xref: /openbsd/games/cribbage/cribbage.n (revision 73471bf0)
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