Cribbage Help

 Cribbage is a game played with a regular deck of 52 cards.  The object of the game is to be the first to score 121 points.  Points can be made from the play portion or the counting portion of the game.  Normally, a cribbage board is used to keep track of the points but this computer version will use point bars to show the score.

How to Play

Playing

Scoring

Strategy and Hints

Game Options

Changing the Deck

Changing the Speed

Muggins On/Off

What is Shareware?

About this program

 For a long time I was satisfied to use a cribbage program that had been around forever.  It was visually crude and so fast that if it was programed to cheat, you wouldn't know it.  A while back, I moved up from my 386 to a 486.  I thought I was going to have to send it back because the clock was always wrong.  I did everything short of changing the motherboard to try to figure out why it wasn't keeping the right time.  One day I was mad because I had just reset the clock and not more than 15 minutes later it was wrong again.  The only thing I had done was play a game of cribbage.  That was it.....

 I looked for a while for a good replacement and then decided to write my own game.  After almost five weeks of keeping everyone else in my family off of the computer, I'm done.  I think you'll find this to be the best computer cribbage game around.  Please distribute it, in its entirety, freely, as shareware.  If you're impressed please send me a donation of only $15.

Special Thanks to Sarah and Keith, who helped work out the bugs

P.S.  I have NOT programmed it to cheat.  It's just that good.


Playing the Game

Preliminaries

 Cards are drawn; the lower card deals first. If cards of equal Rank are drawn, both players draw again.  Each player receives six cards. The turn to deal alternates. The dealer has an advantage because of the Crib.

Laying Away

 The main thing that you are looking for are combinations that will make you the most points when counting.  See the  scoring section for the different combinations.  You need to keep the four cards that you think have the best possibility of making points with the Up Card when it is shown.

 After selecting the hand, each player discards two cards.  This is done by moving the mouse pointer over each card and clicking the mouse.  The first card selected will move up, indicating that it is selected.  When the second card is selected, both cards are laid away.  If you change your mind on the first card, select it again and it will move back down.  You can't change your mind once you select the second card.  The four cards are combined into a pile forming the Crib.  The non-dealer tries to discard Balking Cards.  The dealer tries to discard Counting Cards.

The Start

 After both players have discarded, the remaining deck is cut by the non-dealer (This is simulated in this program) and the dealer turns up the next card.  This is the Up Card.  If it is a jack, the dealer receives 2 points.

The Play

 The non-dealer begins the play by selecting a card that will be played on the table.  Select each card by clicking on it with the mouse pointer.  The Counting Value will be showed next to the played cards.  The dealer then shows a card and the total count is adjusted.  Play continues in the same way, by alternately exposing cards and increasing the total count.  The total may only be carried to 31, no further.  If a player adds a card that brings the total to exactly 31, he scores 2 points.  If a player is unable to play another card without exceeding 31, he must say 'Go' and his opponent scores 1 point, but before doing so, he must lay down any additional cards he can without exceeding 31.  If the additional cards bring the total to 31 he scores 2 instead of 1.

 Whenever a 'Go' occurs, the opponent of the player who played the last card must lead for a new count.  Playing the last card receives a point.  Besides getting points for 31 and 'Go', the player can also make points for certain combinations made during play , as discussed in the scoring section.

Showing

 After all cards are played, the hands are counted.  The dealers opponent has the first Count.  The four cards held in each hand are combined with the Up Card to make a hand of five.  Combinations of scoring value are as discussed in the scoring section.

 To take your points, select the number from those that are displayed.  Be careful because the computer will call Muggins if you miss any.


Scoring

The following is a list of all possible ways of scoring in cribbage.

DURING THE DEAL

 His Heels:  The dealer scores 2 points if a Jack is turned up after the deal.

DURING THE PLAY

 Go:  When the opponent cannot play without exceeding 31, scores 1.

 31:  Playing a card that makes the count 31 scores 2.

 Fifteen:  Playing a card that makes the count add up to fifteen scores 2.

 Pair:  Playing a card of the same rank that was previously played scores 2.  Playing a third card in a row of the same rank is a pair royal and scores 6.  Playing the forth card in a row of the same rank makes a double pair royal and scores 12.  The face cards pair strictly by Rank although they all count as 10.

