cribbage.n 9.9 KB

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  1. CRIBBAGE
  2. from
  3. According to Hoyle
  4. Cribbage is believed to have been invented by Sir John Suckling (1609-1642).
  5. Probably it is an elaboration of an older game, Noddy. The original game
  6. was played with hands of five cards; the modern game gives each player
  7. six. That is virtually the only change from Suckling's directions.
  8. Players:
  9. Two. There are variants for three and four players, described
  10. later.
  11. Cards:
  12. The pack of 52. The cards in each suit rank: K (high), Q, J, 10,
  13. 9, 8, 7, 6, 5, 4, 3, 2, A. The counting values are: K, Q, J, 10, each 10
  14. (wherefore these are called tenth cards); ace, 1; each other card, its
  15. index value.
  16. Cribbage Board:
  17. Indispensable to scoring (unless you have a computer!, ed.) is
  18. the device known as the cribbage board. This is a rectangular panel, long
  19. and narrow, in which are four rows of 30 holes each. (See illustration.)
  20. At one end, or in the center, are two or four additional holes, called
  21. game holes. The board is placed between the two players, and each keeps
  22. his own score on the two rows of holes nearest himself. Each is supplied
  23. with two pegs. Before the first hand, the pegs are placed in the game
  24. holes. On making his first score, the player advances one peg an
  25. appropriate number of holes (one per point) away from the game end of the
  26. board. The second score is recorded by placing the second peg an
  27. appropriate distance ahead of the first. For each subsequent score, the
  28. rear peg is jumped ahead of the other, the distance between the two pegs
  29. always showing the amount of this last score.
  30. The traditional mode of scoring is down (away from the game end)
  31. the outer row, and up the inner row. "Once around" is a game of 61 points.
  32. "Twice around" is a game of 121 points.
  33. Preliminaries:
  34. Cards are drawn; the lower deals first. If cards of equal rank
  35. are drawn, both players draw again. Dealer has the right to shuffle last.
  36. Nondealer cuts, and must leave at least four cards in each packet.
  37. Dealing:
  38. Each player receives six cards, dealt one at a time face down,
  39. beginning with the nondealer. The turn to deal alternates. The dealer
  40. has an advantage.
  41. Laying Away:
  42. After seeing his hand, each player lays away two cards face down.
  43. The four cards laid away, placed in one pile, form the crib. The crib
  44. counts for the dealer. Nondealer therefore tries to lay away balking
  45. cards -- cards that are least likely to create a score in the crib.
  46. The Starter:
  47. After both hands have laid away, nondealer lifts off a packet from
  48. the top of the stock (the rest of the pack). Again, each packet must
  49. contain at least four cards. Dealer turns up the top card of the lower
  50. packer, which is then placed on top of the stock when the packets are
  51. reunited. The card thus turned up is called 1 the starter. If it is a
  52. jack, dealer immediately pegs 2, called 2 for his heels.
  53. The Play:
  54. Nondealer begins the play by laying a card from his hand face up
  55. on the table, announcing its counting value. Dealer then shows a card,
  56. announcing the total count of the two cards. Play continues in the same
  57. way, by alternate exposure of cards, each player announcing the new total
  58. count. The total may be carried only to 31, no further. If a player adds
  59. a card that brings the total exactly to 31, he pegs 2. If a player is
  60. unable to play another card without exceeding 31, he must say "Go," and
  61. his opponent pegs 1, but before doing so, opponent must lay down any
  62. additional cards he can without exceeding 31. If such additional cards
  63. bring the total to exactly 31, he pegs 2 instead of 1.
  64. Whenever a go occurs, the opponent of the player who played the
  65. last card must lead for a new count starting at zero. Playing the last
  66. card of all counts as a go. (Since nondealer makes the opening lead,
  67. dealer is bound to peg at least 1 in play.)
  68. Besides pegging for 31 and go, the player may also peg for certain
  69. combinations made in play, as follows:
  70. Fifteen:
  71. Making the count total 15 pegs 2.
  72. Pair:
  73. Playing a card of same rank as that previously played pegs
  74. 2. Playing a third card of the same rank makes pair royal
  75. and pegs 6. Playing the fourth card of the same rank
  76. makes double pair royal and pegs 12.
  77. The tenth cards pair strictly by rank, a king with a king,
  78. a queen with a queen, and so on. (King and jack do not
  79. make a pair, although each has the counting value 10.)
  80. Run:
  81. Playing a card which, with the two or more played
  82. immediately previously, makes a sequence of three or more
  83. cards, pegs 1 for each card in the run. Runs depend on
  84. rank alone; the suits do not matter. Nor does the score
  85. for run depend upon playing the cards in strict sequence,
  86. so long as the three or more last cards played can be
  87. arranged in a run. Example: 7, 6, 8 played in that order
  88. score 3 for run; 5, 2, 4, 3 played in that order score 4
  89. for run.
