xref: /original-bsd/games/cribbage/cribbage.n (revision e4dd4c49)
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2*e4dd4c49Sbostic			    CRIBBAGE
36103c340Sarnold			      from
46103c340Sarnold		       According to Hoyle
5*e4dd4c49Sbostic
66103c340SarnoldCribbage is believed to have been invented by Sir John Suckling (1609-1642).
7*e4dd4c49SbosticProbably it is an elaboration of an older game, Noddy.  The original game
8*e4dd4c49Sbosticwas played with hands of five cards; the modern game gives each player
9*e4dd4c49Sbosticsix.  That is virtually the only change from Suckling's directions.
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11*e4dd4c49SbosticPlayers:
12*e4dd4c49Sbostic
13*e4dd4c49Sbostic	Two.  There are variants for three and four players, described
14*e4dd4c49Sbostic	later.
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16*e4dd4c49SbosticCards:
17*e4dd4c49Sbostic
18*e4dd4c49Sbostic	The pack of 52.  The cards in each suit rank: K (high), Q, J, 10,
19*e4dd4c49Sbostic9, 8, 7, 6, 5, 4, 3, 2, A.  The counting values are: K, Q, J, 10, each 10
20*e4dd4c49Sbostic(wherefore these are called tenth cards); ace, 1; each other card, its
21*e4dd4c49Sbosticindex value.
22*e4dd4c49Sbostic
23*e4dd4c49SbosticCribbage Board:
24*e4dd4c49Sbostic
25*e4dd4c49Sbostic	Indispensable to scoring (unless you have a computer!, ed.) is
26*e4dd4c49Sbosticthe device known as the cribbage board.  This is a rectangular panel, long
27*e4dd4c49Sbosticand narrow, in which are four rows of 30 holes each.  (See illustration.)
28*e4dd4c49SbosticAt one end, or in the center, are two or four additional holes, called
29*e4dd4c49Sbosticgame holes.  The board is placed between the two players, and each keeps
30*e4dd4c49Sbostichis own score on the two rows of holes nearest himself.  Each is supplied
31*e4dd4c49Sbosticwith two pegs.  Before the first hand, the pegs are placed in the game
32*e4dd4c49Sbosticholes.  On making his first score, the player advances one peg an
33*e4dd4c49Sbosticappropriate number of holes (one per point) away from the game end of the
34*e4dd4c49Sbosticboard.  The second score is recorded by placing the second peg an
356103c340Sarnoldappropriate distance ahead of the first.  For each subsequent score, the
366103c340Sarnoldrear peg is jumped ahead of the other, the distance between the two pegs
376103c340Sarnoldalways showing the amount of this last score.
38*e4dd4c49Sbostic
39*e4dd4c49Sbostic	The traditional mode of scoring is down (away from the game end)
40*e4dd4c49Sbosticthe outer row, and up the inner row.  "Once around" is a game of 61 points.
416103c340Sarnold"Twice around" is a game of 121 points.
42*e4dd4c49Sbostic
43*e4dd4c49SbosticPreliminaries:
44*e4dd4c49Sbostic
45*e4dd4c49Sbostic	Cards are drawn; the lower deals first.  If cards of equal rank
46*e4dd4c49Sbosticare drawn, both players draw again.  Dealer has the right to shuffle last.
47*e4dd4c49SbosticNondealer cuts, and must leave at least four cards in each packet.
48*e4dd4c49Sbostic
49*e4dd4c49SbosticDealing:
50*e4dd4c49Sbostic
51*e4dd4c49Sbostic	Each player receives six cards, dealt one at a time face down,
52*e4dd4c49Sbosticbeginning with the nondealer.  The turn to deal alternates.  The dealer
53*e4dd4c49Sbostichas an advantage.
54*e4dd4c49Sbostic
55*e4dd4c49SbosticLaying Away:
56*e4dd4c49Sbostic
57*e4dd4c49Sbostic	After seeing his hand, each player lays away two cards face down.
58*e4dd4c49SbosticThe four cards laid away, placed in one pile, form the crib.  The crib
59*e4dd4c49Sbosticcounts for the dealer.  Nondealer therefore tries to lay away balking
60*e4dd4c49Sbosticcards -- cards that are least likely to create a score in the crib.
