
1: 2: CRIBBAGE 3: from 4: According to Hoyle 5: 6: Cribbage is believed to have been invented by Sir John Suckling (1609-1642). 7: Probably it is an elaboration of an older game, Noddy. The original game 8: was played with hands of five cards; the modern game gives each player 9: six. That is virtually the only change from Suckling's directions. 10: 11: Players: 12: 13: Two. There are variants for three and four players, described 14: later. 15: 16: Cards: 17: 18: The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 19: 9, 8, 7, 6, 5, 4, 3, 2, A. The counting values are: K, Q, J, 10, each 10 20: (wherefore these are called tenth cards); ace, 1; each other card, its 21: index value. 22: 23: Cribbage Board: 24: 25: Indispensable to scoring (unless you have a computer!, ed.) is 26: the device known as the cribbage board. This is a rectangular panel, long 27: and narrow, in which are four rows of 30 holes each. (See illustration.) 28: At one end, or in the center, are two or four additional holes, called 29: game holes. The board is placed between the two players, and each keeps 30: his own score on the two rows of holes nearest himself. Each is supplied 31: with two pegs. Before the first hand, the pegs are placed in the game 32: holes. On making his first score, the player advances one peg an 33: appropriate number of holes (one per point) away from the game end of the 34: board. The second score is recorded by placing the second peg an 35: appropriate distance ahead of the first. For each subsequent score, the 36: rear peg is jumped ahead of the other, the distance between the two pegs 37: always showing the amount of this last score. 38: 39: The traditional mode of scoring is down (away from the game end) 40: the outer row, and up the inner row. "Once around" is a game of 61 points. 41: "Twice around" is a game of 121 points. 42: 43: Preliminaries: 44: 45: Cards are drawn; the lower deals first. If cards of equal rank 46: are drawn, both players draw again. Dealer has the right to shuffle last. 47: Nondealer cuts, and must leave at least four cards in each packet. 48: 49: Dealing: 50: 51: Each player receives six cards, dealt one at a time face down, 52: beginning with the nondealer. The turn to deal alternates. The dealer 53: has an advantage. 54: 55: Laying Away: 56: 57: After seeing his hand, each player lays away two cards face down. 58: The four cards laid away, placed in one pile, form the crib. The crib 59: counts for the dealer. Nondealer therefore tries to lay away balking 60: cards -- cards that are least likely to create a score in the crib. 61: 62: The Starter: 63: 64: After both hands have laid away, nondealer lifts off a packet from 65: the top of the stock (the rest of the pack). Again, each packet must 66: contain at least four cards. Dealer turns up the top card of the lower 67: packer, which is then placed on top of the stock when the packets are 68: reunited. The card thus turned up is called 1 the starter. If it is a 69: jack, dealer immediately pegs 2, called 2 for his heels. 70: 71: The Play: 72: 73: Nondealer begins the play by laying a card from his hand face up 74: on the table, announcing its counting value. Dealer then shows a card, 75: announcing the total count of the two cards. Play continues in the same 76: way, by alternate exposure of cards, each player announcing the new total 77: count. The total may be carried only to 31, no further. If a player adds 78: a card that brings the total exactly to 31, he pegs 2. If a player is 79: unable to play another card without exceeding 31, he must say "Go," and 80: his opponent pegs 1, but before doing so, opponent must lay down any 81: additional cards he can without exceeding 31. If such additional cards 82: bring the total to exactly 31, he pegs 2 instead of 1. 83: 84: Whenever a go occurs, the opponent of the player who played the 85: last card must lead for a new count starting at zero. Playing the last 86: card of all counts as a go. (Since nondealer makes the opening lead, 87: dealer is bound to peg at least 1 in play.) 88: 89: Besides pegging for 31 and go, the player may also peg for certain 90: combinations made in play, as follows: 91: 92: Fifteen: 93: Making the count total 15 pegs 2. 94: Pair: 95: Playing a card of same rank as that previously played pegs 96: 2. Playing a third card of the same rank makes pair royal 97: and pegs 6. Playing the fourth card of the same rank 98: makes double pair royal and pegs 12. 99: 100: The tenth cards pair strictly by rank, a king with a king, 101: a queen with a queen, and so on. (King and jack do not 102: make a pair, although each has the counting value 10.) 103: Run: 104: Playing a card which, with the two or more played 105: immediately previously, makes a sequence of three or more 106: cards, pegs 1 for each card in the run. Runs depend on 107: rank alone; the suits do not matter. Nor does the score 108: for run depend upon playing the cards in strict sequence, 109: so long as the three or more last cards played can be 110: arranged in a run. Example: 7, 6, 8 played in that order 111: score 3 for run; 5, 2, 4, 3 played in that order score 4 112: for run. 113: 114: Any of the foregoing combinations count, whether the cards 115: are played alternately or one player plays several times 116: in succession in consequence of a go. But a combination 117: does not score if it is interrupted by a go. 118: 119: Showing: 120: After the play, the hands are shown (counted). Nondealer 121: shows first, then dealer's hand, then crib. The starter 122: is deemed to belong to each hand, so that each hand includes 123: five cards. Combinations of scoring value are as follows: 124: 125: Fifteen: 126: Each combinations of two or more cards that total 127: fifteen scores 2. 