Annotation of 42BSD/games/cribbage/crib.instr, revision 1.1.1.1

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                      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.
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                    393:                               - 6 -
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