61*e4dd4c49Sbostic
62*e4dd4c49SbosticThe Starter:
63*e4dd4c49Sbostic
64*e4dd4c49Sbostic	After both hands have laid away, nondealer lifts off a packet from
65*e4dd4c49Sbosticthe top of the stock (the rest of the pack).  Again, each packet must
66*e4dd4c49Sbosticcontain at least four cards.  Dealer turns up the top card of the lower
67*e4dd4c49Sbosticpacker, which is then placed on top of the stock when the packets are
68*e4dd4c49Sbosticreunited.  The card thus turned up is called 1 the starter.  If it is a
69*e4dd4c49Sbosticjack, dealer immediately pegs 2, called 2 for his heels.
70*e4dd4c49Sbostic
71*e4dd4c49SbosticThe Play:
72*e4dd4c49Sbostic
73*e4dd4c49Sbostic	Nondealer begins the play by laying a card from his hand face up
74*e4dd4c49Sbosticon the table, announcing its counting value.  Dealer then shows a card,
75*e4dd4c49Sbosticannouncing the total count of the two cards.  Play continues in the same
76*e4dd4c49Sbosticway, by alternate exposure of cards, each player announcing the new total
77*e4dd4c49Sbosticcount.  The total may be carried only to 31, no further.  If a player adds
78*e4dd4c49Sbostica card that brings the total exactly to 31, he pegs 2.  If a player is
79*e4dd4c49Sbosticunable to play another card without exceeding 31, he must say "Go," and
80*e4dd4c49Sbostichis opponent pegs 1, but before doing so, opponent must lay down any
81*e4dd4c49Sbosticadditional cards he can without exceeding 31.  If such additional cards
82*e4dd4c49Sbosticbring the total to exactly 31, he pegs 2 instead of 1.
83*e4dd4c49Sbostic
84*e4dd4c49Sbostic	Whenever a go occurs, the opponent of the player who played the
85*e4dd4c49Sbosticlast card must lead for a new count starting at zero.  Playing the last
86*e4dd4c49Sbosticcard of all counts as a go.  (Since nondealer makes the opening lead,
87*e4dd4c49Sbosticdealer is bound to peg at least 1 in play.)
88*e4dd4c49Sbostic
896103c340Sarnold	Besides pegging for 31 and go, the player may also peg for certain
906103c340Sarnoldcombinations made in play, as follows:
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92*e4dd4c49Sbostic	Fifteen:
936103c340Sarnold		Making the count total 15 pegs 2.
94*e4dd4c49Sbostic	Pair:
95*e4dd4c49Sbostic		Playing a card of same rank as that previously played pegs
96*e4dd4c49Sbostic		2.  Playing a third card of the same rank makes pair royal
97*e4dd4c49Sbostic		and pegs 6.  Playing the fourth card of the same rank
98*e4dd4c49Sbostic		makes double pair royal and pegs 12.
99*e4dd4c49Sbostic
100*e4dd4c49Sbostic		The tenth cards pair strictly by rank, a king with a king,
101*e4dd4c49Sbostic		a queen with a queen, and so on.  (King and jack do not
102*e4dd4c49Sbostic		make a pair, although each has the counting value 10.)
103*e4dd4c49Sbostic	Run:
104*e4dd4c49Sbostic		Playing a card which, with the two or more played
105*e4dd4c49Sbostic		immediately previously, makes a sequence of three or more
106*e4dd4c49Sbostic		cards, pegs 1 for each card in the run.  Runs depend on
107*e4dd4c49Sbostic		rank alone; the suits do not matter.  Nor does the score
108*e4dd4c49Sbostic		for run depend upon playing the cards in strict sequence,
109*e4dd4c49Sbostic		so long as the three or more last cards played can be
110*e4dd4c49Sbostic		arranged in a run.  Example: 7, 6, 8 played in that order
111*e4dd4c49Sbostic		score 3 for run; 5, 2, 4, 3 played in that order score 4
112*e4dd4c49Sbostic		for run.
