        !            68: 
        !            69: 
        !            70: 
        !            71: 
        !            72: 
        !            73: _P_r_e_l_i_m_i_n_a_r_i_e_s.
        !            74: 
        !            75:         Cards are drawn; the lower deals first.  If cards of
        !            76: equal rank are drawn, both players draw again.  Dealer has the
        !            77: right to shuffle last.  Nondealer cuts, and must leave at least
        !            78: four cards in each packet.
        !            79: 
        !            80: 
        !            81: _D_e_a_l_i_n_g.
        !            82: 
        !            83:         Each player receives six cards, dealt one at a time face
        !            84: down, beginning with the nondealer.  The turn to deal alternates.
        !            85: The dealer has an advantage.
        !            86: 
        !            87: 
        !            88: _L_a_y_i_n_g _A_w_a_y.
        !            89: 
        !            90:         After seeing his hand, each player _l_a_y_s _a_w_a_y two cards
        !            91: face down.  The four cards laid away, placed in one pile, form
        !            92: the _c_r_i_b.  The crib counts for the dealer.  Nondealer therefore
        !            93: tries to lay away _b_a_l_k_i_n_g _c_a_r_d_s -- cards that are least likely to
        !            94: create a score in the crib.
        !            95: 
        !            96: 
        !            97: _T_h_e _S_t_a_r_t_e_r.
        !            98: 
        !            99:         After both hands have laid away, nondealer lifts off a
        !           100: packet from the top of the _s_t_o_c_k (the rest of the pack).  Again,
        !           101: each packet must contain at least four cards.  Dealer turns up
        !           102: the top card of the lower packer, which is then placed on top of
        !           103: the stock when the packets are reunited.  The card thus turned up
        !           104: is called _1 _t_h_e _s_t_a_r_t_e_r.  If it is a jack, dealer immediately
        !           105: pegs 2, called _2 _f_o_r _h_i_s _h_e_e_l_s.
        !           106: 
        !           107: 
        !           108: _T_h_e _P_l_a_y.
        !           109: 
        !           110:         Nondealer begins the play by laying a card from his hand
        !           111: face up on the table, announcing its counting value.  Dealer then
        !           112: shows a card, announcing the total count of the two cards.  Play
        !           113: continues in the same way, by alternate exposure of cards, each
        !           114: player announcing the new total count.  The total may be carried
        !           115: only to 31, no further.  If a player adds a card that brings the
        !           116: total exactly to 31, he pegs 2.  If a player is unable to play
        !           117: another card without exceeding 31, he must say "Go," and his op-
        !           118: ponent pegs 1, but before doing so, opponent must lay down any
        !           119: additional cards he can without exceeding 31.  If such additional
        !           120: cards bring the total to exactly 31, he pegs 2 instead of 1.
        !           121: 
        !           122:         Whenever a _g_o occurs, the opponent of the player who
        !           123: played the last card must lead for a new count starting at zero.
        !           124: Playing the last card of all counts as a go.  (Since nondealer
        !           125: makes the opening lead, dealer is bound to peg at least 1 in
        !           126: play.)
        !           127: 
        !           128: 
        !           129:                               - 2 -
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        !           131: 
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        !           133: 
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        !           135: 
        !           136: 
        !           137: 
        !           138: 
        !           139:         Besides pegging for 31 and go, the player may also peg
        !           140: for certain combinations made in play, as follows:
        !           141: 
        !           142: 
        !           143:     _F_i_f_t_e_e_n.
        !           144: 
        !           145:             Making the count total 15 pegs 2.
        !           146: 
        !           147: 
        !           148:     _P_a_i_r.
        !           149: 
        !           150:             Playing a card of same rank as that previously
        !           151:     played pegs 2.  Playing a third card of the same rank
        !           152:     makes _p_a_i_r _r_o_y_a_l and pegs 6.  Playing the fourth card of
        !           153:     the same rank makes _d_o_u_b_l_e _p_a_i_r _r_o_y_a_l and pegs 12.
        !           154: 
        !           155:             The tenth cards pair strictly by rank, a king
        !           156:     with a king, a queen with a queen, and so on.  (King and
        !           157:     jack do not make a pair, although each has the counting
        !           158:     value 10.)
        !           159: 
        !           160: 
        !           161:     _R_u_n.
