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1.1 root 1: .\" Copyright (c) 1980 Regents of the University of California.
2: .\" All rights reserved.
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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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