 Run:  Playing a card which, with the two or more played immediately previously, makes a sequence of three or more cards scores 1 for each card in the run.  Runs depend on Rank alone, suits do not matter.  The order that they are played does not matter as long as they are not interrupted by a card that is not in that run.  EXAMPLE:  7,6,8 scores 3 points since they can be reordered into the run 6,7,8.  1,3,3,2 does not score for a run since the run of 1,2,3 is broken up by the extra 3.  Runs cannot span a 'Go'.   NOTE: Only single runs can score during the play.

WHILE SHOWING

 Fifteen:  Each combination of two or more cards adding up to fifteen scores 2.  Examples

 Pair:  Each pair of cards of the same Rank scores 2.  Having three of the same rank is a  pair royal  and scores 6.  Having all four of the same rank makes a  double pair royal and scores 12.  As before, the face cards pair strictly by Rank.  Examples

 Run:  Each combination of three or more cards in sequence scores 1 for each card.  Examples

 Flush:  Four cards of the same suit in your hand scores 4 points.  If the Up Card is also the same suit, the score is 5.  (In the crib hand, you must have all five the same suit to score.)  Examples

 His Nobs:  The Jack of the same suit as the Up Card, in hand or Crib, scores 1.  Examples

 Muggins:  If you miss any points during your count, your opponent (the computer) can claim them.  It hasn't missed a point yet, so it's kind of one-sided.

 It is important to note that every separate group of cards that makes a fifteen, pair or run counts separately.  Three of a kind, pair royal, counts as 6 because three sets of pairs can be made; similarly, four of a kind, double pair royal, contains six pairs and counts 12.  Examples

 A double run is a run with one card duplicated, as in 6,7,7,8.  Exclusive of fifteens, a double run of three cards counts 8. (3 for each of the two runs and 2 for the pair)  A double run of four counts 10.  (4 for each of the two runs and 2 for the pair)  A triple run is a run of three with one card in triplicate.  The hand 6,6,6,7,8, exclusive of fifteens, counts 15.  (3 for each of the three runs and 6 for the pair royal)  A quadruple run is a run of three with two different cards duplicated.  The hand 6, 6, 7, 8, 8, exclusive of fifteens counts 16. (3 for each of the four runs and 2 for each pair)  Examples


Strategy and Hints

DURING THE DISCARD

 The best Balking Cards are Kings and Aces because they have the least chance of producing runs.  Cards that count 10 are generally good balkers, provided that the two cards are no too near each other (Likely to produce a run).  When nothing better, give two wide cards - at least three apart in Rank.

 The best cards for your Crib are cards that are pairs or fifteens that have no influence on the rest of your hand.  Two cards that are sequential are also good for your crib to try to pick up the run.

DURING THE PLAY

 Proverbially, the safest card to lead, and the best choice, is a 4.  The next card cannot make a fifteen.  The next coice would be a 3 for the same reason.  From this point of view, lower cards are also good leads but are better used in play for 'Go' and 31.  If you don't have a low card, play something that you have a pair in.  If the computer has the card for a pair, you can come back with a pair royal for 6.  The most dangerous leads are 7 and 8, but may be made to trap the computer when they are backed with other close cards.

 If the computer leads first, and you cannot make a pair or 15, try to push the count to above 15.  This will prevent the computer from making 15 with a low card if it should have it.  If the count is 21 or above, and you can't make 31, play the largest card you can.  This will limit the cards that the computer can play and might get you a point for the 'Go'.

 The program doesn't know how to trap you or plan ahead.  It knows to  play a 4 or a 3 for the opener if it has it,  and to take points accurately but that is about it.  The rest of any advantage it has is that it selects its best possible hand and doesn't miss any points, when they are there.

DURING THE COUNT

 There are no hints.  Just don't miss any, because the computer WILL call Muggins on you and take what you missed.  Take your time counting, the computer isn't in a hurry.


Changing the Deck

 When you make this selection, you will be shown the various card backs.  Simply click on the one you want with your mouse and the card backs will be modified.

 All but the first card back were designed by my son.  There is something special about the first one.  My son is training himself to be a comic book artist.  If there are any comic executives that would like to see some of his original work, contact him at

Joshua Hedge

215 W. 12th Ave.

Hutchinson, KS 67501-4531


Changing the Speed

 The speeds run from Fastest to Slowest with Default in the middle.  The one that is checked is the one that is currently selected.  Making another selection will change the delays in the program.  Slowest sould be used by people learning Cribbage since it allows more time to see how the computer scores and thus learn the game.  As you gain experience, speed up the program so it doesn't become boring.