        !           162: 
        !           163:             Playing a card which, with the two or more played
        !           164:     immediately previously, makes a sequence of three or more
        !           165:     cards, pegs 1 for each card in the _r_u_n.  Runs depend on
        !           166:     rank alone; the suits do not matter.  Nor does the score
        !           167:     for run depend upon playing the cards in strict sequence,
        !           168:     so long as the three or more last cards played can be ar-
        !           169:     ranged in a run.  _E_x_a_m_p_l_e: 7, 6, 8 played in that order
        !           170:     score 3 for run; 5, 2, 4, 3 played in that order score 4
        !           171:     for run.
        !           172: 
        !           173:         Any of the foregoing combinations count, whether the
        !           174: cards are played alternately or one player plays several times in
        !           175: succession in consequence of a go.  But a combination does not
        !           176: score if it is interrupted by a go.
        !           177: 
        !           178: 
        !           179: _S_h_o_w_i_n_g.
        !           180: 
        !           181:         After the play, the hands are _s_h_o_w_n (counted).  Nondealer
        !           182: shows first, then dealer's hand, then crib.  The starter is
        !           183: deemed to belong to each hand, so that each hand includes five
        !           184: cards.  Combinations of scoring value are as follows:
        !           185: 
        !           186: 
        !           187:     _F_i_f_t_e_e_n.
        !           188: 
        !           189:             Each combinations of two or more cards that total
        !           190:     fifteen scores 2.
        !           191: 
        !           192: 
        !           193: 
        !           194: 
        !           195:                               - 3 -
        !           196: 
        !           197: 
        !           198: 
        !           199: 
        !           200: 
        !           201: 
        !           202: 
        !           203: 
        !           204: 
        !           205:     _P_a_i_r.
        !           206: 
        !           207:             Each pair of cards of the same rank scores 2.
        !           208: 
        !           209: 
        !           210:     _R_u_n.
        !           211: 
        !           212:             Each combination of three or more cards in se-
        !           213:     quence scores 1 for each card in the run.
        !           214: 
        !           215: 
        !           216:     _F_l_u_s_h.
        !           217: 
        !           218:             Four cards of the same suit in hand score 4; four
        !           219:     cards in hand or crib of same suit as the starter score
        !           220:     5.  (No count for four-flush in crib.)
        !           221: 
        !           222: 
        !           223:     _H_i_s _N_o_b_s.
        !           224: 
        !           225:             Jack of same suit as the starter, in hand or
        !           226:     crib, scores 1.
        !           227: 
        !           228:         It is important to note that every separate grouping of
        !           229: cards that makes a fifteen, pair, or run counts separately.
        !           230: Three of a kind, _p_a_i_r _r_o_y_a_l, counts 6 because three sets of pairs
        !           231: can be made; similarly, four of a kind, _d_o_u_b_l_e _p_a_i_r _r_o_y_a_l, con-
        !           232: tain six pairs and count 12.
        !           233: 
        !           234:         The highest possible hand is J, 5, 5, 5 with the starter
        !           235: the 5 of the same suit as the jack.  There are four fifteens by
        !           236: combining the jack with a five, four more by combinations of
        !           237: three fives (a total of 16 for fifteens); the double pair royal
        !           238: adds 12 for a total of 28; and _h_i_s _n_o_b_s adds 1 for a maximum
        !           239: score of 29.  (the score of 2 for _h_i_s _h_e_e_l_s does not count in the
        !           240: total of the hand, since it is pegged before the play.)
        !           241: 
        !           242:         A _d_o_u_b_l_e _r_u_n is a run with one card duplicated, as 4-3-
        !           243: 3-2.  Exclusive of fifteens, a double run of three cards counts
        !           244: 8; of four cards, 10.  A _t_r_i_p_l_e _r_u_n is a run of three with one
        !           245: card triplicated, as K-K-K-Q-J.  Exclusive of fifteens, it counts
        !           246: 15.  A _q_u_a_d_r_u_p_l_e _r_u_n is a run of three with two different cards
        !           247: duplicated, as the example 8-8-7-6-6 previously given.  Exclusive
        !           248: of fifteens, it counts 16.
        !           249: 
        !           250:         No hand can be constructed that counts 19, 25, 26 or 27.
        !           251: A time-honored way of showing a hand with not a single counting
        !           252: combination is to say "I have nineteen."
