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1.1 ! root 1: .\" Copyright (c) 1980 Regents of the University of California. ! 2: .\" All rights reserved. ! 3: .\" ! 4: .\" Redistribution and use in source and binary forms are permitted ! 5: .\" provided that the above copyright notice and this paragraph are ! 6: .\" duplicated in all such forms and that any documentation, ! 7: .\" advertising materials, and other materials related to such ! 8: .\" distribution and use acknowledge that the software was developed ! 9: .\" by the University of California, Berkeley. The name of the ! 10: .\" University may not be used to endorse or promote products derived ! 11: .\" from this software without specific prior written permission. ! 12: .\" THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR ! 13: .\" IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED ! 14: .\" WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE. ! 15: .\" ! 16: .\" @(#)cribbage.n 5.3 (Berkeley) 6/18/88 ! 17: .\" ! 18: .so macro ! 19: .na ! 20: .PH "CRIBBAGE" ! 21: .sp 2 ! 22: .ce ! 23: from ! 24: .sp ! 25: .ce ! 26: .ul ! 27: According to Hoyle ! 28: .sp 2 ! 29: .PG ! 30: Cribbage is believed to have been invented by Sir John Suckling (1609-1642). ! 31: Probably it is an elaboration of an older game, Noddy. The original game was ! 32: played with hands of five cards; the modern game gives each player six. That ! 33: is virtually the only change from Suckling's directions. ! 34: .HP "Players." ! 35: Two. There are variants for three and four players, described later. ! 36: .HP "Cards." ! 37: The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 9, 8, ! 38: 7, 6, 5, 4, 3, 2, A. The ! 39: .ul ! 40: counting values ! 41: are: K, Q, J, 10, each 10 (wherefore these are called ! 42: .ul ! 43: tenth cards); ! 44: ace, 1; each other card, its index value. ! 45: .HP "Cribbage Board". ! 46: Indispensable to scoring (unless you have a computer!, ed.) is the device ! 47: known as the ! 48: .ul ! 49: cribbage board. ! 50: This is a rectangular panel, long and narrow, in which are ! 51: four rows of 30 holes each. (See illustration.) At one end, or in the center, ! 52: are two or four additional holes, called ! 53: .ul ! 54: game holes. ! 55: The board is placed between the two players, and each keeps his own score on ! 56: the two rows of holes nearest himself. Each is supplied with two ! 57: .ul ! 58: pegs. ! 59: Before the first hand, the pegs are placed in the game holes. On ! 60: making his first score, the player advances one peg an appropriate number ! 61: of holes (one per point) away from the ! 62: .ul ! 63: game end ! 64: of the board. The second score is recorded by placing the second peg an ! 65: appropriate distance ahead of the first. For each subsequent score, the ! 66: rear peg is jumped ahead of the other, the distance between the two pegs ! 67: always showing the amount of this last score. ! 68: .PG ! 69: The traditional mode of scoring is down (away from the game end) the ! 70: outer row, and up the inner row. "Once around" is a game of 61 points. ! 71: "Twice around" is a game of 121 points. ! 72: .HP "Preliminaries." ! 73: Cards are drawn; the lower deals first. If cards of equal rank are drawn, ! 74: both players draw again. Dealer has the right to shuffle last. Nondealer ! 75: cuts, and must leave at least four cards in each packet. ! 76: .HP "Dealing." ! 77: Each player receives six cards, dealt one at a time face down, beginning ! 78: with the nondealer. The turn to deal alternates. The dealer has an ! 79: advantage. ! 80: .HP "Laying Away." ! 81: After seeing his hand, each player ! 82: .ul ! 83: lays away ! 84: two cards face down. The four cards laid away, placed in one pile, form the ! 85: .ul ! 86: crib. ! 87: The crib counts for the dealer. Nondealer therefore tries to lay away ! 88: .ul ! 89: balking cards -- ! 90: cards that are least likely to create a score in the crib. ! 91: .HP "The Starter." ! 92: After both hands have laid away, nondealer lifts off a packet from the top ! 93: of the ! 94: .ul ! 95: stock ! 96: (the rest of the pack). Again, each packet must contain at least four cards. ! 97: Dealer turns up the top card of the lower packer, which is then placed on ! 98: top of the stock when the packets are reunited. The card thus turned up is ! 99: called ! 100: .ul ! 101: 1 the starter. ! 102: If it is a jack, dealer immediately pegs 2, called ! 103: .ul ! 104: 2 for his heels. ! 105: .HP "The Play." ! 