Muggins On/Off

 Muggins can be turned on or off by selecting your choice from the game menu.  The check indicates which is in use.  You can also tell during play by what it does when you miss.

 Turning muggins off while you are learning might make it less frustrating but turn it back on to challenge yourself.


Balking Cards

These are cards that are least likely to make any points in the crib.


Count

Counting is where all the points in your hand are added up to give you a final score for that hand.  See Scoring for more information.


Counting Cards

These are cards that are most likely to make points in the crib.


Counting Value

Counting value for Aces is 1.  For 2 through 9, it is its' face value.  For 10's and face cards, it is 10.


Crib

The four cards discarded by the two players.  These are counted by the dealer after he counts his hand.


Go

This is the customary word used to tell your opponent that you can't play without exceeding 31. ' Gone' is the customary response.


Muggins

Any points that you miss during count can be claimed by your opponent, in this case, the computer.  It doesn't miss any points so it is kind of one sided.


Rank

Cards are ranked Ace to King, Lowest to Highest.


Up Card

This is the card turned over after both players have discarded.  It is used as the fifth card in the hands when counting.


Examples

FIFTEENS

The followiing hand demonstrates how to count fifteens.

This hand is worth 6 points.

There are three fifteens here, each worth 2 points.  The 10 and 5 make the first one.  The 7 and 8 make the second one.  The 2, 5 and 8 make the third one.  Notice that the same card can be used in several combinations.

PAIRS

The followiing hand demonstrates how to count pairs.

This hand is worth 8 points.

The pair of 2's counts as 2 points.  The triplet of 8's count as an additional 6 points.  This is because there are three pairs in a triplet.  In this case, 8 of hearts and 8 of clubs, 8 of clubs and 8 of spades, and 8 of spades and 8 of hearts.  If there four of the same card, it counts 12 points because there are 6 combinations.

RUNS

The followiing hand demonstrates how to count runs.

This hand is worth 15 points.

9 points came directly from the runs of 2-3-4, each starting with the 2 of diamonds, 2 of hearts and 2 of clubs.  The other 6 points came from the triple 2's.  When you are playing with a human opponent it is customary to count the triple run as "triple run for 15" and not count the triple 2's.  But if it helps you while you start out, you can count the three runs seperatly and then the triple 2's.  Just as long as you get 15 points out of it.

FLUSH

The followiing hand demonstrates how to count a flush.

This hand is worth 5 points.

There are 5 hearts so it is worth the 5 points.  This hand is worth 5 if it is in the crib also.  If the up card wasn't the same suit then the crib hand wouldn't count anything but your delt hand would be worth 4.

HIS NOBS

The followiing hand demonstrates his nobs.

This hand is worth 1 point.

The only point here is from his nobs.  That means that a Jack in your hand is the same suit as the up card.  This also counts in the crib.

TWO GOOD EXAMPLES

This hand is worth 20 points.  There are 6 fifteens for 12, a pair for 2 and a pair royal for another 6.

This hand is also worth 20 points.  There are 3 fifteens for 6, a flush for 4 and a double run of 4 for another 10.


What is Shareware?

 Shareware is a system where you get to try out a program for a period of time (in this case, 30 days), after which, if you decide to continue using the product, you must legally pay the author the amount he or she asks for  (in this case, $15) or discontinue using it.  Shareware products are generally very good quality products, and offer the user a chance to try out a product before they buy it.

Ihave spent a lot of time on this program and I hope you will show your consideration and your enjoyment by helping me with your registration.   When you register, you will recieve the latest version of this game.  Future enhancements to this program will be:  1) The ability to get help from the computer when you pick your discards and when you play.  2) Having the game show you where it is getting the points that it does from its hand.  3) The game will have more savy programed into it making it even more difficult to beat.  4) An occasional miss by the computer will allow you to practice picking up mugins against your opponent.

Enjoy it.

Program written by:

Troy W. Hedge

215 W. 12th Ave.

Hutchinson, KS 67501-4531

Card backs designed by:

Joshua Hedge

215 W. 12th Ave.

Hutchinson, KS 67501-4531


Who is Me?

Program written by:

Troy W. Hedge

215 W. 12th Ave.

Hutchinson, KS 67501-4531

Card backs designed by:

Joshua Hedge

215 W. 12th Ave.

Hutchinson, KS 67501-4531