        !           253: 
        !           254:         The customary oder in showing is to count fifteens first,
        !           255: then runs, then pairs, but there is no compulsion of law.  _E_x_a_m_-
        !           256: _p_l_e: A hand (with starter) of 9-6-5-4-4 will usually be counted
        !           257: "Fifteen 2, fifteen 4, fifteen 6 and double run makes 14," or
        !           258: simply "Fifteen 6 and 8 is 14."
        !           259: 
        !           260: 
        !           261:                               - 4 -
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        !           263: 
        !           264: 
        !           265: 
        !           266: 
        !           267: 
        !           268: 
        !           269: 
        !           270: 
        !           271: _M_u_g_g_i_n_s.
        !           272: 
        !           273:         The hands and crib are counted aloud, and if a player
        !           274: claims a greater total than is due him, his opponent may require
        !           275: correction.  In some localities, if a player claims less than is
        !           276: due, his opponent may say "Muggins" and himself score the points
        !           277: overlooked.
        !           278: 
        !           279: 
        !           280: _S_c_o_r_i_n_g.
        !           281: 
        !           282:         The usual _g_a_m_e is 121, but it may be set at 61 by agree-
        !           283: ment.  Since the player wins who first returns to the game hole
        !           284: by going "twice around," the scores must be pegged strictly in
        !           285: order: his heels, pegging in play, non-dealer's hand, dealer's
        !           286: hand, crib.  Thus, if nondealer goes out on showing his hand, he
        !           287: wins, even though dealer might have gone out with a greater total
        !           288: if allowed to count his hand and crib.
        !           289: 
        !           290:         When the game of 121 is played for a stake, a player wins
        !           291: a single game if the loser makes 61 points or more.  If the loser
        !           292: fails to reach 61, he is _l_u_r_c_h_e_d, and the other wins a double
        !           293: game.
        !           294: 
        !           295: 
        !           296: _I_r_r_e_g_u_l_a_r_i_t_i_e_s.
        !           297: 
        !           298:         _M_i_s_d_e_a_l.  There must be a new deal by the same dealer if
        !           299: a card is found faced in the pack, if a card is exposed in deal-
        !           300: ing, or if the pack be found imperfect.
        !           301: 
        !           302:         _W_r_o_n_g _N_u_m_b_e_r _o_f _C_a_r_d_s.  If one hand (not crib) is found
        !           303: to have the wrong number of cards after laying away for the crib,
        !           304: the other hand and crib being correct, the opponent may either
        !           305: demand a new deal or may peg 2 and rectify the hand.  If the crib
        !           306: is incorrect, both hands being correct, nondealer pegs 2 and the
        !           307: crib is corrected.
        !           308: 
        !           309: 
        !           310: _E_r_r_o_r _i_n _P_e_g_g_i_n_g.
        !           311: 
        !           312:         If a player places a peg short of the amount to which he
        !           313: is entitled, he may not correct his error after he has played the
        !           314: next card or after the cut for the next deal.  If he pegs more
        !           315: than his announced score, the error must be corrected on demand
        !           316: at any time before the cut for the next deal and his opponent
        !           317: pegs 2.
        !           318: 
        !           319: 
        !           320: _S_t_r_a_t_e_g_y.
        !           321: 
        !           322:         The best balking cards are kings and aces, because they
        !           323: have the least chance of producing sequences.  Tenth cards are
        !           324: generally good, provided that the two cards laid away are not too
        !           325: 
        !           326: 
        !           327:                               - 5 -
        !           328: 
        !           329: 
        !           330: 
        !           331: 
        !           332: 
        !           333: 
        !           334: 
        !           335: 
        !           336: 
        !           337: _n_e_a_r (likely to make a sequence).  When nothing better offers,
        !           338: give two _w_i_d_e cards -- at least three apart in rank.
        !           339: 
        !           340:         Proverbially the safest lead is a 4.  The next card can-
        !           341: not make a 15.  Lower cards are also safe from this point of
        !           342: view, but are better treasured for go and 31.  The most dangerous
        !           343: leads are 7 and 8, but may be made to trap the opponent when they
        !           344: are backed with other close cards.  Generally speaking, play _o_n
        !           345: (toward a sequence) when you have close cards and _o_f_f when you do
        !           346: not.  However, the state of the score is a consideration.  If far
        !           347: behind, play on when there is any chance of building a score for
        !           348: yourself; if well ahead, balk your opponent by playing off unless
        !           349: you will surely peg as much as he by playing on.
        !           350: 
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        !           393:                               - 6 -
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