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1.1 ! root 1: .\" ! 2: .\" @(#)cribbage.n 1.1 (Berkeley) 5/19/83 ! 3: .\" ! 4: .so macro ! 5: .na ! 6: .PH "CRIBBAGE" ! 7: .sp 2 ! 8: .ce ! 9: from ! 10: .sp ! 11: .ce ! 12: .ul ! 13: According to Hoyle ! 14: .sp 2 ! 15: .PG ! 16: Cribbage is believed to have been invented by Sir John Suckling (1609-1642). ! 17: Probably it is an elaboration of an older game, Noddy. The original game was ! 18: played with hands of five cards; the modern game gives each player six. That ! 19: is virtually the only change from Suckling's directions. ! 20: .HP "Players." ! 21: Two. There are variants for three and four players, described later. ! 22: .HP "Cards." ! 23: The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 9, 8, ! 24: 7, 6, 5, 4, 3, 2, A. The ! 25: .ul ! 26: counting values ! 27: are: K, Q, J, 10, each 10 (wherefore these are called ! 28: .ul ! 29: tenth cards); ! 30: ace, 1; each other card, its index value. ! 31: .HP "Cribbage Board". ! 32: Indispensable to scoring (unless you have a computer!, ed.) is the device ! 33: known as the ! 34: .ul ! 35: cribbage board. ! 36: This is a rectangular panel, long and narrow, in which are ! 37: four rows of 30 holes each. (See illustration.) At one end, or in the center, ! 38: are two or four additional holes, called ! 39: .ul ! 40: game holes. ! 41: The board is placed between the two players, and each keeps his own score on ! 42: the two rows of holes nearest himself. Each is supplied with two ! 43: .ul ! 44: pegs. ! 45: Before the first hand, the pegs are placed in the game holes. On ! 46: making his first score, the player advances one peg an appropriate number ! 47: of holes (one per point) away from the ! 48: .ul ! 49: game end ! 50: of the board. The second score is recorded by placing the second peg an ! 51: appropriate distance ahead of the first. For each subsequent score, the ! 52: rear peg is jumped ahead of the other, the distance between the two pegs ! 53: always showing the amount of this last score. ! 54: .PG ! 55: The traditional mode of scoring is down (away from the game end) the ! 56: outer row, and up the inner row. "Once around" is a game of 61 points. ! 57: "Twice around" is a game of 121 points. ! 58: .HP "Preliminaries." ! 59: Cards are drawn; the lower deals first. If cards of equal rank are drawn, ! 60: both players draw again. Dealer has the right to shuffle last. Nondealer ! 61: cuts, and must leave at least four cards in each packet. ! 62: .HP "Dealing." ! 63: Each player receives six cards, dealt one at a time face down, beginning ! 64: with the nondealer. The turn to deal alternates. The dealer has an ! 65: advantage. ! 66: .HP "Laying Away." ! 67: After seeing his hand, each player ! 68: .ul ! 69: lays away ! 70: two cards face down. The four cards laid away, placed in one pile, form the ! 71: .ul ! 72: crib. ! 73: The crib counts for the dealer. Nondealer therefore tries to lay away ! 74: .ul ! 75: balking cards -- ! 76: cards that are least likely to create a score in the crib. ! 77: .HP "The Starter." ! 78: After both hands have laid away, nondealer lifts off a packet from the top ! 79: of the ! 80: .ul ! 81: stock ! 82: (the rest of the pack). Again, each packet must contain at least four cards. ! 83: Dealer turns up the top card of the lower packer, which is then placed on ! 84: top of the stock when the packets are reunited. The card thus turned up is ! 85: called ! 86: .ul ! 87: 1 the starter. ! 88: If it is a jack, dealer immediately pegs 2, called ! 89: .ul ! 90: 2 for his heels. ! 91: .HP "The Play." ! 92: Nondealer begins the play by laying a card from his hand face up on the ! 93: table, announcing its counting value. Dealer then shows a card, announcing ! 94: the total count of the two cards. Play continues in the same way, by ! 95: alternate exposure of cards, each player announcing the new total count. ! 96: The total may be carried only to 31, no further. If a player adds a card ! 97: that brings the total exactly to 31, he pegs 2. If a player is unable to ! 98: play another card without exceeding 31, he must say "Go," and his opponent ! 99: pegs 1, but before doing so, opponent must lay down any additional cards he ! 