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