Dec 212017
 
Compute Magazine's utilities -- Disk 1.
File COMPUTE1.ZIP from The Programmer’s Corner in
Category Files from Magazines
Compute Magazine’s utilities — Disk 1.
File Name File Size Zip Size Zip Type
-CHECKUP.EXE 73193 67428 deflated
-DRSLEEP.EXE 59160 54510 deflated
-SIN.EXE 53386 48891 deflated
AV.DAT 4688 1153 deflated
AV.EXE 37382 22812 deflated
CRIB.COM 46019 22421 deflated
CRIB.DOC 5735 2290 deflated
HDTEST.EXE 98419 93096 deflated
README2 9986 2926 deflated
README3 10863 3388 deflated
S.COM 9752 6155 deflated
SNOOPER.DOC 837 524 deflated
SNOOPER.EXE 10402 6312 deflated
SUBDIR.DOC 2096 983 deflated
WASCO 6138 3294 deflated

Download File COMPUTE1.ZIP Here

Contents of the CRIB.DOC file




This program, Cribbage Champ, Copyright (C) 1987, is the property
of EEP_Tech, 3134 Brandywine, Wichita, KS 67210. Anyone with a copy may
distribute other copies, provided the copies are distributed without
charge, and the software is distributed as a total package and unmodified.
The total package consists of the files, CRIB.COM, WASCO and CRIB.DOC.

If you know the standard rules of cribbage, you should have no trouble
playing. If you want to learn cribbage, the rules are at the end of this
document.

A few points:

1) The file WASCO must be on the active drive. Start the program with
the command CRIB .

2) Colors vary from monitor to monitor. If the colors in this program
seem washed out, change your brightness and contrast controls to
find a combination that produces the best image.

3) When you discard a card, it should fade to a lighter shade. If not,
then turn down the contrast on your monitor.

4) The reason for all scores is displayed below the board on the left
except for obvious "goes".

5) The program beeps to indicate you have a "go".

6) You can exit the program in the middle of a game by typing .

7) If you type CRIB followed by a 1-3 alphanumeric set of initials, e.g.
CRIB ABC, the program will keep a record of your game in the
file WASCO. If you type CRIB alone, no record of the game is
kept.

8) To see a record of games the computer has played, type CRIB /V.
To remove the record of xxx, type CRIB xxx /R. To remove all
record of games played, type CRIB /X.


Rules for Two-handed Cribbage

1. The game is played with a standard 52-card deck by two players. The
winner is the first player to score 121 points. Score is usually kept as
a race on a cribbage board. To determine the initial dealer, each player
cuts a card; the low cut (Ace low) deals first. The deal alternates
thereafter.

2. Each player is dealt six cards and then discards two cards face down
into the crib. The crib becomes a third four-card hand that is scored for
the dealer.

3. The non-dealer cuts a pile of cards off the deck, keeping everything face
down. The dealer removes the top card from the remaining deck and non-dealer
replaces his pile. The dealer places the top card face-up on the deck. This
card is called the cut. If the cut is a Jack, the dealer scores two points.

4. Peg Play: Each player faces his hand one card at a time according to
the following rules:
a) Ace counts 1, face cards count 10, and other cards their pip-value.
Suits have no effect on this phase of the game.






b) Non-dealer plays first and play then alternates; the sum of the
cards played forms a running total. It is customary for a player
to announce the total as he plays. The total is not allowed to
exceed 31.
c) A player that makes the total = 15 scores two points.
d) A player that makes the total = 31 scores two points.
e) A player that makes the last two, three or four cards
played be the same denomination scores 2, 6 or 12 points.

Example: non-dealer opens 2H, dealer plays 2C and scores 2 points. Total
is 4. Non-dealer plays 2S and scores 6 points. Total is 6. Dealer plays
9D and scores 2 points as the total is 15.

f) A player that makes the last cards played form a run (sequence)
of three or longer scores the length of the run. For runs, Ace is
low and King is high; Q, K, A is not a run.

Example: non-dealer plays 4, dealer plays 6 and non-dealer plays a 5.
Non-dealer scores 5 points -- 2 because the total is 15 and 3 for the run.
Dealer now plays 7 for a total of 22 and scores 4 points for a run of 4.

g) If the total hits 31, then play starts completely over with a total
of 0. (Runs and pairs start over.)

h) The first player that cannot play either because he is out of cards
or cannot play without making the total exceed 31 announces "go"
and his opponent plays on alone according to rules a)-f) until
he cannot play without making the total exceed 31. If he hits 31,
he scores 2 points otherwise he scores one point for "the go."

i) After g) or h) occurs, play starts completely over with the player
who said "go" or did not hit 31 playing first unless both players
are out of unfaced cards.

5. After each player has faced all four of his cards, the hands are scored
in order -- non-dealer, dealer and the crib for the dealer. Each hand uses
the cut as a fifth card. Scoring is as follows:

a) Each pair counts 2 points. Since three of a kind breaks into 3
pairs, it scores 6 points, and similarly four of a kind scores
12 points.

b) Each run of length greater than or equal three scores its length.
(A sub-run of length three in a run of four does not score.)

c) Each subset of cards that sums to 15 scores 2 points.

Example: 4D 4H 5S 6D KC{cut} scores 14 points -- 6 for fifteens
(4D 5S 6D, 4H 5S 6D, 5S KC), 6 points for runs (4D 5S 6D, 4H 5S 6D),
and 2 points for the pair (4D 4H).

d) Flushes:
All cards except the cut of the same suit scores 4 points. All
cards the same suit scores 5 points. Exception: the crib can
only score 5-card flushes.

e) The Jack of the same suit as the cut (called his Nobs) scores
1 point.

6. The game ends immediately when one player's total score reaches 121.









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