  90. Any of the foregoing combinations count, whether the cards
  91. are played alternately or one player plays several times
  92. in succession in consequence of a go. But a combination
  93. does not score if it is interrupted by a go.
  94. Showing:
  95. After the play, the hands are shown (counted). Nondealer
  96. shows first, then dealer's hand, then crib. The starter
  97. is deemed to belong to each hand, so that each hand includes
  98. five cards. Combinations of scoring value are as follows:
  99. Fifteen:
  100. Each combinations of two or more cards that total
  101. fifteen scores 2.
  102. Pair:
  103. Each pair of cards of the same rank scores 2.
  104. Run:
  105. Each combination of three or more cards in sequence
  106. scores 1 for each card in the run.
  107. Flush:
  108. Four cards of the same suit in hand score 4; four
  109. cards in hand or crib of same suit as the starter
  110. score 5. (No count for four-flush in crib.)
  111. His Nobs:
  112. Jack of same suit as the starter, in hand or crib,
  113. scores 1.
  114. It is important to note that every separate grouping of cards that
  115. makes a fifteen, pair, or run counts separately. Three of a kind, pair
  116. royal, counts 6 because three sets of pairs can be made; similarly, four
  117. of a kind, double pair royal, contain six pairs and count 12.
  118. The highest possible hand is J, 5, 5, 5 with the starter the 5 of
  119. the same suit as the jack. There are four fifteens by combining the jack
  120. with a five, four more by combinations of three fives (a total of 16 for
  121. fifteens); the double pair royal adds 12 for a total of 28; and his nobs
  122. adds 1 for a maximum score of 29. (the score of 2 for his heels does not
  123. count in the total of the hand, since it is pegged before the play.)
  124. A double run is a run with one card duplicated, as 4-3-3-2.
  125. Exclusive of fifteens, a double run of three cards counts 8; of four cards,
  126. 10. A triple run is a run of three with one card triplicated, as K-K-K-Q-J.
  127. Exclusive of fifteens, it counts 15. A quadruple run is a run of three
  128. with two different cards duplicated, as the example 8-8-7-6-6 previously
  129. given. Exclusive of fifteens, it counts 16.
  130. No hand can be constructed that counts 19, 25, 26 or 27. A
  131. time-honored way of showing a hand with not a single counting combination
  132. is to say "I have nineteen."
  133. The customary order in showing is to count fifteens first, then
  134. runs, then pairs, but there is no compulsion of law. Example: A hand
  135. (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, fifteen
  136. 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14."
  137. Muggins:
  138. The hands and crib are counted aloud, and if a player claims a
  139. greater total than is due him, his opponent may require correction. In
  140. some localities, if a player claims less than is due, his opponent may
  141. say "Muggins" and himself score the points overlooked.
  142. Scoring:
  143. The usual game is 121, but it may be set at 61 by agreement.
  144. Since the player wins who first returns to the game hole by going "twice
  145. around," the scores must be pegged strictly in order: his heels, pegging
  146. in play, non-dealer's hand, dealer's hand, crib. Thus, if nondealer goes
  147. out on showing his hand, he wins, even though dealer might have gone out
  148. with a greater total if allowed to count his hand and crib.
  149. When the game of 121 is played for a stake, a player wins a single
  150. game if the loser makes 61 points or more. If the loser fails to reach
  151. 61, he is lurched, and the other wins a double game.
  152. Irregularities:
  153. Misdeal. There must be a new deal by the same dealer if a card
  154. is found faced in the pack, if a card is exposed in dealing, or if the
  155. pack be found imperfect.
  156. Wrong Number of Cards. If one hand (not crib) is found to have
  157. the wrong number of cards after laying away for the crib, the other hand
  158. and crib being correct, the opponent may either demand a new deal or may
  159. peg 2 and rectify the hand. If the crib is incorrect, both hands being
  160. correct, nondealer pegs 2 and the crib is corrected.
  161. Error in Pegging:
  162. If a player places a peg short of the amount to which he is
  163. entitled, he may not correct his error after he has played the next card
  164. or after the cut for the next deal. If he pegs more than his announced
  165. score, the error must be corrected on demand at any time before the cut
  166. for the next deal and his opponent pegs 2.
  167. Strategy:
  168. The best balking cards are kings and aces, because they have the
  169. least chance of producing sequences. Tenth cards are generally good,
  170. provided that the two cards laid away are not too near (likely to make a
  171. sequence). When nothing better offers, give two wide cards -- at least
  172. three apart in rank.
  173. Proverbially the safest lead is a 4. The next card cannot make
  174. a 15. Lower cards are also safe from this point of view, but are better
  175. treasured for go and 31. The most dangerous leads are 7 and 8, but may
  176. be made to trap the opponent when they are backed with other close cards.
  177. Generally speaking, play on (toward a sequence) when you have close cards
  178. and off when you do not. However, the state of the score is a
  179. consideration. If far behind, play on when there is any chance of building
  180. a score for yourself; if well ahead, balk your opponent by playing off
  181. unless you will surely peg as much as he by playing on.