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📄 cribbage.n

📁 <B>Digital的Unix操作系统VAX 4.2源码</B>
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.\".\" @(#)cribbage.n	1.1 (Berkeley) 5/19/83.\".so ../macro.na.PH "CRIBBAGE".sp 2.cefrom.sp.ce.ulAccording to Hoyle.sp 2.PGCribbage is believed to have been invented by Sir John Suckling (1609-1642).Probably it is an elaboration of an older game, Noddy.  The original game wasplayed with hands of five cards; the modern game gives each player six.  Thatis virtually the only change from Suckling's directions..HP "Players."Two.  There are variants for three and four players, described later..HP "Cards."The pack of 52.  The cards in each suit rank: K (high), Q, J, 10, 9, 8,7, 6, 5, 4, 3, 2, A.  The.ulcounting valuesare: K, Q, J, 10, each 10 (wherefore these are called.ultenth cards);ace, 1; each other card, its index value..HP "Cribbage Board".Indispensable to scoring (unless you have a computer!, ed.) is the deviceknown as the.ulcribbage board.This is a rectangular panel, long and narrow, in which arefour rows of 30 holes each.  (See illustration.)  At one end, or in the center,are two or four additional holes, called.ulgame holes.The board is placed between the two players, and each keeps his own score onthe two rows of holes nearest himself.  Each is supplied with two.ulpegs.Before the first hand, the pegs are placed in the game holes.  Onmaking his first score, the player advances one peg an appropriate numberof holes (one per point) away from the.ulgame endof the board.  The second score is recorded by placing the second peg anappropriate distance ahead of the first.  For each subsequent score, therear peg is jumped ahead of the other, the distance between the two pegsalways showing the amount of this last score..PGThe traditional mode of scoring is down (away from the game end) theouter row, and up the inner row.  "Once around" is a game of 61 points."Twice around" is a game of 121 points..HP "Preliminaries."Cards are drawn; the lower deals first.  If cards of equal rank are drawn,both players draw again.  Dealer has the right to shuffle last.  Nondealercuts, and must leave at least four cards in each packet..HP "Dealing."Each player receives six cards, dealt one at a time face down, beginningwith the nondealer.  The turn to deal alternates.  The dealer has anadvantage..HP "Laying Away."After seeing his hand, each player.ullays awaytwo cards face down.  The four cards laid away, placed in one pile, form the.ulcrib.The crib counts for the dealer.  Nondealer therefore tries to lay away.ulbalking cards --cards that are least likely to create a score in the crib..HP "The Starter."After both hands have laid away, nondealer lifts off a packet from the topof the.ulstock(the rest of the pack).  Again, each packet must contain at least four cards.Dealer turns up the top card of the lower packer, which is then placed ontop of the stock when the packets are reunited.  The card thus turned up iscalled.ul1 the starter.If it is a jack, dealer immediately pegs 2, called.ul2 for his heels..HP "The Play."Nondealer begins the play by laying a card from his hand face up on thetable, announcing its counting value.  Dealer then shows a card, announcingthe total count of the two cards.  Play continues in the same way, byalternate exposure of cards, each player announcing the new total count.The total may be carried only to 31, no further.  If a player adds a cardthat brings the total exactly to 31, he pegs 2.  If a player is unable toplay another card without exceeding 31, he must say "Go," and his opponentpegs 1, but before doing so, opponent must lay down any additional cards hecan without exceeding 31.  If such additional cards bring the total toexactly 31, he pegs 2 instead of 1..PGWhenever a.ulgo occurs, the opponent of the player who played the last card must lead for anew count starting at zero.  Playing the last card of all counts as a go.(Since nondealer makes the opening lead, dealer is bound to peg at least1 in play.).PGBesides pegging for 31 and go, the player may also peg for certaincombinations made in play, as follows:.sp 2.ti +4.ulFifteen..IPMaking the count total 15 pegs 2..EP.sp 2.ti +4.ulPair..IPPlaying a card of same rank as that previously played pegs 2.  Playinga third card of the same rank makes.ulpair royaland pegs 6.  Playing the fourth card of the same rank makes.uldouble pair royaland pegs 12..PGThe tenth cards pair strictly by rank, a king with a king, a queen with aqueen, and so on.  (King and jack do not make a pair, although each hasthe counting value 10.).EP.sp 2.ti +4.ulRun..IPPlaying a card which, with the two or more played immediately previously,makes a sequence of three or more cards, pegs 1 for each card in the.ulrun.Runs depend on rank alone; the suits do not matter.  Nor does the scorefor run depend upon playing the cards in strict sequence, so long asthe three or more last cards played can be arranged in a run..ulExample:7, 6, 8 played in that order score 3 for run; 5, 2, 4, 3 played in that orderscore 4 for run..EP.PGAny of the foregoing combinations count, whether the cards are playedalternately or one player plays several times in succession in consequenceof a go.  