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      1 
      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.
    227