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F0Ξ05: [ BDEHI%} VY8 B V  @  /DE `E:D1:DUP.SYSERROR-SAVING USER MEMORY ON DISKTYPE Y TO &}STILL RUN DOS B;DE J V (` 9 V⪍ ઍ  -'}LLu DEHILV 9 .l 9 .l  `` s$B VBH(}I|DE V BLV nB,DE J V* \*` B V BLVDEHI BLVL)}1u H232435; 1 ;  hh@2 e1i1LHҍ 00) 08 109hh@ Ҡ2e*}1i1232435ޥ<<8}EiͩkΩ͙kCopj`j {j`Hi͝Νh`,}L"SAB.PARWTRP:D"NURkΩ͙kCopj`j {j`Hi͝Νh`:pLINED 0;@P,;@,0AR@ (}&(&(Th.}e following documentation($$(may be printed to the Screen2(or to your Printer.<:((Please choose:((:( /} creen rinterFm@.@@K:;)@m@*@*A*A@0}pK (}AR@P,"@)"A"6.P:, @U 6.E:Z5 A@5@1}@d= AP@=@@D:*.W38n F:@,"@ Ax'@2}(@' A B@~-@@""(Ů-@M@@3}K:Z)@e@t @}~ A,L (} ((*(ҠӠԠέ>-@AB L @`4} D:PRTWRAP.BAS'-@ 0;@P,;@,0AR@ (}&(&(Th( Cribbage is a unique and challenging card game. In this Atari version, the computer assumes the 6} role of your opponent. The object of the game is to be the first to peg twice around a track of 60 holes, and out--a tot 7}al of 121 points or more. You peg each time you score points during card play. The program requires 32K memory and one 8}joystick. The entire game is handled with a joystick connected to the first port. There are three objects you move with 9} the joystick: (1) The is used to select an item from a menu. It moves vertically. (2) The , which is :}shaped like a picture frame, is used to handle the cards in your hand. It moves horizontally. (3) The is your scori ;}ng device. It moves counter-clockwise around the Cribbage board. Press the joystick in the desired direction to move the <} appropriate object. When you have finished moving the object, press the red trigger button. The program has four level =}s of play. At the beginner level, the computer will guide you through the basics of Cribbage. Every time you score it w >}ill tell you how much you should peg, and why. The computer will also count your hand for you, and show you each scoring ?}combination at the bottom of the screen. It will also show you all the scoring combinations in its hand and in the Crib. @} Even if you are an experienced Cribbage player, you should select either the beginner or the novice level at first to ge A}t used to the mechanics of the program. (The novice level doesn't show you the scoring combinations, and therefore moves B} along a lot quicker.) After you become familiar with the program, you can move up the levels. But be warned: At the h C}ighest level, the computer will steal any points that you miss. The game begins with a cut for the deal. The player who D}turns over the card wins the first deal. Aces are always low. Naturally, since the 52-card deck exists only in t E}he computer's memory, the computer will always handle the cards. It will take care of shuffling and dealing either for yo F}u or for itself. Once the dealer is determined, six cards are dealt alternately to each player. The deck is then placed G} on the dealer's side of the table. Each player must choose two discards carefully. The four discards form a third hand H} called the Crib. The Crib belongs to the dealer. Before discarding, you should understand how a hand is evaluated:(1) I} : Any combination of cards that adds up to fifteen is worth two points. Face cards count as ten, aces as one. J}All others count as their face values (2-10).(2) : Any three cards or more in numerical sequence form a straigh K}t, or a . They are worth one point per card in the run.(3) : Pairs are worth two points apiece.(4) : If a L}ll four cards in your hand belong to the same suit, you have a flush worth four points. If the also belongs to the M}same suit, then you have a five-card flush worth five points. The is the card at the top of the deck. It flips ov N}er when both players have discarded. It becomes a part of all three hands (yours, the computer's, and the Crib). There i O}s an exception to the flush rule: A flush in the Crib be a five-card flush. Otherwise, it doesn't count.