But a combination does not score if it is interrupted by a go..HP "Showing."After the play, the hands are.ulshown(counted).  Nondealer shows first, then dealer's hand, then crib.The starter is deemed to belong to each hand, so that each hand includesfive cards.  Combinations of scoring value are as follows:.sp 2.ti +4.ulFifteen..IPEach combinations of two or more cards that total fifteen scores 2..EP.sp 2.ti +4.ulPair..IPEach pair of cards of the same rank scores 2..EP.sp 2.ti +4.ulRun..IPEach combination of three or more cards in sequence scores 1 for each cardin the run..EP.sp 2.ti +4.ulFlush..IPFour cards of the same suit in hand score 4; four cards in hand or cribof same suit as the starter score 5.  (No count for four-flush in crib.).EP.sp 2.ti +4.ulHis Nobs..IPJack of same suit as the starter, in hand or crib, scores 1..EP.PGIt is important to note that every separate grouping of cards that makesa fifteen, pair, or run counts separately.  Three of a kind,.ulpair royal,counts 6 because three sets of pairs can be made; similarly, four of akind,.uldouble pair royal,contain six pairs and count 12..PGThe highest possible hand is J, 5, 5, 5 with the starter the 5 of the samesuit as the jack.  There are four fifteens by combining the jack with afive, four more by combinations of three fives (a total of 16 for fifteens);the double pair royal adds 12 for a total of 28; and.ulhis nobsadds 1 for a maximum score of 29.  (the score of 2 for.ulhis heelsdoes not count in the total of the hand, since it is pegged before the play.).PGA.uldouble runis a run with one card duplicated, as 4-3-3-2.  Exclusive of fifteens, adouble run of three cards counts 8; of four cards, 10.  A.ultriple runis a run of three with one card triplicated, as K-K-K-Q-J.  Exclusive offifteens, it counts 15.  A.ulquadruple runis a run of three with two different cards duplicated, as the example8-8-7-6-6 previously given.  Exclusive of fifteens, it counts 16..PGNo hand can be constructed that counts 19, 25, 26 or 27.  A time-honoredway of showing a hand with not a single counting combination is to say"I have nineteen.".PGThe customary oder in showing is to count fifteens first, then runs, thenpairs, but there is no compulsion of law..ulExample:A hand (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2,fifteen 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and8 is 14.".HP "Muggins."The hands and crib are counted aloud, and if a player claims a greatertotal than is due him, his opponent may require correction.  In somelocalities, if a player claims less than is due, his opponent may say"Muggins" and himself score the points overlooked..HP "Scoring."The usual.ulgameis 121, but it may be set at 61 by agreement.  Since the player winswho first returns to the game hole by going "twice around," the scoresmust be pegged strictly in order: his heels, pegging in play, non-dealer'shand, dealer's hand, crib.  Thus, if nondealer goes out on showing hishand, he wins, even though dealer might have gone out with a greatertotal if allowed to count his hand and crib..PGWhen the game of 121 is played for a stake, a player wins a single gameif the loser makes 61 points or more.  If the loser fails to reach61, he is.ullurched,and the other wins a double game..HP "Irregularities.".ulMisdeal.There must be a new deal by the same dealer if a card is found faced in thepack, if a card is exposed in dealing, or if the pack be found imperfect..PG.ulWrong Number of Cards.If one hand (not crib) is found to have the wrong number of cards afterlaying away for the crib, the other hand and crib being correct, theopponent may either demand a new deal or may peg 2 and rectify thehand.  If the crib is incorrect, both hands being correct, nondealerpegs 2 and the crib is corrected..HP "Error in Pegging."If a player places a peg short of the amount to which he is entitled, hemay not correct his error after he has played the next card or after thecut for the next deal.  If he pegs more than his announced score,the error must be corrected on demand at any time before the cut for thenext deal and his opponent pegs 2..HP "Strategy."The best balking cards are kings and aces, because they have the leastchance of producing sequences.  Tenth cards are generally good, providedthat the two cards laid away are not too.ulnear(likely to make a sequence).  When nothing better offers, give two.ulwidecards -- at least three apart in rank..PGProverbially the safest lead is a 4.  The next card cannot make a 15.Lower cards are also safe from this point of view, but are bettertreasured for go and 31.  The most dangerous leads are 7 and 8, butmay be made to trap the opponent when they are backed with otherclose cards.  Generally speaking, play.ulon(toward a sequence) when you have close cards and.uloffwhen you do not.  However, the state of the score is a consideration.If far behind, play on when there is any chance of building a scorefor yourself; if well ahead, balk your opponent by playing off unlessyou will surely peg as much as he by playing on.

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