1 2 CRIBBAGE 3 from 4 According to Hoyle 5 6Cribbage is believed to have been invented by Sir John Suckling (1609-1642). 7Probably it is an elaboration of an older game, Noddy. The original game 8was played with hands of five cards; the modern game gives each player 9six. That is virtually the only change from Suckling's directions. 10 11Players: 12 13 Two. There are variants for three and four players [not described 14 here]. 15 16Cards: 17 18 The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 199, 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 21index value. 22 23Cribbage Board: 24 25 Indispensable to scoring [unless you have a computer!, ed.] is 26the device known as the cribbage board. This is a rectangular panel, long 27and narrow, in which are four rows of 30 holes each. At one end, or in the 28center, are two or four additional holes, called game holes. The board is 29placed between the two players, and each keeps his own score on the two 30rows of holes nearest himself. Each is supplied with two pegs. Before the 31first hand, the pegs are placed in the game holes. On making his first 32score, the player advances one peg an appropriate number of holes (one per 33point) away from the game end of the board. The second score is recorded 34by placing the second peg an appropriate distance ahead of the first. For 35each subsequent score, the rear peg is jumped ahead of the other, the 36distance between the two pegs always showing the amount of this last score. 37 38 The traditional mode of scoring is down (away from the game end) 39the outer row, and up the inner row. "Once around" is a game of 61 points. 40"Twice around" is a game of 121 points. 41 42Preliminaries: 43 44 Cards are drawn; the lower deals first. If cards of equal rank 45are drawn, both players draw again. Dealer has the right to shuffle last. 46Nondealer cuts, and must leave at least four cards in each packet. 47 48Dealing: 49 50 Each player receives six cards, dealt one at a time face down, 51beginning with the nondealer. The turn to deal alternates. The dealer 52has an advantage. 53 54Laying Away: 55 56 After seeing his hand, each player lays away two cards face down. 57The four cards laid away, placed in one pile, form the crib. The crib 58counts for the dealer. Nondealer therefore tries to lay away balking 59cards -- cards that are least likely to create a score in the crib. 60 61The Starter: 62 63 After both hands have laid away, nondealer lifts off a packet from 64the top of the stock (the rest of the pack). Again, each packet must 65contain at least four cards. Dealer turns up the top card of the lower 66packet, which is then placed on top of the stock when the packets are 67reunited. The card thus turned up is called 1 the starter. If it is a 68jack, dealer immediately pegs 2, called 2 for his heels. 69 70The Play: 71 72 Nondealer begins the play by laying a card from his hand face up 73on the table, announcing its counting value. Dealer then shows a card, 74announcing the total count of the two cards. Play continues in the same 75way, by alternate exposure of cards, each player announcing the new total 76count. The total may be carried only to 31, no further. If a player adds 77a card that brings the total exactly to 31, he pegs 2. If a player is 78unable to play another card without exceeding 31, he must say "Go," and 79his opponent pegs 1, but before doing so, opponent must lay down any 80additional cards he can without exceeding 31. If such additional cards 81bring the total to exactly 31, he pegs 2 instead of 1. 82 83 Whenever a go occurs, the opponent of the player who played the 84last card must lead for a new count starting at zero. Playing the last 85card of all counts as a go. (Since nondealer makes the opening lead, 86dealer is bound to peg at least 1 in play.) 87 88 Besides pegging for 31 and go, the player may also peg for certain 89combinations made in play, as follows: 90 91 Fifteen: 92 Making the count total 15 pegs 2. 93 Pair: 94 Playing a card of same rank as that previously played pegs 95 2. Playing a third card of the same rank makes pair royal 96 and pegs 6. Playing the fourth card of the same rank 97 makes double pair royal and pegs 12. 98 99 The tenth cards pair strictly by rank, a king with a king, 100 a queen with a queen, and so on. (King and jack do not 101 make a pair, although each has the counting value 10.) 102 Run: 103 Playing a card which, with the two or more played 104 immediately previously, makes a sequence of three or more 105 cards, pegs 1 for each card in the run. Runs depend on 106 rank alone; the suits do not matter. Nor does the score 107 for run depend upon playing the cards in strict sequence, 108 so long as the three or more last cards played can be 109 arranged in a run. Example: 7, 6, 8 played in that order 110 score 3 for run; 5, 2, 4, 3 played in that order score 4 111 for run. 112 113 Any of the foregoing combinations count, whether the cards 114 are played alternately or one player plays several times 115 in succession in consequence of a go. But a combination 116 does not score if it is interrupted by a go. 117 118 Showing: 119 After the play, the hands are shown (counted). Nondealer 120 shows first, then dealer's hand, then crib. The starter 121 is deemed to belong to each hand, so that each hand includes 122 five cards. Combinations of scoring value are as follows: 123 124 Fifteen: 125 Each combinations of two or more cards that total 126 fifteen scores 2. 