106: Nondealer begins the play by laying a card from his hand face up on the ! 107: table, announcing its counting value. Dealer then shows a card, announcing ! 108: the total count of the two cards. Play continues in the same way, by ! 109: alternate exposure of cards, each player announcing the new total count. ! 110: The total may be carried only to 31, no further. If a player adds a card ! 111: that brings the total exactly to 31, he pegs 2. If a player is unable to ! 112: play another card without exceeding 31, he must say "Go," and his opponent ! 113: pegs 1, but before doing so, opponent must lay down any additional cards he ! 114: can without exceeding 31. If such additional cards bring the total to ! 115: exactly 31, he pegs 2 instead of 1. ! 116: .PG ! 117: Whenever a ! 118: .ul ! 119: go ! 120: occurs, the opponent of the player who played the last card must lead for a ! 121: new count starting at zero. Playing the last card of all counts as a go. ! 122: (Since nondealer makes the opening lead, dealer is bound to peg at least ! 123: 1 in play.) ! 124: .PG ! 125: Besides pegging for 31 and go, the player may also peg for certain ! 126: combinations made in play, as follows: ! 127: .sp 2 ! 128: .ti +4 ! 129: .ul ! 130: Fifteen. ! 131: .IP ! 132: Making the count total 15 pegs 2. ! 133: .EP ! 134: .sp 2 ! 135: .ti +4 ! 136: .ul ! 137: Pair. ! 138: .IP ! 139: Playing a card of same rank as that previously played pegs 2. Playing ! 140: a third card of the same rank makes ! 141: .ul ! 142: pair royal ! 143: and pegs 6. Playing the fourth card of the same rank makes ! 144: .ul ! 145: double pair royal ! 146: and pegs 12. ! 147: .PG ! 148: The tenth cards pair strictly by rank, a king with a king, a queen with a ! 149: queen, and so on. (King and jack do not make a pair, although each has ! 150: the counting value 10.) ! 151: .EP ! 152: .sp 2 ! 153: .ti +4 ! 154: .ul ! 155: Run. ! 156: .IP ! 157: Playing a card which, with the two or more played immediately previously, ! 158: makes a sequence of three or more cards, pegs 1 for each card in the ! 159: .ul ! 160: run. ! 161: Runs depend on rank alone; the suits do not matter. Nor does the score ! 162: for run depend upon playing the cards in strict sequence, so long as ! 163: the three or more last cards played can be arranged in a run. ! 164: .ul ! 165: Example: ! 166: 7, 6, 8 played in that order score 3 for run; 5, 2, 4, 3 played in that order ! 167: score 4 for run. ! 168: .EP ! 169: .PG ! 170: Any of the foregoing combinations count, whether the cards are played ! 171: alternately or one player plays several times in succession in consequence ! 172: of a go. But a combination does not score if it is interrupted by a go. ! 173: .HP "Showing." ! 174: After the play, the hands are ! 175: .ul ! 176: shown ! 177: (counted). Nondealer shows first, then dealer's hand, then crib. ! 178: The starter is deemed to belong to each hand, so that each hand includes ! 179: five cards. Combinations of scoring value are as follows: ! 180: .sp 2 ! 181: .ti +4 ! 182: .ul ! 183: Fifteen. ! 184: .IP ! 185: Each combinations of two or more cards that total fifteen scores 2. ! 186: .EP ! 187: .sp 2 ! 188: .ti +4 ! 189: .ul ! 190: Pair. ! 191: .IP ! 192: Each pair of cards of the same rank scores 2. ! 193: .EP ! 194: .sp 2 ! 195: .ti +4 ! 196: .ul ! 197: Run. ! 198: .IP ! 199: Each combination of three or more cards in sequence scores 1 for each card ! 200: in the run. ! 201: .EP ! 202: .sp 2 ! 203: .ti +4 ! 204: .ul ! 205: Flush. ! 206: .IP ! 207: Four cards of the same suit in hand score 4; four cards in hand or crib ! 208: of same suit as the starter score 5. (No count for four-flush in crib.) ! 209: .EP ! 210: .sp 2 ! 211: .ti +4 ! 212: .ul ! 213: His Nobs. ! 214: .IP ! 215: Jack of same suit as the starter, in hand or crib, scores 1. ! 216: .EP ! 217: .PG ! 218: It is important to note that every separate grouping of cards that makes ! 219: a fifteen, pair, or run counts separately. Three of a kind, ! 220: .ul ! 221: pair royal, ! 222: counts 6 because three sets of pairs can be made; similarly, four of a ! 223: kind, ! 224: .ul ! 225: double pair royal, ! 226: contain six pairs and count 12. ! 227: .PG ! 228: The highest possible hand is J, 5, 5, 5 with the starter the 5 of the same ! 229: suit as the jack. There are four fifteens by combining the jack with a ! 230: five, four more by combinations of three fives (a total of 16 for fifteens); ! 231: the double pair royal adds 12 for a total of 28; and ! 