(5) : P} A jack of the same suit as the is worth one point. The scoring system appears simple on the surface, but actually Q} it is not. The twister is that possible ways of combining the cards can hold scoring points. Consider the hand A-A R}-7-7-7. That hand is worth 20 points. It has (1) a pair of aces, (2) three combinations of two sevens, or three more pai S}rs, and (3) six combinations of two sevens and one ace, or six fifteens. Here is another example: The hand J-Q-Q-Q-K is T} worth 15 points. It has three three-card straights and three pairs of queens. When you discard, try to keep as many po U}ints and/or possibles (the may help) in your hand as you can. But be careful with what you discard. If the Crib be V}longs to you this round, then it is safe to discard valuable cards (for example, J-5 or 7-8). If the computer owns the C W}rib, however, you should try not to give it any points or possibles in your discards. After you have discarded twice, th X}e will be revealed. If it is a jack, the dealer gets "two for his heels" and should peg two points. You are now re Y}ady to begin the playing stage of the game. The non-dealer begins play by laying a card from his hand face-up on the tab Z}le. Its counting value will appear on a counter in the center of the board. (Remember that face cards count as ten.) Th [}e dealer responds by playing one of his cards. The counter will be updated to reflect the sum of both cards. Play conti \}nues to alternate in this fashion until neither player can play without exceeding a sum of 31. If you can't play without ]} going over 31, move the card cursor to an empty space and press the red button. This is the way you call a "go." The c ^}omputer will do the same when it can't play either. Whoever played the last card gets the "go" and pegs one point. If a _}player reaches exactly 31, then he pegs two points immediately (no one has to call a "go"). Once a "go" or 31 is reached `}, the cards played are cleared and a new round begins. Play continues in this fashion until all cards have been played. a} The scoring used during card play is very similar to that used to count the hands:(1) : If you play a card whi b}ch makes the sum of the cards played exactly fifteen, you peg two points.(2) : If cards played in succession make p c}airs, then two points are pegged for pair. For example, let's say you played a four. If the computer then plays a d}four, it will have a pair and peg two points. If you then play yet another four, you form three pairs and peg six points. e} Four consecutive fours would make six pairs, worth twelve points.(3) : If you play a card which completes a run of f} three or more cards played consecutively, you peg one point for each card in the run. The run does have to be played g} in numerical order. Note that only simple runs are possible during play. Up to quadruple runs are possible during hand h} counting. The mechanics of pegging are simple, but may take a bit of practice. Pegging is entirely your responsibility i}. After every card you play, you will have a "live" peg (unless your play begins a round--no pegging is possible with jus j}t one card on the table). When you earn points, you simply move the peg the desired number of holes and press the trigge k}r. However, even if you earn no points at all, you still must press the trigger after you play. Remember that the purpos l}e of the lower levels is to prepare you for the challenge of the higher ones. The computer will not tell you when you ha m}ve earned points at the higher levels. It will just ask "any pegging?" every time you play a card. If you forget to peg n}at the highest level, well, that's too bad! The computer will steal your points greedily. So when you see the seemingly o} nonsensical message "peg 0 points" at the lower levels, just remember to press the trigger. After all cards are played, p}the hands get counted. The non-dealer counts first, and pegs however many points he has earned (including zero). The de q}aler then counts both his hand and the Crib. Remember that the is part of each hand. After the hands are counted, r} the deal passes to the other player and the game continues. Whoever pegs out first wins the game immediately. (If the s}non-dealer wins, the dealer does get a chance to count his hand or his Crib.) If a player wins before the other goes t} once around the board (less than 61 points), the winner wins double. The winner will deal first in the next game unless u}you decide to go to a different level. After each game, a numerical tabulation appears at the top of the screen. This t v}able shows you, from left to right, (1) the number of games won by each player, (2) the number of points counted from the w}hands in the previous game, (3) the points pegged during card play in the previous game, and (4) the average score of eac x}h player for the entire play session. Note that the computer addresses you as "YOU" and itself as "ME." These statistic y}s should help you improve your game, especially the middle two entries. They reflect your skill in discarding ("COUNTED") z} and in card playing ("PEGGED") relative to the computer's skills.ame. In this Atari version, the computer assumes the FLB'DOS SYSB+AUTORUN SYSB-PRTWRAP BASBF5CRIBBAGEW38