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Amiga Computing - Commodore Is Awesome

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loud cry of "muggins" so everyone<br />

else in the room can hear.<br />

If you are new to Cribbage you<br />

should not play muggins rules<br />

until you are comfortable with the<br />

scoring system — the computer will<br />

automatically add up your score<br />

for you.<br />

Next we cut for deal. In this<br />

implementation of the game, whoever<br />

cuts lowest wins the deal and<br />

the first crib.<br />

Six cards are dealt to each<br />

player. Yours will be displayed on<br />

the screen face-up, but the computer<br />

can't "see" them. Your first<br />

job is to discard two cards into the<br />

crib.<br />

The dealer may not look at the<br />

crib yet, but at the end of the game<br />

any scoring combinations it contains<br />

count in his favour. So before<br />

we go any further with the rules,<br />

you need to know what scoring<br />

combinations are allowed.<br />

The order of cards in each suit<br />

runs from Ace (low) to King (high).<br />

Each card has a point value equivalent<br />

to the number of pips on its<br />

face. The court cards count as 10<br />

each. The scoring combinations<br />

and the amounts they score are as<br />

follows:<br />

Fifteen: Any two or more cards<br />

totalling exactly 15, score two<br />

points.<br />

Pair: Two cards of the same rank,<br />

score two points.<br />

Three of a kind: Three cards of the<br />

same rank, score six points.<br />

Four of a kind: Four cards of the<br />

same rank, score 12 points,<br />

Run: Three or more cards in<br />

sequence. score one point per card.<br />

Flush: Four cards of one suit in the<br />

hand, score four points.<br />

Flush: Four cards in hand and start<br />

card of same suit, score five points.<br />

Some examples of a fifteen are<br />

7-8, 5-1:1 end 2-4-9.<br />

A hand containing 2-4-4-9<br />

would count fifteen twice, once for<br />

2-9 plus the first 4, and again for 2-<br />

9 plus the second 4; the hand<br />

would also score two for the pair<br />

(six in total). But a hand 7-4-4<br />

counts fifteen only once because<br />

the two 4's must be used once<br />

together instead of once in each<br />

order to make up the total. They<br />

still count two points for the pair,<br />

of course.<br />

If a player's four hand-cards are<br />

60 AMIGA COMPttTING November 1990<br />

Tactics<br />

EN presented with your six two cards the computer discards.<br />

cords, study all permutations to see If you play first, avoid laving<br />

which four cards will give you the or a 10. Chances are the comp<br />

will have either of these also,'<br />

fib card, the start card, to be make a total of fifteen and peg<br />

'en into consideration. You will points. Watch out for the comp<br />

I . y see this once you have dis-<br />

. carded two cards, so you will have<br />

I<br />

to use educated guesswork (luck)<br />

here. Assume the start card will<br />

s<br />

help your scoring.<br />

c Also take into consideration<br />

playing first.<br />

If it plays a 10, chances are<br />

it also has a 5, so if you lay a 5<br />

will get two points for fifteen<br />

the computer will pair it off for<br />

points itself.<br />

o who has the crib. If it is the com-<br />

r puter's crib, try not to throw it too<br />

e many points. Giving it a pairs of 5's<br />

would be close to disastrous.<br />

.<br />

Unless vou cheat (by selecting<br />

R<br />

Reveal On) you will not know what<br />

e<br />

m<br />

Try to avoid making the count<br />

reach 21 because the computer<br />

may hold a 10 or a court card to<br />

peg two points for 31.<br />

The computer will try very hard<br />

to make runs during play, be aware.<br />

e<br />

of the same suit, he may peg four<br />

m<br />

points for the flush, or five points<br />

bif<br />

the start card (see below) also<br />

count 15, at which point he pegs<br />

two points for bringing the count<br />

to 15, and another three points for<br />

ematches.<br />

forming the three-card sequence 4-<br />

r A score is credited for each dif- 5-6, even though they did not actu-<br />

t ferent combination of cards that<br />

h<br />

can be made, Any individual card<br />

may be used in different combina-<br />

ations<br />

or more than one of the same<br />

ally appear in that order.<br />

If the dealer now adds a 3. he<br />