128: Pair: 129: Each pair of cards of the same rank scores 2. 130: 131: Run: 132: Each combination of three or more cards in sequence 133: scores 1 for each card in the run. 134: Flush: 135: Four cards of the same suit in hand score 4; four 136: cards in hand or crib of same suit as the starter 137: score 5. (No count for four-flush in crib.) 138: His Nobs: 139: Jack of same suit as the starter, in hand or crib, 140: scores 1. 141: 142: It is important to note that every separate grouping of cards that 143: makes a fifteen, pair, or run counts separately. Three of a kind, pair 144: royal, counts 6 because three sets of pairs can be made; similarly, four 145: of a kind, double pair royal, contain six pairs and count 12. 146: 147: The highest possible hand is J, 5, 5, 5 with the starter the 5 of 148: the same suit as the jack. There are four fifteens by combining the jack 149: with a five, four more by combinations of three fives (a total of 16 for 150: fifteens); the double pair royal adds 12 for a total of 28; and his nobs 151: adds 1 for a maximum score of 29. (the score of 2 for his heels does not 152: count in the total of the hand, since it is pegged before the play.) 153: 154: A double run is a run with one card duplicated, as 4-3-3-2. 155: Exclusive of fifteens, a double run of three cards counts 8; of four cards, 156: 10. A triple run is a run of three with one card triplicated, as K-K-K-Q-J. 157: Exclusive of fifteens, it counts 15. A quadruple run is a run of three 158: with two different cards duplicated, as the example 8-8-7-6-6 previously 159: given. Exclusive of fifteens, it counts 16. 160: 161: No hand can be constructed that counts 19, 25, 26 or 27. A 162: time-honored way of showing a hand with not a single counting combination 163: is to say "I have nineteen." 164: 165: The customary order in showing is to count fifteens first, then 166: runs, then pairs, but there is no compulsion of law. Example: A hand 167: (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, fifteen 168: 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14." 169: 170: Muggins: 171: 172: The hands and crib are counted aloud, and if a player claims a 173: greater total than is due him, his opponent may require correction. In 174: some localities, if a player claims less than is due, his opponent may 175: say "Muggins" and himself score the points overlooked. 176: 177: Scoring: 178: 179: The usual game is 121, but it may be set at 61 by agreement. 180: Since the player wins who first returns to the game hole by going "twice 181: around," the scores must be pegged strictly in order: his heels, pegging 182: in play, non-dealer's hand, dealer's hand, crib. Thus, if nondealer goes 183: out on showing his hand, he wins, even though dealer might have gone out 184: with a greater total if allowed to count his hand and crib. 185: 186: When the game of 121 is played for a stake, a player wins a single 187: game if the loser makes 61 points or more. If the loser fails to reach 188: 61, he is lurched, and the other wins a double game. 189: 190: Irregularities: 191: 192: Misdeal. There must be a new deal by the same dealer if a card 193: is found faced in the pack, if a card is exposed in dealing, or if the 194: pack be found imperfect. 195: 196: Wrong Number of Cards. If one hand (not crib) is found to have 197: the wrong number of cards after laying away for the crib, the other hand 198: and crib being correct, the opponent may either demand a new deal or may 199: peg 2 and rectify the hand. If the crib is incorrect, both hands being 200: correct, nondealer pegs 2 and the crib is corrected. 201: 202: Error in Pegging: 203: 204: If a player places a peg short of the amount to which he is 205: entitled, he may not correct his error after he has played the next card 206: or after the cut for the next deal. If he pegs more than his announced 207: score, the error must be corrected on demand at any time before the cut 208: for the next deal and his opponent pegs 2. 209: 210: Strategy: 211: 212: The best balking cards are kings and aces, because they have the 213: least chance of producing sequences. Tenth cards are generally good, 214: provided that the two cards laid away are not too near (likely to make a 215: sequence). When nothing better offers, give two wide cards -- at least 216: three apart in rank. 217: 218: Proverbially the safest lead is a 4. The next card cannot make 219: a 15. Lower cards are also safe from this point of view, but are better 220: treasured for go and 31. The most dangerous leads are 7 and 8, but may 221: be made to trap the opponent when they are backed with other close cards. 222: Generally speaking, play on (toward a sequence) when you have close cards 223: and off when you do not. However, the state of the score is a 224: consideration. If far behind, play on when there is any chance of building 225: a score for yourself; if well ahead, balk your opponent by playing off 226: unless you will surely peg as much as he by playing on.