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1.1 ! root 1: ! 2: ! 3: ! 4: ! 5: ! 6: ! 7: _C_R_I_B_B_A_G_E ! 8: ! 9: ! 10: ! 11: from ! 12: ! 13: _A_c_c_o_r_d_i_n_g _t_o _H_o_y_l_e ! 14: ! 15: ! 16: ! 17: Cribbage is believed to have been invented by Sir John ! 18: Suckling (1609-1642). Probably it is an elaboration of an older ! 19: game, Noddy. The original game was played with hands of five ! 20: cards; the modern game gives each player six. That is virtually ! 21: the only change from Suckling's directions. ! 22: ! 23: ! 24: _P_l_a_y_e_r_s. ! 25: ! 26: Two. There are variants for three and four players, ! 27: described later. ! 28: ! 29: ! 30: _C_a_r_d_s. ! 31: ! 32: The pack of 52. The cards in each suit rank: K (high), ! 33: Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. The _c_o_u_n_t_i_n_g _v_a_l_u_e_s are: K, ! 34: Q, J, 10, each 10 (wherefore these are called _t_e_n_t_h _c_a_r_d_s); ace, ! 35: 1; each other card, its index value. ! 36: ! 37: ! 38: _C_r_i_b_b_a_g_e _B_o_a_r_d ! 39: ! 40: Indispensable to scoring (unless you have a computer!, ! 41: ed.) is the device known as the _c_r_i_b_b_a_g_e _b_o_a_r_d. This is a rec- ! 42: tangular panel, long and narrow, in which are four rows of 30 ! 43: holes each. (See illustration.) At one end, or in the center, ! 44: are two or four additional holes, called _g_a_m_e _h_o_l_e_s. The board ! 45: is placed between the two players, and each keeps his own score ! 46: on the two rows of holes nearest himself. Each is supplied with ! 47: two _p_e_g_s. Before the first hand, the pegs are placed in the game ! 48: holes. On making his first score, the player advances one peg an ! 49: appropriate number of holes (one per point) away from the _g_a_m_e ! 50: _e_n_d of the board. The second score is recorded by placing the ! 51: second peg an appropriate distance ahead of the first. For each ! 52: subsequent score, the rear peg is jumped ahead of the other, the ! 53: distance between the two pegs always showing the amount of this ! 54: last score. ! 55: ! 56: The traditional mode of scoring is down (away from the ! 57: game end) the outer row, and up the inner row. "Once around" is ! 58: a game of 61 points. "Twice around" is a game of 121 points. ! 59: ! 60: ! 61: ! 62: ! 63: ! 64: ! 65: ! 66: ! 67: ! 68: ! 69: ! 70: ! 71: ! 72: ! 73: _P_r_e_l_i_m_i_n_a_r_i_e_s. ! 74: ! 75: Cards are drawn; the lower deals first. If cards of ! 76: equal rank are drawn, both players draw again. Dealer has the ! 77: right to shuffle last. Nondealer cuts, and must leave at least ! 78: four cards in each packet. ! 79: ! 80: ! 81: _D_e_a_l_i_n_g. ! 82: ! 83: Each player receives six cards, dealt one at a time face ! 84: down, beginning with the nondealer. The turn to deal alternates. ! 85: The dealer has an advantage. ! 86: ! 87: ! 88: _L_a_y_i_n_g _A_w_a_y. ! 89: ! 90: After seeing his hand, each player _l_a_y_s _a_w_a_y two cards ! 91: face down. The four cards laid away, placed in one pile, form ! 92: the _c_r_i_b. The crib counts for the dealer. Nondealer therefore ! 93: tries to lay away _b_a_l_k_i_n_g _c_a_r_d_s -- cards that are least likely to ! 94: create a score in the crib. ! 95: ! 96: ! 97: _T_h_e _S_t_a_r_t_e_r. ! 98: ! 99: After both hands have laid away, nondealer lifts off a ! 100: packet from the top of the _s_t_o_c_k (the rest of the pack). Again, ! 101: each packet must contain at least four cards. Dealer turns up ! 102: the top card of the lower packer, which is then placed on top of ! 103: the stock when the packets are reunited. The card thus turned up ! 104: is called _1 _t_h_e _s_t_a_r_t_e_r. If it is a jack, dealer immediately ! 105: pegs 2, called _2 _f_o_r _h_i_s _h_e_e_l_s. ! 106: ! 107: ! 108: _T_h_e _P_l_a_y. ! 109: ! 110: Nondealer begins the play by laying a card from his hand ! 111: face up on the table, announcing its counting value. Dealer then ! 112: shows a card, announcing the total count of the two cards. Play ! 113: continues in the same way, by alternate exposure of cards, each ! 114: player announcing the new total count. The total may be carried ! 115: only to 31, no further. If a player adds a card that brings the ! 116: total exactly to 31, he pegs 2. If a player is unable to play ! 117: another card without exceeding 31, he must say "Go," and his op- ! 118: ponent pegs 1, but before doing so, opponent must lay down any ! 