xref: /original-bsd/games/cribbage/cribbage.n (revision 04218a6a)
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, described
14	later.
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.  (See illustration.)
28At one end, or in the center, are two or four additional holes, called
29game holes.  The board is placed between the two players, and each keeps
30his own score on the two rows of holes nearest himself.  Each is supplied
31with two pegs.  Before the first hand, the pegs are placed in the game
32holes.  On making his first score, the player advances one peg an
33appropriate number of holes (one per point) away from the game end of the
34board.  The second score is recorded by placing the second peg an
35appropriate distance ahead of the first.  For each subsequent score, the
36rear peg is jumped ahead of the other, the distance between the two pegs
37always showing the amount of this last score.
38
39	The traditional mode of scoring is down (away from the game end)
40the 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
43Preliminaries:
44
45	Cards are drawn; the lower deals first.  If cards of equal rank
46are drawn, both players draw again.  Dealer has the right to shuffle last.
47Nondealer cuts, and must leave at least four cards in each packet.
48
49Dealing:
50
51	Each player receives six cards, dealt one at a time face down,
52beginning with the nondealer.  The turn to deal alternates.  The dealer
53has an advantage.
54
55Laying Away:
56
57	After seeing his hand, each player lays away two cards face down.
58The four cards laid away, placed in one pile, form the crib.  The crib
59counts for the dealer.  Nondealer therefore tries to lay away balking
60cards -- cards that are least likely to create a score in the crib.
61
62The Starter:
63
64	After both hands have laid away, nondealer lifts off a packet from
65the top of the stock (the rest of the pack).  Again, each packet must
66contain at least four cards.  Dealer turns up the top card of the lower
67packer, which is then placed on top of the stock when the packets are
68reunited.  The card thus turned up is called 1 the starter.  If it is a
69jack, dealer immediately pegs 2, called 2 for his heels.
70
71The Play:
72
73	Nondealer begins the play by laying a card from his hand face up
74on the table, announcing its counting value.  Dealer then shows a card,
75announcing the total count of the two cards.  Play continues in the same
76way, by alternate exposure of cards, each player announcing the new total
77count.  The total may be carried only to 31, no further.  If a player adds
78a card that brings the total exactly to 31, he pegs 2.  If a player is
79unable to play another card without exceeding 31, he must say "Go," and
80his opponent pegs 1, but before doing so, opponent must lay down any
81additional cards he can without exceeding 31.  If such additional cards
82bring 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
85last card must lead for a new count starting at zero.  Playing the last
86card of all counts as a go.  (Since nondealer makes the opening lead,
87dealer is bound to peg at least 1 in play.)
88
89	Besides pegging for 31 and go, the player may also peg for certain
90combinations 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
143makes a fifteen, pair, or run counts separately.  Three of a kind, pair
144royal, counts 6 because three sets of pairs can be made; similarly, four
145of 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
148the same suit as the jack.  There are four fifteens by combining the jack
149with a five, four more by combinations of three fives (a total of 16 for
150fifteens); the double pair royal adds 12 for a total of 28; and his nobs
151adds 1 for a maximum score of 29.  (the score of 2 for his heels does not
152count 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.
155Exclusive of fifteens, a double run of three cards counts 8; of four cards,
15610.  A triple run is a run of three with one card triplicated, as K-K-K-Q-J.
157Exclusive of fifteens, it counts 15.  A quadruple run is a run of three
158with two different cards duplicated, as the example 8-8-7-6-6 previously
159given.  Exclusive of fifteens, it counts 16.
160
161	No hand can be constructed that counts 19, 25, 26 or 27.  A
162time-honored way of showing a hand with not a single counting combination
163is to say "I have nineteen."
164
165	The customary order in showing is to count fifteens first, then
166runs, 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
1684, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14."
169
170Muggins:
171
172	The hands and crib are counted aloud, and if a player claims a
173greater total than is due him, his opponent may require correction.  In
174some localities, if a player claims less than is due, his opponent may
175say "Muggins" and himself score the points overlooked.
176
177Scoring:
178
179	The usual game is 121, but it may be set at 61 by agreement.
180Since the player wins who first returns to the game hole by going "twice
181around," the scores must be pegged strictly in order: his heels, pegging
182in play, non-dealer's hand, dealer's hand, crib.  Thus, if nondealer goes
183out on showing his hand, he wins, even though dealer might have gone out
184with 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
187game if the loser makes 61 points or more.  If the loser fails to reach
18861, he is lurched, and the other wins a double game.
189
190Irregularities:
191
192	Misdeal.  There must be a new deal by the same dealer if a card
193is found faced in the pack, if a card is exposed in dealing, or if the
194pack be found imperfect.
195
196	Wrong Number of Cards.  If one hand (not crib) is found to have
197the wrong number of cards after laying away for the crib, the other hand
198and crib being correct, the opponent may either demand a new deal or may
199peg 2 and rectify the hand.  If the crib is incorrect, both hands being
200correct, nondealer pegs 2 and the crib is corrected.
201
202Error in Pegging:
203
204	If a player places a peg short of the amount to which he is
205entitled, he may not correct his error after he has played the next card
206or after the cut for the next deal.  If he pegs more than his announced
207score, the error must be corrected on demand at any time before the cut
208for the next deal and his opponent pegs 2.
209
210Strategy:
211
212	The best balking cards are kings and aces, because they have the
213least chance of producing sequences.  Tenth cards are generally good,
214provided that the two cards laid away are not too near (likely to make a
215sequence).  When nothing better offers, give two wide cards -- at least
216three apart in rank.
217
218	Proverbially the safest lead is a 4.  The next card cannot make
219a 15.  Lower cards are also safe from this point of view, but are better
220treasured for go and 31.  The most dangerous leads are 7 and 8, but may
221be made to trap the opponent when they are backed with other close cards.
222Generally speaking, play on (toward a sequence) when you have close cards
223and off when you do not.  However, the state of the score is a
224consideration.  If far behind, play on when there is any chance of building
225a score for yourself; if well ahead, balk your opponent by playing off
226unless you will surely peg as much as he by playing on.
227