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1.1 root 1:
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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:
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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:
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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:
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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 -
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264:
265:
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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:
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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.
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