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      1  1.1  cgd 
      2  1.1  cgd 			    CRIBBAGE
      3  1.1  cgd 			      from
      4  1.1  cgd 		       According to Hoyle
      5  1.1  cgd 
      6  1.1  cgd Cribbage is believed to have been invented by Sir John Suckling (1609-1642).
      7  1.1  cgd Probably it is an elaboration of an older game, Noddy.  The original game
      8  1.1  cgd was played with hands of five cards; the modern game gives each player
      9  1.1  cgd six.  That is virtually the only change from Suckling's directions.
     10  1.1  cgd 
     11  1.1  cgd Players:
     12  1.1  cgd 
     13  1.1  cgd 	Two.  There are variants for three and four players, described
     14  1.1  cgd 	later.
     15  1.1  cgd 
     16  1.1  cgd Cards:
     17  1.1  cgd 
     18  1.1  cgd 	The pack of 52.  The cards in each suit rank: K (high), Q, J, 10,
     19  1.1  cgd 9, 8, 7, 6, 5, 4, 3, 2, A.  The counting values are: K, Q, J, 10, each 10
     20  1.1  cgd (wherefore these are called tenth cards); ace, 1; each other card, its
     21  1.1  cgd index value.
     22  1.1  cgd 
     23  1.1  cgd Cribbage Board:
     24  1.1  cgd 
     25  1.1  cgd 	Indispensable to scoring (unless you have a computer!, ed.) is
     26  1.1  cgd the device known as the cribbage board.  This is a rectangular panel, long
     27  1.1  cgd and narrow, in which are four rows of 30 holes each.  (See illustration.)
     28  1.1  cgd At one end, or in the center, are two or four additional holes, called
     29  1.1  cgd game holes.  The board is placed between the two players, and each keeps
     30  1.1  cgd his own score on the two rows of holes nearest himself.  Each is supplied
     31  1.1  cgd with two pegs.  Before the first hand, the pegs are placed in the game
     32  1.1  cgd holes.  On making his first score, the player advances one peg an
     33  1.1  cgd appropriate number of holes (one per point) away from the game end of the
     34  1.1  cgd board.  The second score is recorded by placing the second peg an
     35  1.1  cgd appropriate distance ahead of the first.  For each subsequent score, the
     36  1.1  cgd rear peg is jumped ahead of the other, the distance between the two pegs
     37  1.1  cgd always showing the amount of this last score.
     38  1.1  cgd 
     39  1.1  cgd 	The traditional mode of scoring is down (away from the game end)
     40  1.1  cgd the outer row, and up the inner row.  "Once around" is a game of 61 points.
     41  1.1  cgd "Twice around" is a game of 121 points.
     42  1.1  cgd 
     43  1.1  cgd Preliminaries:
     44  1.1  cgd 
     45  1.1  cgd 	Cards are drawn; the lower deals first.  If cards of equal rank
     46  1.1  cgd are drawn, both players draw again.  Dealer has the right to shuffle last.
     47  1.1  cgd Nondealer cuts, and must leave at least four cards in each packet.
     48  1.1  cgd 
     49  1.1  cgd Dealing:
     50  1.1  cgd 
     51  1.1  cgd 	Each player receives six cards, dealt one at a time face down,
     52  1.1  cgd beginning with the nondealer.  The turn to deal alternates.  The dealer
     53  1.1  cgd has an advantage.
     54  1.1  cgd 
     55  1.1  cgd Laying Away:
     56  1.1  cgd 
     57  1.1  cgd 	After seeing his hand, each player lays away two cards face down.
     58  1.1  cgd The four cards laid away, placed in one pile, form the crib.  The crib
     59  1.1  cgd counts for the dealer.  Nondealer therefore tries to lay away balking
     60  1.1  cgd cards -- cards that are least likely to create a score in the crib.
     61  1.1  cgd 
     62  1.1  cgd The Starter:
     63  1.1  cgd 
     64  1.1  cgd 	After both hands have laid away, nondealer lifts off a packet from
     65  1.1  cgd the top of the stock (the rest of the pack).  Again, each packet must
     66  1.1  cgd contain at least four cards.  Dealer turns up the top card of the lower
     67  1.1  cgd packer, which is then placed on top of the stock when the packets are
     68  1.1  cgd reunited.  The card thus turned up is called 1 the starter.  If it is a
     69  1.1  cgd jack, dealer immediately pegs 2, called 2 for his heels.
     70  1.1  cgd 
     71  1.1  cgd The Play:
     72  1.1  cgd 
     73  1.1  cgd 	Nondealer begins the play by laying a card from his hand face up
     74  1.1  cgd on the table, announcing its counting value.  Dealer then shows a card,
     75  1.1  cgd announcing the total count of the two cards.  Play continues in the same
     76  1.1  cgd way, by alternate exposure of cards, each player announcing the new total
     77  1.1  cgd count.  The total may be carried only to 31, no further.  If a player adds
     78  1.1  cgd a card that brings the total exactly to 31, he pegs 2.  If a player is
     79  1.1  cgd unable to play another card without exceeding 31, he must say "Go," and
     80  1.1  cgd his opponent pegs 1, but before doing so, opponent must lay down any
     81  1.1  cgd additional cards he can without exceeding 31.  If such additional cards
     82  1.1  cgd bring the total to exactly 31, he pegs 2 instead of 1.
