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decuslib20-03
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decus/20-0090/kismet.hlp
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*KISMET*
PROGRAM BY ROBERT WILSON
THE GAME OF 'KISMET' IS A COMBINATION OF POKER AND DICE.
THE OBJECT IS TO GET THE HIGHEST SCORE YOU CAN. THIS IS DONE BY
ROLLING DICE AND TRYING FOR DIFFERENT COMBINATIONS. THERE ARE 15
DIFFERENT CATEGORIES. THEY ARE BROKEN UP INTO TWO SECTIONS, THE
BASIC SECTION AND THE KISMET SECTION.
BELOW IS A LIST OF CATEGORIES:
BASIC SECTION
NUMBER CATEGORY SCORE
1 ACES 1 FOR EACH ACE
2 DEUCES 2 FOR EACH DEUCE
3 TREYS 3 FOR EACH TREY
4 FOURS 4 FOR EACH FOUR
5 FIVES 5 FOR EACH FIVE
6 SIXES 6 FOR EACH SIX
KISMET SECTION
NUMBER CATEGORY SCORE
7 2 PAIR - SAME COLOR TOTAL ALL DICE
8 3 OF A KIND TOTAL ALL DICE
9 STRAIGHT 30
10 FLUSH 35
11 FULL HOUSE TOTAL ALL DICE +15
12 FULL HOUSE - SAME COLOR TOTAL ALL DICE +20
13 4 OF A KIND TOTAL ALL DICE +25
14 YARBOROUGH TOTAL ALL DICE
15 KISMET TOTAL ALL DICE +50
MOST OF THE GATEGORIES ARE SELF-EXPLAINITORY. A'FLUSH'
IS ALL DICE THE SAME COLOR. A 'YARBOROUGH' IS A CATCH-ALL, IF YOUR
ROLL WILL NOT FIT ANY OPEN CATEGORY YOU CAN USE THIS.
REMEMBER YOU CAN ONLY USE IT ONCE SO USE IT ONLY WHEN EXTREMELY
NEDDED. THE COLOR CODE FOR THE DICE IS AS FOLLOWS:
COLOR NUMBERS
BLACK 1&6
RED 2&5
GREEN 3&4
A BONUS CAN BE EARNED IF YOUR BASIC SCORE IS HIGH ENOUGH.
DIFFERENT SCORES EARN DIFFERENT BONUSES.
IF YOUR BASIC SCORE IS:
63-70 SCORE 35
71-77 SCORE 55
78+ SCORE 75
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EACH TURN ALL FIVE DICE ARE THROWN. YOU MAY RETHROW ANY NUMBER OF
THEN UP TO 2 MORE TIMES. BELOW IS AN EXAMPLE FOR SCORING.
4 4 4 3 3
THIS ROLL CAN BE USED IN ANY OF THE FOLLOWING:
CATEGORY SCORE
TREY'S 6 PTS.
FOURS 12 PTS.
2 PAIR (SAME COLOR) 18 PTS.
3 OF A KIND 18 PTS.
YARBOROUGH 18 PTS.
FULL HOUSE 33 PTS.
FLUSH 35 PTS.
FULL HOUSE (SAME COLOR) 38 PTS.
IF YOUR ROLL WILL NOT FIT ANY EMPTY CATEGORY YOU MUST
ENTER A ZERO IN AN EMPTY CATEGORY. TO DO THIS TYPE THE NUMBER OF THE
CATEGORY IN RESPONSE TO 'WHICH CATEGORY', AND FOLLOW THE DIRECTIONS
GIVEN.
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