100: can without exceeding 31. If such additional cards bring the total to ! 101: exactly 31, he pegs 2 instead of 1. ! 102: .PG ! 103: Whenever a ! 104: .ul ! 105: go ! 106: occurs, the opponent of the player who played the last card must lead for a ! 107: new count starting at zero. Playing the last card of all counts as a go. ! 108: (Since nondealer makes the opening lead, dealer is bound to peg at least ! 109: 1 in play.) ! 110: .PG ! 111: Besides pegging for 31 and go, the player may also peg for certain ! 112: combinations made in play, as follows: ! 113: .sp 2 ! 114: .ti +4 ! 115: .ul ! 116: Fifteen. ! 117: .IP ! 118: Making the count total 15 pegs 2. ! 119: .EP ! 120: .sp 2 ! 121: .ti +4 ! 122: .ul ! 123: Pair. ! 124: .IP ! 125: Playing a card of same rank as that previously played pegs 2. Playing ! 126: a third card of the same rank makes ! 127: .ul ! 128: pair royal ! 129: and pegs 6. Playing the fourth card of the same rank makes ! 130: .ul ! 131: double pair royal ! 132: and pegs 12. ! 133: .PG ! 134: The tenth cards pair strictly by rank, a king with a king, a queen with a ! 135: queen, and so on. (King and jack do not make a pair, although each has ! 136: the counting value 10.) ! 137: .EP ! 138: .sp 2 ! 139: .ti +4 ! 140: .ul ! 141: Run. ! 142: .IP ! 143: Playing a card which, with the two or more played immediately previously, ! 144: makes a sequence of three or more cards, pegs 1 for each card in the ! 145: .ul ! 146: run. ! 147: Runs depend on rank alone; the suits do not matter. Nor does the score ! 148: for run depend upon playing the cards in strict sequence, so long as ! 149: the three or more last cards played can be arranged in a run. ! 150: .ul ! 151: Example: ! 152: 7, 6, 8 played in that order score 3 for run; 5, 2, 4, 3 played in that order ! 153: score 4 for run. ! 154: .EP ! 155: .PG ! 156: Any of the foregoing combinations count, whether the cards are played ! 157: alternately or one player plays several times in succession in consequence ! 158: of a go. But a combination does not score if it is interrupted by a go. ! 159: .HP "Showing." ! 160: After the play, the hands are ! 161: .ul ! 162: shown ! 163: (counted). Nondealer shows first, then dealer's hand, then crib. ! 164: The starter is deemed to belong to each hand, so that each hand includes ! 165: five cards. Combinations of scoring value are as follows: ! 166: .sp 2 ! 167: .ti +4 ! 168: .ul ! 169: Fifteen. ! 170: .IP ! 171: Each combinations of two or more cards that total fifteen scores 2. ! 172: .EP ! 173: .sp 2 ! 174: .ti +4 ! 175: .ul ! 176: Pair. ! 177: .IP ! 178: Each pair of cards of the same rank scores 2. ! 179: .EP ! 180: .sp 2 ! 181: .ti +4 ! 182: .ul ! 183: Run. ! 184: .IP ! 185: Each combination of three or more cards in sequence scores 1 for each card ! 186: in the run. ! 187: .EP ! 188: .sp 2 ! 189: .ti +4 ! 190: .ul ! 191: Flush. ! 192: .IP ! 193: Four cards of the same suit in hand score 4; four cards in hand or crib ! 194: of same suit as the starter score 5. (No count for four-flush in crib.) ! 195: .EP ! 196: .sp 2 ! 197: .ti +4 ! 198: .ul ! 199: His Nobs. ! 200: .IP ! 201: Jack of same suit as the starter, in hand or crib, scores 1. ! 202: .EP ! 203: .PG ! 204: It is important to note that every separate grouping of cards that makes ! 205: a fifteen, pair, or run counts separately. Three of a kind, ! 206: .ul ! 207: pair royal, ! 208: counts 6 because three sets of pairs can be made; similarly, four of a ! 209: kind, ! 210: .ul ! 211: double pair royal, ! 212: contain six pairs and count 12. ! 213: .PG ! 214: The highest possible hand is J, 5, 5, 5 with the starter the 5 of the same ! 215: suit as the jack. There are four fifteens by combining the jack with a ! 216: five, four more by combinations of three fives (a total of 16 for fifteens); ! 217: the double pair royal adds 12 for a total of 28; and ! 218: .ul ! 219: his nobs ! 220: adds 1 for a maximum score of 29. (the score of 2 for ! 221: .ul ! 222: his heels ! 223: does not count in the total of the hand, since it is pegged before the play.) ! 224: .PG ! 225: A ! 226: .ul ! 227: double run ! 