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1.1 ! root 1: .\" Copyright (c) 1980 Regents of the University of California. ! 2: .\" All rights reserved. The Berkeley software License Agreement ! 3: .\" specifies the terms and conditions for redistribution. ! 4: .\" ! 5: .\" @(#)cribbage.n 5.1 (Berkeley) 5/30/85 ! 6: .\" ! 7: .so macro ! 8: .na ! 9: .PH "CRIBBAGE" ! 10: .sp 2 ! 11: .ce ! 12: from ! 13: .sp ! 14: .ce ! 15: .ul ! 16: According to Hoyle ! 17: .sp 2 ! 18: .PG ! 19: Cribbage is believed to have been invented by Sir John Suckling (1609-1642). ! 20: Probably it is an elaboration of an older game, Noddy. The original game was ! 21: played with hands of five cards; the modern game gives each player six. That ! 22: is virtually the only change from Suckling's directions. ! 23: .HP "Players." ! 24: Two. There are variants for three and four players, described later. ! 25: .HP "Cards." ! 26: The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 9, 8, ! 27: 7, 6, 5, 4, 3, 2, A. The ! 28: .ul ! 29: counting values ! 30: are: K, Q, J, 10, each 10 (wherefore these are called ! 31: .ul ! 32: tenth cards); ! 33: ace, 1; each other card, its index value. ! 34: .HP "Cribbage Board". ! 35: Indispensable to scoring (unless you have a computer!, ed.) is the device ! 36: known as the ! 37: .ul ! 38: cribbage board. ! 39: This is a rectangular panel, long and narrow, in which are ! 40: four rows of 30 holes each. (See illustration.) At one end, or in the center, ! 41: are two or four additional holes, called ! 42: .ul ! 43: game holes. ! 44: The board is placed between the two players, and each keeps his own score on ! 45: the two rows of holes nearest himself. Each is supplied with two ! 46: .ul ! 47: pegs. ! 48: Before the first hand, the pegs are placed in the game holes. On ! 49: making his first score, the player advances one peg an appropriate number ! 50: of holes (one per point) away from the ! 51: .ul ! 52: game end ! 53: of the board. The second score is recorded by placing the second peg an ! 54: appropriate distance ahead of the first. For each subsequent score, the ! 55: rear peg is jumped ahead of the other, the distance between the two pegs ! 56: always showing the amount of this last score. ! 57: .PG ! 58: The traditional mode of scoring is down (away from the game end) the ! 59: outer row, and up the inner row. "Once around" is a game of 61 points. ! 60: "Twice around" is a game of 121 points. ! 61: .HP "Preliminaries." ! 62: Cards are drawn; the lower deals first. If cards of equal rank are drawn, ! 63: both players draw again. Dealer has the right to shuffle last. Nondealer ! 64: cuts, and must leave at least four cards in each packet. ! 65: .HP "Dealing." ! 66: Each player receives six cards, dealt one at a time face down, beginning ! 67: with the nondealer. The turn to deal alternates. The dealer has an ! 68: advantage. ! 69: .HP "Laying Away." ! 70: After seeing his hand, each player ! 71: .ul ! 72: lays away ! 73: two cards face down. The four cards laid away, placed in one pile, form the ! 74: .ul ! 75: crib. ! 76: The crib counts for the dealer. Nondealer therefore tries to lay away ! 77: .ul ! 78: balking cards -- ! 79: cards that are least likely to create a score in the crib. ! 80: .HP "The Starter." ! 81: After both hands have laid away, nondealer lifts off a packet from the top ! 82: of the ! 83: .ul ! 84: stock ! 85: (the rest of the pack). Again, each packet must contain at least four cards. ! 86: Dealer turns up the top card of the lower packer, which is then placed on ! 87: top of the stock when the packets are reunited. The card thus turned up is ! 88: called ! 89: .ul ! 90: 1 the starter. ! 91: If it is a jack, dealer immediately pegs 2, called ! 92: .ul ! 93: 2 for his heels. ! 94: .HP "The Play." ! 95: Nondealer begins the play by laying a card from his hand face up on the ! 96: table, announcing its counting value. Dealer then shows a card, announcing ! 97: the total count of the two cards. Play continues in the same way, by ! 98: alternate exposure of cards, each player announcing the new total count. ! 99: The total may be carried only to 31, no further. If a player adds a card ! 100: that brings the total exactly to 31, he pegs 2. If a player is unable to ! 