113*e4dd4c49Sbostic
114*e4dd4c49Sbostic		Any of the foregoing combinations count, whether the cards
115*e4dd4c49Sbostic		are played alternately or one player plays several times
116*e4dd4c49Sbostic		in succession in consequence of a go.  But a combination
117*e4dd4c49Sbostic		does not score if it is interrupted by a go.
118*e4dd4c49Sbostic
119*e4dd4c49Sbostic	Showing:
120*e4dd4c49Sbostic		After the play, the hands are shown (counted).  Nondealer
121*e4dd4c49Sbostic		shows first, then dealer's hand, then crib.  The starter
122*e4dd4c49Sbostic		is deemed to belong to each hand, so that each hand includes
1236103c340Sarnold		five cards.  Combinations of scoring value are as follows:
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125*e4dd4c49Sbostic		Fifteen:
126*e4dd4c49Sbostic			Each combinations of two or more cards that total
127*e4dd4c49Sbostic			fifteen scores 2.
128*e4dd4c49Sbostic		Pair:
1296103c340Sarnold			Each pair of cards of the same rank scores 2.
130*e4dd4c49Sbostic
131*e4dd4c49Sbostic		Run:
132*e4dd4c49Sbostic			Each combination of three or more cards in sequence
133*e4dd4c49Sbostic			scores 1 for each card in the run.
134*e4dd4c49Sbostic		Flush:
135*e4dd4c49Sbostic			Four cards of the same suit in hand score 4; four
136*e4dd4c49Sbostic			cards in hand or crib of same suit as the starter
137*e4dd4c49Sbostic			score 5.  (No count for four-flush in crib.)
138*e4dd4c49Sbostic		His Nobs:
139*e4dd4c49Sbostic			Jack of same suit as the starter, in hand or crib,
140*e4dd4c49Sbostic			scores 1.
141*e4dd4c49Sbostic
142*e4dd4c49Sbostic	It is important to note that every separate grouping of cards that
143*e4dd4c49Sbosticmakes a fifteen, pair, or run counts separately.  Three of a kind, pair
144*e4dd4c49Sbosticroyal, counts 6 because three sets of pairs can be made; similarly, four
145*e4dd4c49Sbosticof a kind, double pair royal, contain six pairs and count 12.
146*e4dd4c49Sbostic
147*e4dd4c49Sbostic	The highest possible hand is J, 5, 5, 5 with the starter the 5 of
148*e4dd4c49Sbosticthe same suit as the jack.  There are four fifteens by combining the jack
149*e4dd4c49Sbosticwith a five, four more by combinations of three fives (a total of 16 for
150*e4dd4c49Sbosticfifteens); the double pair royal adds 12 for a total of 28; and his nobs
151*e4dd4c49Sbosticadds 1 for a maximum score of 29.  (the score of 2 for his heels does not
152*e4dd4c49Sbosticcount in the total of the hand, since it is pegged before the play.)
153*e4dd4c49Sbostic
154*e4dd4c49Sbostic	A double run is a run with one card duplicated, as 4-3-3-2.
155*e4dd4c49SbosticExclusive of fifteens, a double run of three cards counts 8; of four cards,
156*e4dd4c49Sbostic10.  A triple run is a run of three with one card triplicated, as K-K-K-Q-J.
157*e4dd4c49SbosticExclusive of fifteens, it counts 15.  A quadruple run is a run of three
158*e4dd4c49Sbosticwith two different cards duplicated, as the example 8-8-7-6-6 previously
159*e4dd4c49Sbosticgiven.  Exclusive of fifteens, it counts 16.
160*e4dd4c49Sbostic
161*e4dd4c49Sbostic	No hand can be constructed that counts 19, 25, 26 or 27.  A
162*e4dd4c49Sbostictime-honored way of showing a hand with not a single counting combination
163*e4dd4c49Sbosticis to say "I have nineteen."
164*e4dd4c49Sbostic
165*e4dd4c49Sbostic	The customary order in showing is to count fifteens first, then
166*e4dd4c49Sbosticruns, then pairs, but there is no compulsion of law.  Example: A hand
167*e4dd4c49Sbostic(with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, fifteen
168*e4dd4c49Sbostic4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14."
