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984263bc MD |
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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. |