101: play another card without exceeding 31, he must say "Go," and his opponent ! 102: pegs 1, but before doing so, opponent must lay down any additional cards he ! 103: can without exceeding 31. If such additional cards bring the total to ! 104: exactly 31, he pegs 2 instead of 1. ! 105: .PG ! 106: Whenever a ! 107: .ul ! 108: go ! 109: occurs, the opponent of the player who played the last card must lead for a ! 110: new count starting at zero. Playing the last card of all counts as a go. ! 111: (Since nondealer makes the opening lead, dealer is bound to peg at least ! 112: 1 in play.) ! 113: .PG ! 114: Besides pegging for 31 and go, the player may also peg for certain ! 115: combinations made in play, as follows: ! 116: .sp 2 ! 117: .ti +4 ! 118: .ul ! 119: Fifteen. ! 120: .IP ! 121: Making the count total 15 pegs 2. ! 122: .EP ! 123: .sp 2 ! 124: .ti +4 ! 125: .ul ! 126: Pair. ! 127: .IP ! 128: Playing a card of same rank as that previously played pegs 2. Playing ! 129: a third card of the same rank makes ! 130: .ul ! 131: pair royal ! 132: and pegs 6. Playing the fourth card of the same rank makes ! 133: .ul ! 134: double pair royal ! 135: and pegs 12. ! 136: .PG ! 137: The tenth cards pair strictly by rank, a king with a king, a queen with a ! 138: queen, and so on. (King and jack do not make a pair, although each has ! 139: the counting value 10.) ! 140: .EP ! 141: .sp 2 ! 142: .ti +4 ! 143: .ul ! 144: Run. ! 145: .IP ! 146: Playing a card which, with the two or more played immediately previously, ! 147: makes a sequence of three or more cards, pegs 1 for each card in the ! 148: .ul ! 149: run. ! 150: Runs depend on rank alone; the suits do not matter. Nor does the score ! 151: for run depend upon playing the cards in strict sequence, so long as ! 152: the three or more last cards played can be arranged in a run. ! 153: .ul ! 154: Example: ! 155: 7, 6, 8 played in that order score 3 for run; 5, 2, 4, 3 played in that order ! 156: score 4 for run. ! 157: .EP ! 158: .PG ! 159: Any of the foregoing combinations count, whether the cards are played ! 160: alternately or one player plays several times in succession in consequence ! 161: of a go. But a combination does not score if it is interrupted by a go. ! 162: .HP "Showing." ! 163: After the play, the hands are ! 164: .ul ! 165: shown ! 166: (counted). Nondealer shows first, then dealer's hand, then crib. ! 167: The starter is deemed to belong to each hand, so that each hand includes ! 168: five cards. Combinations of scoring value are as follows: ! 169: .sp 2 ! 170: .ti +4 ! 171: .ul ! 172: Fifteen. ! 173: .IP ! 174: Each combinations of two or more cards that total fifteen scores 2. ! 175: .EP ! 176: .sp 2 ! 177: .ti +4 ! 178: .ul ! 179: Pair. ! 180: .IP ! 181: Each pair of cards of the same rank scores 2. ! 182: .EP ! 183: .sp 2 ! 184: .ti +4 ! 185: .ul ! 186: Run. ! 187: .IP ! 188: Each combination of three or more cards in sequence scores 1 for each card ! 189: in the run. ! 190: .EP ! 191: .sp 2 ! 192: .ti +4 ! 193: .ul ! 194: Flush. ! 195: .IP ! 196: Four cards of the same suit in hand score 4; four cards in hand or crib ! 197: of same suit as the starter score 5. (No count for four-flush in crib.) ! 198: .EP ! 199: .sp 2 ! 200: .ti +4 ! 201: .ul ! 202: His Nobs. ! 203: .IP ! 204: Jack of same suit as the starter, in hand or crib, scores 1. ! 205: .EP ! 206: .PG ! 207: It is important to note that every separate grouping of cards that makes ! 208: a fifteen, pair, or run counts separately. Three of a kind, ! 209: .ul ! 210: pair royal, ! 211: counts 6 because three sets of pairs can be made; similarly, four of a ! 212: kind, ! 213: .ul ! 214: double pair royal, ! 215: contain six pairs and count 12. ! 216: .PG ! 217: The highest possible hand is J, 5, 5, 5 with the starter the 5 of the same ! 218: suit as the jack. There are four fifteens by combining the jack with a ! 219: five, four more by combinations of three fives (a total of 16 for fifteens); ! 220: the double pair royal adds 12 for a total of 28; and ! 221: .ul ! 222: his nobs ! 223: adds 1 for a maximum score of 29. (the score of 2 for ! 224: .ul ! 225: his heels ! 226: does not count in the total of the hand, since it is pegged before the play.) ! 227: .PG ! 