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- CRIBBAGE
- from
- According to Hoyle
- Cribbage is believed to have been invented by Sir John Suckling (1609-1642).
- Probably it is an elaboration of an older game, Noddy. The original game
- was played with hands of five cards; the modern game gives each player
- six. That is virtually the only change from Suckling's directions.
- Players:
- Two. There are variants for three and four players, described
- later.
- Cards:
- The pack of 52. The cards in each suit rank: K (high), Q, J, 10,
- 9, 8, 7, 6, 5, 4, 3, 2, A. The counting values are: K, Q, J, 10, each 10
- (wherefore these are called tenth cards); ace, 1; each other card, its
- index value.
- Cribbage Board:
- Indispensable to scoring (unless you have a computer!, ed.) is
- the device known as the cribbage board. This is a rectangular panel, long
- and narrow, in which are four rows of 30 holes each. (See illustration.)
- At one end, or in the center, are two or four additional holes, called
- game holes. The board is placed between the two players, and each keeps
- his own score on the two rows of holes nearest himself. Each is supplied
- with two pegs. Before the first hand, the pegs are placed in the game
- holes. On making his first score, the player advances one peg an
- appropriate number of holes (one per point) away from the game end of the
- board. The second score is recorded by placing the second peg an
- appropriate distance ahead of the first. For each subsequent score, the
- rear peg is jumped ahead of the other, the distance between the two pegs
- always showing the amount of this last score.
- The traditional mode of scoring is down (away from the game end)
- the outer row, and up the inner row. "Once around" is a game of 61 points.
- "Twice around" is a game of 121 points.
- Preliminaries:
- Cards are drawn; the lower deals first. If cards of equal rank
- are drawn, both players draw again. Dealer has the right to shuffle last.
- Nondealer cuts, and must leave at least four cards in each packet.
- Dealing:
- Each player receives six cards, dealt one at a time face down,
- beginning with the nondealer. The turn to deal alternates. The dealer
- has an advantage.
- Laying Away:
- After seeing his hand, each player lays away two cards face down.
- The four cards laid away, placed in one pile, form the crib. The crib
- counts for the dealer. Nondealer therefore tries to lay away balking
- cards -- cards that are least likely to create a score in the crib.
- The Starter:
- After both hands have laid away, nondealer lifts off a packet from
- the top of the stock (the rest of the pack). Again, each packet must
- contain at least four cards. Dealer turns up the top card of the lower
- packer, which is then placed on top of the stock when the packets are
- reunited. The card thus turned up is called 1 the starter. If it is a
- jack, dealer immediately pegs 2, called 2 for his heels.
- The Play:
- Nondealer begins the play by laying a card from his hand face up
- on the table, announcing its counting value. Dealer then shows a card,
- announcing the total count of the two cards. Play continues in the same
- way, by alternate exposure of cards, each player announcing the new total
- count. The total may be carried only to 31, no further. If a player adds
- a card that brings the total exactly to 31, he pegs 2. If a player is
- unable to play another card without exceeding 31, he must say "Go," and
- his opponent pegs 1, but before doing so, opponent must lay down any
- additional cards he can without exceeding 31. If such additional cards
- bring the total to exactly 31, he pegs 2 instead of 1.
- Whenever a go occurs, the opponent of the player who played the
- last card must lead for a new count starting at zero. Playing the last
- card of all counts as a go. (Since nondealer makes the opening lead,
- dealer is bound to peg at least 1 in play.)
- Besides pegging for 31 and go, the player may also peg for certain
- combinations made in play, as follows:
- Fifteen:
- Making the count total 15 pegs 2.
- Pair:
- Playing a card of same rank as that previously played pegs
- 2. Playing a third card of the same rank makes pair royal
- and pegs 6. Playing the fourth card of the same rank
- makes double pair royal and pegs 12.
- The tenth cards pair strictly by rank, a king with a king,
- a queen with a queen, and so on. (King and jack do not
- make a pair, although each has the counting value 10.)
- Run:
- Playing a card which, with the two or more played
- immediately previously, makes a sequence of three or more
- cards, pegs 1 for each card in the run. Runs depend on
- rank alone; the suits do not matter. Nor does the score
- for run depend upon playing the cards in strict sequence,
- so long as the three or more last cards played can be
- arranged in a run. Example: 7, 6, 8 played in that order
- score 3 for run; 5, 2, 4, 3 played in that order score 4
- for run.
- Any of the foregoing combinations count, whether the cards
- are played alternately or one player plays several times
- in succession in consequence of a go. But a combination
- does not score if it is interrupted by a go.