would score four points for a run<br />

of four, extending the sequence to<br />

t type. So a hand of 7-7-8-9 is<br />

t scored cumulatively as follows:<br />

3-4-5-6.<br />

Flushes do not count in this<br />

h Fifteen 2, fifteen 4, pair 6 and two<br />

e<br />

runs of three 12. Note that the 7's<br />

r<br />

not only count together as a pair.<br />

but also can each be used in turn<br />

e to score two different fifteens and<br />

part of the game.<br />

The play continues so long as<br />

neither player brings the combined<br />

count above 31. If you cannot add<br />

a card without exceeding this<br />

i two different three-card runs total, you must pass by clicking<br />

s So that's the points system, now the GO button, whereupon the<br />

back to the game.<br />

After the discarding. the non-<br />

computer must add as many cards<br />

as it can without exceeding 31.<br />

dealer cuts the pack and the dealer Whoever plays the last card<br />

takes the top card of the bottom<br />

half and lays it face up on the top.<br />

pegs one point, or two if he brings<br />

the count to exactly 31.<br />

This card is known as the start If either player has cards left<br />

card. If it is a lack, the dealer<br />

immediately pegs "two for his<br />

unplayed, those played so far are<br />

turned face down and a new series<br />

heels".<br />

is played with the remaining cards<br />

Before any combinations are up to 31 as before, the first card<br />

scored, a little game of cat and being led by the opponent of the<br />

mouse is played with the four player who played the last card in<br />

cards each player is holding.<br />

Starting with the non-dealer,<br />

each player in turn plays one of<br />

his cards face up in front of himself.<br />

As each card is played, the<br />

cumulative total of the cards<br />

the preceding series. If this still<br />

fails to exhaust all the cards, yet<br />

another series is started. And so on<br />

until all the cards in each player's<br />

hand have been played.<br />

Now we get the main scoring<br />

played so far is displayed. If either round. Starting with the non-<br />

player adds a card which forms a<br />

scoring combination when considered<br />

in conjunction with the previous<br />

card or cards consecutively<br />

dealer, each player scores for any<br />

combinations his hand contains,<br />

played. he is entitled to peg the<br />

• • • • • • •••<br />

points value for it. For example:<br />

Non-dealer plays a 4; dealer<br />

plays a 6 making the count 10;<br />

non-dealer plays a 5 making the<br />

IONIC IiO4411<br />

.••• • • • •<br />

••<br />

CRIBBAGE was written in<br />

HiSoft BASIC by 29-year-old<br />

Kevin Farrow. This program.<br />

plus its support files and documentation,<br />

is Copyright<br />

0<br />

1<br />

9<br />

9<br />

0<br />

Mt<br />

V011<br />

considering the start card as if it<br />

were part of his hand. Whoever<br />

holds the Jack of the same suit as<br />

the start card pegs "one for his<br />

nob".<br />

After the non-dealer counts his<br />

hand, the dealer does the same.<br />

Lastly, the dealer turns up the<br />

cards in the crib and scores it as if<br />

it were yet another hand, again<br />

counting the start card as part of it.<br />

As soon as one player reaches<br />

the target score of 121 (twice round<br />

the peg board), play ceases and that<br />

player has won the game.<br />

512k users<br />

THE first thing Cribbage does on<br />

running is open a couple of large,<br />

med-res, four bitplane screens. It<br />

therefore requires a fair amount of<br />

memory. The game has been tested<br />

on a vanilla A500, booting from the<br />

cover disk, and it runs perfectly<br />

well provided all other windows<br />

are closed before double clicking<br />

its icon.<br />

If Cribbage fails to run and you<br />

get an error requester, close down<br />

all windows except the Cribbage<br />

drawer one (including the main<br />

disk window), type endcli into the<br />

CU window, drag the Cribbage<br />

icon on to the workbench and then<br />

close down the Cribbage drawer<br />

window.<br />

Cribbage will now run correctly<br />

on a vanilla A500 without problems,<br />

unless, of course, you have<br />

run something else previously<br />

which hasn't given back all of the<br />

memory it was using.<br />

CONN=<br />

NOVO

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