228: A ! 229: .ul ! 230: double run ! 231: is a run with one card duplicated, as 4-3-3-2. Exclusive of fifteens, a ! 232: double run of three cards counts 8; of four cards, 10. A ! 233: .ul ! 234: triple run ! 235: is a run of three with one card triplicated, as K-K-K-Q-J. Exclusive of ! 236: fifteens, it counts 15. A ! 237: .ul ! 238: quadruple run ! 239: is a run of three with two different cards duplicated, as the example ! 240: 8-8-7-6-6 previously given. Exclusive of fifteens, it counts 16. ! 241: .PG ! 242: No hand can be constructed that counts 19, 25, 26 or 27. A time-honored ! 243: way of showing a hand with not a single counting combination is to say ! 244: "I have nineteen." ! 245: .PG ! 246: The customary oder in showing is to count fifteens first, then runs, then ! 247: pairs, but there is no compulsion of law. ! 248: .ul ! 249: Example: ! 250: A hand (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, ! 251: fifteen 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and ! 252: 8 is 14." ! 253: .HP "Muggins." ! 254: The hands and crib are counted aloud, and if a player claims a greater ! 255: total than is due him, his opponent may require correction. In some ! 256: localities, if a player claims less than is due, his opponent may say ! 257: "Muggins" and himself score the points overlooked. ! 258: .HP "Scoring." ! 259: The usual ! 260: .ul ! 261: game ! 262: is 121, but it may be set at 61 by agreement. Since the player wins ! 263: who first returns to the game hole by going "twice around," the scores ! 264: must be pegged strictly in order: his heels, pegging in play, non-dealer's ! 265: hand, dealer's hand, crib. Thus, if nondealer goes out on showing his ! 266: hand, he wins, even though dealer might have gone out with a greater ! 267: total if allowed to count his hand and crib. ! 268: .PG ! 269: When the game of 121 is played for a stake, a player wins a single game ! 270: if the loser makes 61 points or more. If the loser fails to reach ! 271: 61, he is ! 272: .ul ! 273: lurched, ! 274: and the other wins a double game. ! 275: .HP "Irregularities." ! 276: .ul ! 277: Misdeal. ! 278: There must be a new deal by the same dealer if a card is found faced in the ! 279: pack, if a card is exposed in dealing, or if the pack be found imperfect. ! 280: .PG ! 281: .ul ! 282: Wrong Number of Cards. ! 283: If one hand (not crib) is found to have the wrong number of cards after ! 284: laying away for the crib, the other hand and crib being correct, the ! 285: opponent may either demand a new deal or may peg 2 and rectify the ! 286: hand. If the crib is incorrect, both hands being correct, nondealer ! 287: pegs 2 and the crib is corrected. ! 288: .HP "Error in Pegging." ! 289: If a player places a peg short of the amount to which he is entitled, he ! 290: may not correct his error after he has played the next card or after the ! 291: cut for the next deal. If he pegs more than his announced score, ! 292: the error must be corrected on demand at any time before the cut for the ! 293: next deal and his opponent pegs 2. ! 294: .HP "Strategy." ! 295: The best balking cards are kings and aces, because they have the least ! 296: chance of producing sequences. Tenth cards are generally good, provided ! 297: that the two cards laid away are not too ! 298: .ul ! 299: near ! 300: (likely to make a sequence). When nothing better offers, give two ! 301: .ul ! 302: wide ! 303: cards -- at least three apart in rank. ! 304: .PG ! 305: Proverbially the safest lead is a 4. The next card cannot make a 15. ! 306: Lower cards are also safe from this point of view, but are better ! 307: treasured for go and 31. The most dangerous leads are 7 and 8, but ! 308: may be made to trap the opponent when they are backed with other ! 309: close cards. Generally speaking, play ! 310: .ul ! 311: on ! 312: (toward a sequence) when you have close cards and ! 313: .ul ! 314: off ! 315: when you do not. However, the state of the score is a consideration. ! 316: If far behind, play on when there is any chance of building a score ! 317: for yourself; if well ahead, balk your opponent by playing off unless ! 318: you will surely peg as much as he by playing on.
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