169*e4dd4c49Sbostic
170*e4dd4c49SbosticMuggins:
171*e4dd4c49Sbostic
172*e4dd4c49Sbostic	The hands and crib are counted aloud, and if a player claims a
173*e4dd4c49Sbosticgreater total than is due him, his opponent may require correction.  In
174*e4dd4c49Sbosticsome localities, if a player claims less than is due, his opponent may
175*e4dd4c49Sbosticsay "Muggins" and himself score the points overlooked.
176*e4dd4c49Sbostic
177*e4dd4c49SbosticScoring:
178*e4dd4c49Sbostic
179*e4dd4c49Sbostic	The usual game is 121, but it may be set at 61 by agreement.
180*e4dd4c49SbosticSince the player wins who first returns to the game hole by going "twice
181*e4dd4c49Sbosticaround," the scores must be pegged strictly in order: his heels, pegging
182*e4dd4c49Sbosticin play, non-dealer's hand, dealer's hand, crib.  Thus, if nondealer goes
183*e4dd4c49Sbosticout on showing his hand, he wins, even though dealer might have gone out
184*e4dd4c49Sbosticwith a greater total if allowed to count his hand and crib.
185*e4dd4c49Sbostic
186*e4dd4c49Sbostic	When the game of 121 is played for a stake, a player wins a single
187*e4dd4c49Sbosticgame if the loser makes 61 points or more.  If the loser fails to reach
188*e4dd4c49Sbostic61, he is lurched, and the other wins a double game.
189*e4dd4c49Sbostic
190*e4dd4c49SbosticIrregularities:
191*e4dd4c49Sbostic
192*e4dd4c49Sbostic	Misdeal.  There must be a new deal by the same dealer if a card
193*e4dd4c49Sbosticis found faced in the pack, if a card is exposed in dealing, or if the
194*e4dd4c49Sbosticpack be found imperfect.
195*e4dd4c49Sbostic
196*e4dd4c49Sbostic	Wrong Number of Cards.  If one hand (not crib) is found to have
197*e4dd4c49Sbosticthe wrong number of cards after laying away for the crib, the other hand
198*e4dd4c49Sbosticand crib being correct, the opponent may either demand a new deal or may
199*e4dd4c49Sbosticpeg 2 and rectify the hand.  If the crib is incorrect, both hands being
200*e4dd4c49Sbosticcorrect, nondealer pegs 2 and the crib is corrected.
201*e4dd4c49Sbostic
202*e4dd4c49SbosticError in Pegging:
203*e4dd4c49Sbostic
204*e4dd4c49Sbostic	If a player places a peg short of the amount to which he is
205*e4dd4c49Sbosticentitled, he may not correct his error after he has played the next card
206*e4dd4c49Sbosticor after the cut for the next deal.  If he pegs more than his announced
207*e4dd4c49Sbosticscore, the error must be corrected on demand at any time before the cut
208*e4dd4c49Sbosticfor the next deal and his opponent pegs 2.
209*e4dd4c49Sbostic
210*e4dd4c49SbosticStrategy:
211*e4dd4c49Sbostic
212*e4dd4c49Sbostic	The best balking cards are kings and aces, because they have the
213*e4dd4c49Sbosticleast chance of producing sequences.  Tenth cards are generally good,
214*e4dd4c49Sbosticprovided that the two cards laid away are not too near (likely to make a
215*e4dd4c49Sbosticsequence).  When nothing better offers, give two wide cards -- at least
216*e4dd4c49Sbosticthree apart in rank.
217*e4dd4c49Sbostic
218*e4dd4c49Sbostic	Proverbially the safest lead is a 4.  The next card cannot make
219*e4dd4c49Sbostica 15.  Lower cards are also safe from this point of view, but are better
220*e4dd4c49Sbostictreasured for go and 31.  The most dangerous leads are 7 and 8, but may
221*e4dd4c49Sbosticbe made to trap the opponent when they are backed with other close cards.
222*e4dd4c49SbosticGenerally speaking, play on (toward a sequence) when you have close cards
223*e4dd4c49Sbosticand off when you do not.  However, the state of the score is a
224*e4dd4c49Sbosticconsideration.  If far behind, play on when there is any chance of building
225*e4dd4c49Sbostica score for yourself; if well ahead, balk your opponent by playing off
226*e4dd4c49Sbosticunless you will surely peg as much as he by playing on.
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