Annotation of 43BSD/games/cribbage/cribbage.n, revision 1.1.1.1

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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