Complete the rummy-family rules for 1.0: deep pickup, Hand & Foot
Rummy 500 gains the signature below-the-top discard pickup (T): take the chosen card plus every card above it, melding or laying off the chosen card at once. New `deep-pickup' class slot keeps Basic Rummy top-only; the AI takes a buried card when it completes a new meld; the pile renders with 0=top depth indices. Hand & Foot gains its three missing rules: pick up the discard pile (p) by melding the top card with two matching naturals; red threes as bonus cards (auto-collected with a replacement draw, +100 each / +200 all four); and the round-by-round go-down minimum (50/90/120/150) enforced as one atomic initial meld. Add four ERT tests (suite 111->115); refresh the README and in-file commentary; fix cg-rum500.el's truncated file footer.
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@ -69,10 +69,15 @@ with its command.
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cards off onto them; empty your hand to go out and score the cards left
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in the other hands.
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- ~cg-rum500~ -- Rummy 500. As above, but you score the cards you lay
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down and lose the cards left in your hand; first past 500 wins.
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down and lose the cards left in your hand; first past 500 wins. Take a
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buried discard card with ~T~: you take it and every card above it, and
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meld the chosen card at once.
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- ~cg-handfoot~ -- Hand & Foot. A partnership Canasta cousin: play a hand
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and then a foot, build books of a rank with Twos and Jokers wild, and go
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out once your side has completed two of them.
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out once your side has completed two of them. Each round opens with a
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rising go-down minimum (50, 90, 120, 150); red threes are bonus cards;
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and you can pick up the discard pile (~p~) by melding its top card with
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two matching naturals.
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** Matching
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- ~cg-go-fish~ -- Go Fish. Ask another player for a rank you hold;
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