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