     83  1.1  cgd 
     84  1.1  cgd 	Whenever a go occurs, the opponent of the player who played the
     85  1.1  cgd last card must lead for a new count starting at zero.  Playing the last
     86  1.1  cgd card of all counts as a go.  (Since nondealer makes the opening lead,
     87  1.1  cgd dealer is bound to peg at least 1 in play.)
     88  1.1  cgd 
     89  1.1  cgd 	Besides pegging for 31 and go, the player may also peg for certain
     90  1.1  cgd combinations made in play, as follows:
     91  1.1  cgd 
     92  1.1  cgd 	Fifteen:
     93  1.1  cgd 		Making the count total 15 pegs 2.
     94  1.1  cgd 	Pair:
     95  1.1  cgd 		Playing a card of same rank as that previously played pegs
     96  1.1  cgd 		2.  Playing a third card of the same rank makes pair royal
     97  1.1  cgd 		and pegs 6.  Playing the fourth card of the same rank
     98  1.1  cgd 		makes double pair royal and pegs 12.
     99  1.1  cgd 
    100  1.1  cgd 		The tenth cards pair strictly by rank, a king with a king,
    101  1.1  cgd 		a queen with a queen, and so on.  (King and jack do not
    102  1.1  cgd 		make a pair, although each has the counting value 10.)
    103  1.1  cgd 	Run:
    104  1.1  cgd 		Playing a card which, with the two or more played
    105  1.1  cgd 		immediately previously, makes a sequence of three or more
    106  1.1  cgd 		cards, pegs 1 for each card in the run.  Runs depend on
    107  1.1  cgd 		rank alone; the suits do not matter.  Nor does the score
    108  1.1  cgd 		for run depend upon playing the cards in strict sequence,
    109  1.1  cgd 		so long as the three or more last cards played can be
    110  1.1  cgd 		arranged in a run.  Example: 7, 6, 8 played in that order
    111  1.1  cgd 		score 3 for run; 5, 2, 4, 3 played in that order score 4
    112  1.1  cgd 		for run.
    113  1.1  cgd 
    114  1.1  cgd 		Any of the foregoing combinations count, whether the cards
    115  1.1  cgd 		are played alternately or one player plays several times
    116  1.1  cgd 		in succession in consequence of a go.  But a combination
    117  1.1  cgd 		does not score if it is interrupted by a go.
    118  1.1  cgd 
    119  1.1  cgd 	Showing:
    120  1.1  cgd 		After the play, the hands are shown (counted).  Nondealer
    121  1.1  cgd 		shows first, then dealer's hand, then crib.  The starter
    122  1.1  cgd 		is deemed to belong to each hand, so that each hand includes
    123  1.1  cgd 		five cards.  Combinations of scoring value are as follows:
    124  1.1  cgd 
    125  1.1  cgd 		Fifteen:
    126  1.1  cgd 			Each combinations of two or more cards that total
    127  1.1  cgd 			fifteen scores 2.
    128  1.1  cgd 		Pair:
    129  1.1  cgd 			Each pair of cards of the same rank scores 2.
    130  1.1  cgd 
    131  1.1  cgd 		Run:
    132  1.1  cgd 			Each combination of three or more cards in sequence
    133  1.1  cgd 			scores 1 for each card in the run.
    134  1.1  cgd 		Flush:
    135  1.1  cgd 			Four cards of the same suit in hand score 4; four
    136  1.1  cgd 			cards in hand or crib of same suit as the starter
    137  1.1  cgd 			score 5.  (No count for four-flush in crib.)
    138  1.1  cgd 		His Nobs:
    139  1.1  cgd 			Jack of same suit as the starter, in hand or crib,
    140  1.1  cgd 			scores 1.
    141  1.1  cgd 
    142  1.1  cgd 	It is important to note that every separate grouping of cards that
    143  1.1  cgd makes a fifteen, pair, or run counts separately.  Three of a kind, pair
    144  1.1  cgd royal, counts 6 because three sets of pairs can be made; similarly, four
    145  1.1  cgd of a kind, double pair royal, contain six pairs and count 12.
    146  1.1  cgd 
    147  1.1  cgd 	The highest possible hand is J, 5, 5, 5 with the starter the 5 of
    148  1.1  cgd the same suit as the jack.  There are four fifteens by combining the jack
    149  1.1  cgd with a five, four more by combinations of three fives (a total of 16 for
    150  1.1  cgd fifteens); the double pair royal adds 12 for a total of 28; and his nobs
    151  1.1  cgd adds 1 for a maximum score of 29.  (the score of 2 for his heels does not
    152  1.1  cgd count in the total of the hand, since it is pegged before the play.)