- Showing:
- After the play, the hands are shown (counted). Nondealer
- shows first, then dealer's hand, then crib. The starter
- is deemed to belong to each hand, so that each hand includes
- five cards. Combinations of scoring value are as follows:
- Fifteen:
- Each combinations of two or more cards that total
- fifteen scores 2.
- Pair:
- Each pair of cards of the same rank scores 2.
- Run:
- Each combination of three or more cards in sequence
- scores 1 for each card in the run.
- Flush:
- Four cards of the same suit in hand score 4; four
- cards in hand or crib of same suit as the starter
- score 5. (No count for four-flush in crib.)
- His Nobs:
- Jack of same suit as the starter, in hand or crib,
- scores 1.
- It is important to note that every separate grouping of cards that
- makes a fifteen, pair, or run counts separately. Three of a kind, pair
- royal, counts 6 because three sets of pairs can be made; similarly, four
- of a kind, double pair royal, contain six pairs and count 12.
- The highest possible hand is J, 5, 5, 5 with the starter the 5 of
- the same suit as the jack. There are four fifteens by combining the jack
- with a five, four more by combinations of three fives (a total of 16 for
- fifteens); the double pair royal adds 12 for a total of 28; and his nobs
- adds 1 for a maximum score of 29. (the score of 2 for his heels does not
- count in the total of the hand, since it is pegged before the play.)
- A double run is a run with one card duplicated, as 4-3-3-2.
- Exclusive of fifteens, a double run of three cards counts 8; of four cards,
- 10. A triple run is a run of three with one card triplicated, as K-K-K-Q-J.
- Exclusive of fifteens, it counts 15. A quadruple run is a run of three
- with two different cards duplicated, as the example 8-8-7-6-6 previously
- given. Exclusive of fifteens, it counts 16.
- No hand can be constructed that counts 19, 25, 26 or 27. A
- time-honored way of showing a hand with not a single counting combination
- is to say "I have nineteen."
- The customary order in showing is to count fifteens first, then
- runs, then pairs, but there is no compulsion of law. Example: A hand
- (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, fifteen
- 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14."
- Muggins:
- The hands and crib are counted aloud, and if a player claims a
- greater total than is due him, his opponent may require correction. In
- some localities, if a player claims less than is due, his opponent may
- say "Muggins" and himself score the points overlooked.
- Scoring:
- The usual game is 121, but it may be set at 61 by agreement.
- Since the player wins who first returns to the game hole by going "twice
- around," the scores must be pegged strictly in order: his heels, pegging
- in play, non-dealer's hand, dealer's hand, crib. Thus, if nondealer goes
- out on showing his hand, he wins, even though dealer might have gone out
- with a greater total if allowed to count his hand and crib.
- When the game of 121 is played for a stake, a player wins a single
- game if the loser makes 61 points or more. If the loser fails to reach
- 61, he is lurched, and the other wins a double game.
- Irregularities:
- Misdeal. There must be a new deal by the same dealer if a card
- is found faced in the pack, if a card is exposed in dealing, or if the
- pack be found imperfect.
- Wrong Number of Cards. If one hand (not crib) is found to have
- the wrong number of cards after laying away for the crib, the other hand
- and crib being correct, the opponent may either demand a new deal or may
- peg 2 and rectify the hand. If the crib is incorrect, both hands being
- correct, nondealer pegs 2 and the crib is corrected.
- Error in Pegging:
- If a player places a peg short of the amount to which he is
- entitled, he may not correct his error after he has played the next card
- or after the cut for the next deal. If he pegs more than his announced
- score, the error must be corrected on demand at any time before the cut
- for the next deal and his opponent pegs 2.
- Strategy:
- The best balking cards are kings and aces, because they have the
- least chance of producing sequences. Tenth cards are generally good,
- provided that the two cards laid away are not too near (likely to make a
- sequence). When nothing better offers, give two wide cards -- at least
- three apart in rank.
- Proverbially the safest lead is a 4. The next card cannot make
- a 15. Lower cards are also safe from this point of view, but are better
- treasured for go and 31. The most dangerous leads are 7 and 8, but may
- be made to trap the opponent when they are backed with other close cards.
- Generally speaking, play on (toward a sequence) when you have close cards
- and off when you do not. However, the state of the score is a
- consideration. If far behind, play on when there is any chance of building
- a score for yourself; if well ahead, balk your opponent by playing off
- unless you will surely peg as much as he by playing on.
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