127 Pair: 128 Each pair of cards of the same rank scores 2. 129 130 Run: 131 Each combination of three or more cards in sequence 132 scores 1 for each card in the run. 133 Flush: 134 Four cards of the same suit in hand score 4; four 135 cards in hand or crib of same suit as the starter 136 score 5. (No count for four-flush in crib.) 137 His Nobs: 138 Jack of same suit as the starter, in hand or crib, 139 scores 1. 140 141 It is important to note that every separate grouping of cards that 142makes a fifteen, pair, or run counts separately. Three of a kind, pair 143royal, counts 6 because three sets of pairs can be made; similarly, four 144of a kind, double pair royal, contain six pairs and count 12. 145 146 The highest possible hand is J, 5, 5, 5 with the starter the 5 of 147the same suit as the jack. There are four fifteens by combining the jack 148with a five, four more by combinations of three fives (a total of 16 for 149fifteens); the double pair royal adds 12 for a total of 28; and his nobs 150adds 1 for a maximum score of 29. (the score of 2 for his heels does not 151count in the total of the hand, since it is pegged before the play.) 152 153 A double run is a run with one card duplicated, as 4-3-3-2. 154Exclusive of fifteens, a double run of three cards counts 8; of four cards, 15510. A triple run is a run of three with one card triplicated, as K-K-K-Q-J. 156Exclusive of fifteens, it counts 15. A quadruple run is a run of three 157with two different cards duplicated, as the example 8-8-7-6-6 previously 158given. Exclusive of fifteens, it counts 16. 159 160 No hand can be constructed that counts 19, 25, 26 or 27. A 161time-honored way of showing a hand with not a single counting combination 162is to say "I have nineteen." 163 164 The customary order in showing is to count fifteens first, then 165runs, then pairs, but there is no compulsion of law. Example: A hand 166(with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, fifteen 1674, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14." 168 169Muggins: 170 171 The hands and crib are counted aloud, and if a player claims a 172greater total than is due him, his opponent may require correction. In 173some localities, if a player claims less than is due, his opponent may 174say "Muggins" and himself score the points overlooked. 175 176Scoring: 177 178 The usual game is 121, but it may be set at 61 by agreement. 179Since the player wins who first returns to the game hole by going "twice 180around," the scores must be pegged strictly in order: his heels, pegging 181in play, non-dealer's hand, dealer's hand, crib. Thus, if nondealer goes 182out on showing his hand, he wins, even though dealer might have gone out 183with a greater total if allowed to count his hand and crib. 184 185 When the game of 121 is played for a stake, a player wins a single 186game if the loser makes 61 points or more. If the loser fails to reach 18761, he is lurched, and the other wins a double game. 188 189Irregularities: 190 191 Misdeal. There must be a new deal by the same dealer if a card 192is found faced in the pack, if a card is exposed in dealing, or if the 193pack be found imperfect. 194 195 Wrong Number of Cards. If one hand (not crib) is found to have 196the wrong number of cards after laying away for the crib, the other hand 197and crib being correct, the opponent may either demand a new deal or may 198peg 2 and rectify the hand. If the crib is incorrect, both hands being 199correct, nondealer pegs 2 and the crib is corrected. 200 201Error in Pegging: 202 203 If a player places a peg short of the amount to which he is 204entitled, he may not correct his error after he has played the next card 205or after the cut for the next deal. If he pegs more than his announced 206score, the error must be corrected on demand at any time before the cut 207for the next deal and his opponent pegs 2. 208 209Strategy: 210 211 The best balking cards are kings and aces, because they have the 212least chance of producing sequences. Tenth cards are generally good, 213provided that the two cards laid away are not too near (likely to make a 214sequence). When nothing better offers, give two wide cards -- at least 215three apart in rank. 216 217 Proverbially the safest lead is a 4. The next card cannot make 218a 15. Lower cards are also safe from this point of view, but are better 219treasured for go and 31. The most dangerous leads are 7 and 8, but may 220be made to trap the opponent when they are backed with other close cards. 221Generally speaking, play on (toward a sequence) when you have close cards 222and off when you do not. However, the state of the score is a 223consideration. If far behind, play on when there is any chance of building 224a score for yourself; if well ahead, balk your opponent by playing off 225unless you will surely peg as much as he by playing on. 226