119: additional cards he can without exceeding 31. If such additional ! 120: cards bring the total to exactly 31, he pegs 2 instead of 1. ! 121: ! 122: Whenever a _g_o occurs, the opponent of the player who ! 123: played the last card must lead for a new count starting at zero. ! 124: Playing the last card of all counts as a go. (Since nondealer ! 125: makes the opening lead, dealer is bound to peg at least 1 in ! 126: play.) ! 127: ! 128: ! 129: - 2 - ! 130: ! 131: ! 132: ! 133: ! 134: ! 135: ! 136: ! 137: ! 138: ! 139: Besides pegging for 31 and go, the player may also peg ! 140: for certain combinations made in play, as follows: ! 141: ! 142: ! 143: _F_i_f_t_e_e_n. ! 144: ! 145: Making the count total 15 pegs 2. ! 146: ! 147: ! 148: _P_a_i_r. ! 149: ! 150: Playing a card of same rank as that previously ! 151: played pegs 2. Playing a third card of the same rank ! 152: makes _p_a_i_r _r_o_y_a_l and pegs 6. Playing the fourth card of ! 153: the same rank makes _d_o_u_b_l_e _p_a_i_r _r_o_y_a_l and pegs 12. ! 154: ! 155: The tenth cards pair strictly by rank, a king ! 156: with a king, a queen with a queen, and so on. (King and ! 157: jack do not make a pair, although each has the counting ! 158: value 10.) ! 159: ! 160: ! 161: _R_u_n. ! 162: ! 163: Playing a card which, with the two or more played ! 164: immediately previously, makes a sequence of three or more ! 165: cards, pegs 1 for each card in the _r_u_n. Runs depend on ! 166: rank alone; the suits do not matter. Nor does the score ! 167: for run depend upon playing the cards in strict sequence, ! 168: so long as the three or more last cards played can be ar- ! 169: ranged in a run. _E_x_a_m_p_l_e: 7, 6, 8 played in that order ! 170: score 3 for run; 5, 2, 4, 3 played in that order score 4 ! 171: for run. ! 172: ! 173: Any of the foregoing combinations count, whether the ! 174: cards are played alternately or one player plays several times in ! 175: succession in consequence of a go. But a combination does not ! 176: score if it is interrupted by a go. ! 177: ! 178: ! 179: _S_h_o_w_i_n_g. ! 180: ! 181: After the play, the hands are _s_h_o_w_n (counted). Nondealer ! 182: shows first, then dealer's hand, then crib. The starter is ! 183: deemed to belong to each hand, so that each hand includes five ! 184: cards. Combinations of scoring value are as follows: ! 185: ! 186: ! 187: _F_i_f_t_e_e_n. ! 188: ! 189: Each combinations of two or more cards that total ! 190: fifteen scores 2. ! 191: ! 192: ! 193: ! 194: ! 195: - 3 - ! 196: ! 197: ! 198: ! 199: ! 200: ! 201: ! 202: ! 203: ! 204: ! 205: _P_a_i_r. ! 206: ! 207: Each pair of cards of the same rank scores 2. ! 208: ! 209: ! 210: _R_u_n. ! 211: ! 212: Each combination of three or more cards in se- ! 213: quence scores 1 for each card in the run. ! 214: ! 215: ! 216: _F_l_u_s_h. ! 217: ! 218: Four cards of the same suit in hand score 4; four ! 219: cards in hand or crib of same suit as the starter score ! 220: 5. (No count for four-flush in crib.) ! 221: ! 222: ! 223: _H_i_s _N_o_b_s. ! 224: ! 225: Jack of same suit as the starter, in hand or ! 226: crib, scores 1. ! 227: ! 228: It is important to note that every separate grouping of ! 229: cards that makes a fifteen, pair, or run counts separately. ! 230: Three of a kind, _p_a_i_r _r_o_y_a_l, counts 6 because three sets of pairs ! 231: can be made; similarly, four of a kind, _d_o_u_b_l_e _p_a_i_r _r_o_y_a_l, con- ! 232: tain six pairs and count 12. ! 233: ! 234: The highest possible hand is J, 5, 5, 5 with the starter ! 235: the 5 of the same suit as the jack. There are four fifteens by ! 236: combining the jack with a five, four more by combinations of ! 237: three fives (a total of 16 for fifteens); the double pair royal ! 238: adds 12 for a total of 28; and _h_i_s _n_o_b_s adds 1 for a maximum ! 239: score of 29. (the score of 2 for _h_i_s _h_e_e_l_s does not count in the ! 240: total of the hand, since it is pegged before the play.) ! 241: ! 242: A _d_o_u_b_l_e _r_u_n is a run with one card duplicated, as 4-3- ! 243: 3-2. Exclusive of fifteens, a double run of three cards counts ! 244: 8; of four cards, 10. A _t_r_i_p_l_e _r_u_n is a run of three with one ! 245: card triplicated, as K-K-K-Q-J. Exclusive of fifteens, it counts ! 246: 15. A _q_u_a_d_r_u_p_l_e _r_u_n is a run of three with two different cards ! 247: duplicated, as the example 8-8-7-6-6 previously given. Exclusive ! 