    153  1.1  cgd 
    154  1.1  cgd 	A double run is a run with one card duplicated, as 4-3-3-2.
    155  1.1  cgd Exclusive of fifteens, a double run of three cards counts 8; of four cards,
    156  1.1  cgd 10.  A triple run is a run of three with one card triplicated, as K-K-K-Q-J.
    157  1.1  cgd Exclusive of fifteens, it counts 15.  A quadruple run is a run of three
    158  1.1  cgd with two different cards duplicated, as the example 8-8-7-6-6 previously
    159  1.1  cgd given.  Exclusive of fifteens, it counts 16.
    160  1.1  cgd 
    161  1.1  cgd 	No hand can be constructed that counts 19, 25, 26 or 27.  A
    162  1.1  cgd time-honored way of showing a hand with not a single counting combination
    163  1.1  cgd is to say "I have nineteen."
    164  1.1  cgd 
    165  1.1  cgd 	The customary order in showing is to count fifteens first, then
    166  1.1  cgd runs, then pairs, but there is no compulsion of law.  Example: A hand
    167  1.1  cgd (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, fifteen
    168  1.1  cgd 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14."
    169  1.1  cgd 
    170  1.1  cgd Muggins:
    171  1.1  cgd 
    172  1.1  cgd 	The hands and crib are counted aloud, and if a player claims a
    173  1.1  cgd greater total than is due him, his opponent may require correction.  In
    174  1.1  cgd some localities, if a player claims less than is due, his opponent may
    175  1.1  cgd say "Muggins" and himself score the points overlooked.
    176  1.1  cgd 
    177  1.1  cgd Scoring:
    178  1.1  cgd 
    179  1.1  cgd 	The usual game is 121, but it may be set at 61 by agreement.
    180  1.1  cgd Since the player wins who first returns to the game hole by going "twice
    181  1.1  cgd around," the scores must be pegged strictly in order: his heels, pegging
    182  1.1  cgd in play, non-dealer's hand, dealer's hand, crib.  Thus, if nondealer goes
    183  1.1  cgd out on showing his hand, he wins, even though dealer might have gone out
    184  1.1  cgd with a greater total if allowed to count his hand and crib.
    185  1.1  cgd 
    186  1.1  cgd 	When the game of 121 is played for a stake, a player wins a single
    187  1.1  cgd game if the loser makes 61 points or more.  If the loser fails to reach
    188  1.1  cgd 61, he is lurched, and the other wins a double game.
    189  1.1  cgd 
    190  1.1  cgd Irregularities:
    191  1.1  cgd 
    192  1.1  cgd 	Misdeal.  There must be a new deal by the same dealer if a card
    193  1.1  cgd is found faced in the pack, if a card is exposed in dealing, or if the
    194  1.1  cgd pack be found imperfect.
    195  1.1  cgd 
    196  1.1  cgd 	Wrong Number of Cards.  If one hand (not crib) is found to have
    197  1.1  cgd the wrong number of cards after laying away for the crib, the other hand
    198  1.1  cgd and crib being correct, the opponent may either demand a new deal or may
    199  1.1  cgd peg 2 and rectify the hand.  If the crib is incorrect, both hands being
    200  1.1  cgd correct, nondealer pegs 2 and the crib is corrected.
    201  1.1  cgd 
    202  1.1  cgd Error in Pegging:
    203  1.1  cgd 
    204  1.1  cgd 	If a player places a peg short of the amount to which he is
    205  1.1  cgd entitled, he may not correct his error after he has played the next card
    206  1.1  cgd or after the cut for the next deal.  If he pegs more than his announced
    207  1.1  cgd score, the error must be corrected on demand at any time before the cut
    208  1.1  cgd for the next deal and his opponent pegs 2.
    209  1.1  cgd 
    210  1.1  cgd Strategy:
    211  1.1  cgd 
    212  1.1  cgd 	The best balking cards are kings and aces, because they have the
    213  1.1  cgd least chance of producing sequences.  Tenth cards are generally good,
    214  1.1  cgd provided that the two cards laid away are not too near (likely to make a
    215  1.1  cgd sequence).  When nothing better offers, give two wide cards -- at least
    216  1.1  cgd three apart in rank.
    217  1.1  cgd 
    218  1.1  cgd 	Proverbially the safest lead is a 4.  The next card cannot make
    219  1.1  cgd a 15.  Lower cards are also safe from this point of view, but are better
    220  1.1  cgd treasured for go and 31.  The most dangerous leads are 7 and 8, but may
    221  1.1  cgd be made to trap the opponent when they are backed with other close cards.
    222  1.1  cgd Generally speaking, play on (toward a sequence) when you have close cards
    223  1.1  cgd and off when you do not.  However, the state of the score is a
    224  1.1  cgd consideration.  If far behind, play on when there is any chance of building
    225  1.1  cgd a score for yourself; if well ahead, balk your opponent by playing off
    226  1.1  cgd unless you will surely peg as much as he by playing on.
    227