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

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

unix.superglobalmegacorp.com

This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.