248: of fifteens, it counts 16. ! 249: ! 250: No hand can be constructed that counts 19, 25, 26 or 27. ! 251: A time-honored way of showing a hand with not a single counting ! 252: combination is to say "I have nineteen." ! 253: ! 254: The customary oder in showing is to count fifteens first, ! 255: then runs, then pairs, but there is no compulsion of law. _E_x_a_m_- ! 256: _p_l_e: A hand (with starter) of 9-6-5-4-4 will usually be counted ! 257: "Fifteen 2, fifteen 4, fifteen 6 and double run makes 14," or ! 258: simply "Fifteen 6 and 8 is 14." ! 259: ! 260: ! 261: - 4 - ! 262: ! 263: ! 264: ! 265: ! 266: ! 267: ! 268: ! 269: ! 270: ! 271: _M_u_g_g_i_n_s. ! 272: ! 273: The hands and crib are counted aloud, and if a player ! 274: claims a greater total than is due him, his opponent may require ! 275: correction. In some localities, if a player claims less than is ! 276: due, his opponent may say "Muggins" and himself score the points ! 277: overlooked. ! 278: ! 279: ! 280: _S_c_o_r_i_n_g. ! 281: ! 282: The usual _g_a_m_e is 121, but it may be set at 61 by agree- ! 283: ment. Since the player wins who first returns to the game hole ! 284: by going "twice around," the scores must be pegged strictly in ! 285: order: his heels, pegging in play, non-dealer's hand, dealer's ! 286: hand, crib. Thus, if nondealer goes out on showing his hand, he ! 287: wins, even though dealer might have gone out with a greater total ! 288: if allowed to count his hand and crib. ! 289: ! 290: When the game of 121 is played for a stake, a player wins ! 291: a single game if the loser makes 61 points or more. If the loser ! 292: fails to reach 61, he is _l_u_r_c_h_e_d, and the other wins a double ! 293: game. ! 294: ! 295: ! 296: _I_r_r_e_g_u_l_a_r_i_t_i_e_s. ! 297: ! 298: _M_i_s_d_e_a_l. There must be a new deal by the same dealer if ! 299: a card is found faced in the pack, if a card is exposed in deal- ! 300: ing, or if the pack be found imperfect. ! 301: ! 302: _W_r_o_n_g _N_u_m_b_e_r _o_f _C_a_r_d_s. If one hand (not crib) is found ! 303: to have the wrong number of cards after laying away for the crib, ! 304: the other hand and crib being correct, the opponent may either ! 305: demand a new deal or may peg 2 and rectify the hand. If the crib ! 306: is incorrect, both hands being correct, nondealer pegs 2 and the ! 307: crib is corrected. ! 308: ! 309: ! 310: _E_r_r_o_r _i_n _P_e_g_g_i_n_g. ! 311: ! 312: If a player places a peg short of the amount to which he ! 313: is entitled, he may not correct his error after he has played the ! 314: next card or after the cut for the next deal. If he pegs more ! 315: than his announced score, the error must be corrected on demand ! 316: at any time before the cut for the next deal and his opponent ! 317: pegs 2. ! 318: ! 319: ! 320: _S_t_r_a_t_e_g_y. ! 321: ! 322: The best balking cards are kings and aces, because they ! 323: have the least chance of producing sequences. Tenth cards are ! 324: generally good, provided that the two cards laid away are not too ! 325: ! 326: ! 327: - 5 - ! 328: ! 329: ! 330: ! 331: ! 332: ! 333: ! 334: ! 335: ! 336: ! 337: _n_e_a_r (likely to make a sequence). When nothing better offers, ! 338: give two _w_i_d_e cards -- at least three apart in rank. ! 339: ! 340: Proverbially the safest lead is a 4. The next card can- ! 341: not make a 15. Lower cards are also safe from this point of ! 342: view, but are better treasured for go and 31. The most dangerous ! 343: leads are 7 and 8, but may be made to trap the opponent when they ! 344: are backed with other close cards. Generally speaking, play _o_n ! 345: (toward a sequence) when you have close cards and _o_f_f when you do ! 346: not. However, the state of the score is a consideration. If far ! 347: behind, play on when there is any chance of building a score for ! 348: yourself; if well ahead, balk your opponent by playing off unless ! 349: you will surely peg as much as he by playing on. ! 350: ! 351: ! 352: ! 353: ! 354: ! 355: ! 356: ! 357: ! 358: ! 359: ! 360: ! 361: ! 362: ! 363: ! 364: ! 365: ! 366: ! 367: ! 368: ! 369: ! 370: ! 371: ! 372: ! 373: ! 374: ! 375: ! 376: ! 377: ! 378: ! 379: ! 380: ! 381: ! 382: ! 383: ! 384: ! 385: ! 386: ! 387: ! 388: ! 389: ! 390: ! 391: ! 392: ! 393: - 6 - ! 394: ! 395: ! 396:
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