doc: Rummy, Matching, Capturing, Climbing, and Cribbage chapters (pass 5)

* doc/card-games.texi: write the Rummy Games (Gin, Rummy, Rummy 500, Hand
& Foot), Matching Games (Go Fish, Old Maid), Capturing Games (Scopa,
Casino), and Climbing Games (President, Spite & Malice) chapters, each
with object, rules, strategy, and keys; give Cribbage its own chapter
(it's a pegging game, not climbing) and add it to the top menu.
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@ -64,6 +64,7 @@ the GNU General Public License, version 3 or later.
* Matching Games:: Go Fish and Old Maid.
* Capturing Games:: Scopa and Casino.
* Climbing Games:: President and Spite & Malice.
* Cribbage:: The pegging game, to 121.
* Russian Bank:: The two-player duel.
* Networked Play:: Live 500 over the network.
* Credits:: Sources and thanks.
@ -808,22 +809,235 @@ setting up a long suit --- before you play to the first trick.
@node Rummy Games
@chapter Rummy Games
@c TODO(pass 5): Gin Rummy, Rummy, Rummy 500, Hand & Foot.
@cindex rummy
@cindex melds
Draw a card --- from the stock or the discard pile --- then throw one
away, and work your hand into @dfn{melds}: @dfn{sets} of three or four of
a kind, and @dfn{runs} of three or more cards in one suit.
@menu
* Gin Rummy:: Knock with little deadwood.
* Rummy:: Meld your whole hand to go out.
* Rummy 500:: Score the cards you lay down.
* Hand & Foot:: The partnership Canasta cousin.
@end menu
@node Gin Rummy
@section Gin Rummy
@findex cg-gin
@cindex Gin Rummy
@cindex deadwood
@cindex knock
Two-handed, with ten-card hands. Draw from the stock (@kbd{s}) or take
the up-card (@kbd{t}), then discard with @key{RET}. When your unmatched
cards --- your @dfn{deadwood} --- add up to ten points or fewer you may
@dfn{knock} (@kbd{k}) and end the hand; with no deadwood at all you go
@dfn{gin} for a bonus. Your opponent then lays their own deadwood off
onto your melds. First to 100 points wins.
@strong{Strategy.} Keep cards that could join more than one meld, knock
early against a slow hand, and note which cards your opponent takes.
@node Rummy
@section Rummy
@findex cg-rummy-basic
@cindex Rummy
Draw and discard, and lay your melds down on the table. Mark the cards
of a meld with @key{SPC} and lay it down with @kbd{m}; add a single card
to a meld already on the table (yours or anyone's) with @kbd{l}. Get rid
of your whole hand to go out.
@table @kbd
@item @key{SPC} @r{/} m @r{/} l
Mark cards, meld them, lay one off.
@item s @r{/} t @r{/} @key{RET}
Draw from the stock, take the up-card, discard.
@end table
@strong{Strategy.} Do not meld too soon --- cards on the table cannot be
rearranged, and they tell your opponents what you hold.
@node Rummy 500
@section Rummy 500
@findex cg-rum500
@cindex Rummy 500
Rummy played for points over many hands, first past 500. You score the
cards you lay down and lose the ones left in your hand. Besides the top
of the discard pile you may take a card from deeper in it with @kbd{T},
picking up that card and everything above it --- as long as you meld the
chosen card at once. Aces count 15.
@strong{Strategy.} Chase the high-scoring cards, and raid the discard
pile when the reward outweighs the cards it puts in your hand.
@node Hand & Foot
@section Hand & Foot
@findex cg-handfoot
@cindex Hand and Foot
A partnership cousin of Canasta. You are dealt a @dfn{hand} and a
@dfn{foot}; play out the hand, then take up the foot. Build @dfn{books}
of seven cards of a rank --- @dfn{clean} with no wild cards, or
@dfn{dirty} with some. Twos and Jokers are wild; threes never meld.
Draw two cards with @kbd{s}, or pick up the whole discard pile with
@kbd{p} by melding its top card; meld (@kbd{m}), lay off (@kbd{l}), and
discard (@key{RET}). Your side goes out once it has two complete books
and you have emptied your foot.
@strong{Strategy.} Hoard wild cards for clean books, and do not go out
before your partner has played their foot.
@node Matching Games
@chapter Matching Games
@c TODO(pass 5): Go Fish, Old Maid.
@cindex matching games
Two light games of collecting and shedding, good for a quick sit-down.
@menu
* Go Fish:: Ask for ranks; collect books of four.
* Old Maid:: Shed pairs; dodge the odd Queen.