232: .ul ! 233: his nobs ! 234: adds 1 for a maximum score of 29. (the score of 2 for ! 235: .ul ! 236: his heels ! 237: does not count in the total of the hand, since it is pegged before the play.) ! 238: .PG ! 239: A ! 240: .ul ! 241: double run ! 242: is a run with one card duplicated, as 4-3-3-2. Exclusive of fifteens, a ! 243: double run of three cards counts 8; of four cards, 10. A ! 244: .ul ! 245: triple run ! 246: is a run of three with one card triplicated, as K-K-K-Q-J. Exclusive of ! 247: fifteens, it counts 15. A ! 248: .ul ! 249: quadruple run ! 250: is a run of three with two different cards duplicated, as the example ! 251: 8-8-7-6-6 previously given. Exclusive of fifteens, it counts 16. ! 252: .PG ! 253: No hand can be constructed that counts 19, 25, 26 or 27. A time-honored ! 254: way of showing a hand with not a single counting combination is to say ! 255: "I have nineteen." ! 256: .PG ! 257: The customary oder in showing is to count fifteens first, then runs, then ! 258: pairs, but there is no compulsion of law. ! 259: .ul ! 260: Example: ! 261: A hand (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, ! 262: fifteen 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and ! 263: 8 is 14." ! 264: .HP "Muggins." ! 265: The hands and crib are counted aloud, and if a player claims a greater ! 266: total than is due him, his opponent may require correction. In some ! 267: localities, if a player claims less than is due, his opponent may say ! 268: "Muggins" and himself score the points overlooked. ! 269: .HP "Scoring." ! 270: The usual ! 271: .ul ! 272: game ! 273: is 121, but it may be set at 61 by agreement. Since the player wins ! 274: who first returns to the game hole by going "twice around," the scores ! 275: must be pegged strictly in order: his heels, pegging in play, non-dealer's ! 276: hand, dealer's hand, crib. Thus, if nondealer goes out on showing his ! 277: hand, he wins, even though dealer might have gone out with a greater ! 278: total if allowed to count his hand and crib. ! 279: .PG ! 280: When the game of 121 is played for a stake, a player wins a single game ! 281: if the loser makes 61 points or more. If the loser fails to reach ! 282: 61, he is ! 283: .ul ! 284: lurched, ! 285: and the other wins a double game. ! 286: .HP "Irregularities." ! 287: .ul ! 288: Misdeal. ! 289: There must be a new deal by the same dealer if a card is found faced in the ! 290: pack, if a card is exposed in dealing, or if the pack be found imperfect. ! 291: .PG ! 292: .ul ! 293: Wrong Number of Cards. ! 294: If one hand (not crib) is found to have the wrong number of cards after ! 295: laying away for the crib, the other hand and crib being correct, the ! 296: opponent may either demand a new deal or may peg 2 and rectify the ! 297: hand. If the crib is incorrect, both hands being correct, nondealer ! 298: pegs 2 and the crib is corrected. ! 299: .HP "Error in Pegging." ! 300: If a player places a peg short of the amount to which he is entitled, he ! 301: may not correct his error after he has played the next card or after the ! 302: cut for the next deal. If he pegs more than his announced score, ! 303: the error must be corrected on demand at any time before the cut for the ! 304: next deal and his opponent pegs 2. ! 305: .HP "Strategy." ! 306: The best balking cards are kings and aces, because they have the least ! 307: chance of producing sequences. Tenth cards are generally good, provided ! 308: that the two cards laid away are not too ! 309: .ul ! 310: near ! 311: (likely to make a sequence). When nothing better offers, give two ! 312: .ul ! 313: wide ! 314: cards -- at least three apart in rank. ! 315: .PG ! 316: Proverbially the safest lead is a 4. The next card cannot make a 15. ! 317: Lower cards are also safe from this point of view, but are better ! 318: treasured for go and 31. The most dangerous leads are 7 and 8, but ! 319: may be made to trap the opponent when they are backed with other ! 320: close cards. Generally speaking, play ! 321: .ul ! 322: on ! 323: (toward a sequence) when you have close cards and ! 324: .ul ! 325: off ! 326: when you do not. However, the state of the score is a consideration. ! 327: If far behind, play on when there is any chance of building a score ! 328: for yourself; if well ahead, balk your opponent by playing off unless ! 329: you will surely peg as much as he by playing on.
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