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

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