228: is a run with one card duplicated, as 4-3-3-2. Exclusive of fifteens, a ! 229: double run of three cards counts 8; of four cards, 10. A ! 230: .ul ! 231: triple run ! 232: is a run of three with one card triplicated, as K-K-K-Q-J. Exclusive of ! 233: fifteens, it counts 15. A ! 234: .ul ! 235: quadruple run ! 236: is a run of three with two different cards duplicated, as the example ! 237: 8-8-7-6-6 previously given. Exclusive of fifteens, it counts 16. ! 238: .PG ! 239: No hand can be constructed that counts 19, 25, 26 or 27. A time-honored ! 240: way of showing a hand with not a single counting combination is to say ! 241: "I have nineteen." ! 242: .PG ! 243: The customary oder in showing is to count fifteens first, then runs, then ! 244: pairs, but there is no compulsion of law. ! 245: .ul ! 246: Example: ! 247: A hand (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, ! 248: fifteen 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and ! 249: 8 is 14." ! 250: .HP "Muggins." ! 251: The hands and crib are counted aloud, and if a player claims a greater ! 252: total than is due him, his opponent may require correction. In some ! 253: localities, if a player claims less than is due, his opponent may say ! 254: "Muggins" and himself score the points overlooked. ! 255: .HP "Scoring." ! 256: The usual ! 257: .ul ! 258: game ! 259: is 121, but it may be set at 61 by agreement. Since the player wins ! 260: who first returns to the game hole by going "twice around," the scores ! 261: must be pegged strictly in order: his heels, pegging in play, non-dealer's ! 262: hand, dealer's hand, crib. Thus, if nondealer goes out on showing his ! 263: hand, he wins, even though dealer might have gone out with a greater ! 264: total if allowed to count his hand and crib. ! 265: .PG ! 266: When the game of 121 is played for a stake, a player wins a single game ! 267: if the loser makes 61 points or more. If the loser fails to reach ! 268: 61, he is ! 269: .ul ! 270: lurched, ! 271: and the other wins a double game. ! 272: .HP "Irregularities." ! 273: .ul ! 274: Misdeal. ! 275: There must be a new deal by the same dealer if a card is found faced in the ! 276: pack, if a card is exposed in dealing, or if the pack be found imperfect. ! 277: .PG ! 278: .ul ! 279: Wrong Number of Cards. ! 280: If one hand (not crib) is found to have the wrong number of cards after ! 281: laying away for the crib, the other hand and crib being correct, the ! 282: opponent may either demand a new deal or may peg 2 and rectify the ! 283: hand. If the crib is incorrect, both hands being correct, nondealer ! 284: pegs 2 and the crib is corrected. ! 285: .HP "Error in Pegging." ! 286: If a player places a peg short of the amount to which he is entitled, he ! 287: may not correct his error after he has played the next card or after the ! 288: cut for the next deal. If he pegs more than his announced score, ! 289: the error must be corrected on demand at any time before the cut for the ! 290: next deal and his opponent pegs 2. ! 291: .HP "Strategy." ! 292: The best balking cards are kings and aces, because they have the least ! 293: chance of producing sequences. Tenth cards are generally good, provided ! 294: that the two cards laid away are not too ! 295: .ul ! 296: near ! 297: (likely to make a sequence). When nothing better offers, give two ! 298: .ul ! 299: wide ! 300: cards -- at least three apart in rank. ! 301: .PG ! 302: Proverbially the safest lead is a 4. The next card cannot make a 15. ! 303: Lower cards are also safe from this point of view, but are better ! 304: treasured for go and 31. The most dangerous leads are 7 and 8, but ! 305: may be made to trap the opponent when they are backed with other ! 306: close cards. Generally speaking, play ! 307: .ul ! 308: on ! 309: (toward a sequence) when you have close cards and ! 310: .ul ! 311: off ! 312: when you do not. However, the state of the score is a consideration. ! 313: If far behind, play on when there is any chance of building a score ! 314: for yourself; if well ahead, balk your opponent by playing off unless ! 315: you will surely peg as much as he by playing on.
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