@end menu
@node Go Fish
@section Go Fish
@findex cg-go-fish
@cindex Go Fish
@cindex books
Collect @dfn{books} of four of a kind. On your turn pick a rank you hold
--- click one of the rank buttons, or move the cursor to a card and it
selects that rank --- then press @kbd{1}, @kbd{2}, @kbd{3}, or @kbd{4} to
ask that player for it. If they have any they must hand them over and you
ask again; if not, you ``go fish'' and draw from the stock. Complete the
most books to win.
@strong{Strategy.} Remember what everyone has asked for; it tells you
who holds what.
@node Old Maid
@section Old Maid
@findex cg-old-maid
@cindex Old Maid
One Queen is set aside, so a single Queen is left without a partner.
Throw out every pair in your hand, then draw a card, unseen, from the next
player: move over their face-down cards with the arrows (or click one) and
press @key{RET}. Whoever is left holding the odd Queen at the end loses.
@strong{Strategy.} Mostly luck --- but do not let your reactions reveal
where the odd Queen is hiding.
@node Capturing Games
@chapter Capturing Games
@c TODO(pass 5): Scopa, Casino.
@cindex capturing games
@cindex fishing games
Play a card from your hand to the table; if it matches, it @dfn{captures}
table cards and takes them for scoring. Press @key{RET} to play the card
under the cursor.
@menu
* Scopa:: Sweep the table for a scopa.
* Casino:: Big and little casino, and the sweeps.
@end menu
@node Scopa
@section Scopa
@findex cg-scopa
@cindex Scopa
A 40-card Italian game. The card you play captures a single table card of
the same value, or a set of table cards that add up to its value.
Clearing the whole table at a stroke is a @dfn{scopa} and scores a bonus.
At the end of each round you score for taking the most cards, the most
coins, the Seven of Coins (the @dfn{sette bello}), and the @dfn{primiera};
play to 11.
@strong{Strategy.} Watch the running total on the table, and try to leave
your opponent unable to make the capture that would sweep it.
@node Casino
@section Casino
@findex cg-casino
@cindex Casino
The 52-card cousin of Scopa. Number cards capture by value as in Scopa;
face cards capture only by matching rank. Score the @dfn{big casino}
(the Ten of Diamonds), the @dfn{little casino} (the Two of Spades), the
Aces, and the most cards and most spades; play to 21.
@strong{Strategy.} Guard the two casinos and grab spades when you can ---
the little points decide close games.
@node Climbing Games
@chapter Climbing Games
@c TODO(pass 5): President, Spite & Malice, Cribbage.
@cindex climbing games
@cindex shedding games
Be the first to get rid of your cards by playing something that beats
what is already on the table.
@menu
* President:: First out rules; last out scrubs.
* Spite & Malice:: Race to empty your goal pile.
@end menu
@node President
@section President
@findex cg-president
@cindex President
@cindex Scum
Also called Scum. The leader plays one to four cards of a rank; the next
player must answer with the same number of a @emph{higher} rank, or pass
--- and here the Two is the highest card of all. Whoever empties their
hand first is President; the last one out is the Scum, and before the next
deal the Scum must hand the President their best cards.
To lead more than one card of a rank, give a numeric prefix first ---
@kbd{C-u 2 @key{RET}} leads a pair. @kbd{p} passes.
@strong{Strategy.} Shed your low cards while the lead is cheap, and save
your Twos and your pairs to grab the lead back when it matters.
@node Spite & Malice
@section Spite & Malice
@findex cg-spite
@cindex Spite and Malice
@cindex Cat and Mouse
Race to empty your @dfn{goal} pile. Four shared centre piles are built up
from Ace to Queen, and Kings are wild. On your turn play a card from your
hand with @key{RET}, the top of your goal pile with @kbd{G}, or the top of
one of your four discard piles with @kbd{1}--@kbd{4}; then end your turn by
discarding a hand card with @kbd{d}. The first to clear their goal pile
wins.
@strong{Strategy.} Spend a wild King to reach the next goal card, and
keep your discard piles in order so you can unload them in turn.
@node Cribbage
@chapter Cribbage
@findex cg-cribbage
@cindex Cribbage
@cindex pegging
@cindex the crib
The classic two-player game, pegged to 121. Each deal has three parts.
First, both players lay two cards face down to the dealer's @dfn{crib}:
mark them with @key{SPC} and confirm with @kbd{m}. A @dfn{starter} card is
then cut. Next comes @dfn{the play}: take turns laying cards (@key{RET}),
scoring as the running total reaches fifteen and thirty-one and for pairs
and runs made along the way. Finally, @dfn{the show} scores each hand and
then the crib for its fifteens, pairs, runs, flushes, and @dfn{his nobs}
(the Jack of the starter's suit). First to 121 wins.
@strong{Strategy.} Weigh a strong hand against what you give away to the
crib, and always be counting toward the next fifteen and thirty-one.
@node Russian Bank
@chapter Russian Bank