📄 cribbage.n
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CRIBBAGE from According to HoyleCribbage is believed to have been invented by Sir John Suckling (1609-1642).Probably it is an elaboration of an older game, Noddy. The original gamewas played with hands of five cards; the modern game gives each playersix. That is virtually the only change from Suckling's directions.Players: Two. There are variants for three and four players, described later.Cards: The pack of 52. The cards in each suit rank: K (high), Q, J, 10,9, 8, 7, 6, 5, 4, 3, 2, A. The counting values are: K, Q, J, 10, each 10(wherefore these are called tenth cards); ace, 1; each other card, itsindex value.Cribbage Board: Indispensable to scoring (unless you have a computer!, ed.) isthe device known as the cribbage board. This is a rectangular panel, longand narrow, in which are four rows of 30 holes each. (See illustration.)At one end, or in the center, are two or four additional holes, calledgame holes. The board is placed between the two players, and each keepshis own score on the two rows of holes nearest himself. Each is suppliedwith two pegs. Before the first hand, the pegs are placed in the gameholes. On making his first score, the player advances one peg anappropriate number of holes (one per point) away from the game end of theboard. The second score is recorded by placing the second peg anappropriate distance ahead of the first. For each subsequent score, therear peg is jumped ahead of the other, the distance between the two pegsalways showing the amount of this last score. The traditional mode of scoring is down (away from the game end)the outer row, and up the inner row. "Once around" is a game of 61 points."Twice around" is a game of 121 points.Preliminaries: Cards are drawn; the lower deals first. If cards of equal rankare drawn, both players draw again. Dealer has the right to shuffle last.Nondealer cuts, and must leave at least four cards in each packet.Dealing: Each player receives six cards, dealt one at a time face down,beginning with the nondealer. The turn to deal alternates. The dealerhas an advantage.Laying Away: After seeing his hand, each player lays away two cards face down.The four cards laid away, placed in one pile, form the crib. The cribcounts for the dealer. Nondealer therefore tries to lay away balkingcards -- cards that are least likely to create a score in the crib.The Starter: After both hands have laid away, nondealer lifts off a packet fromthe top of the stock (the rest of the pack). Again, each packet mustcontain at least four cards. Dealer turns up the top card of the lowerpacker, which is then placed on top of the stock when the packets arereunited. The card thus turned up is called 1 the starter. If it is ajack, dealer immediately pegs 2, called 2 for his heels.The Play: Nondealer begins the play by laying a card from his hand face upon the table, announcing its counting value. Dealer then shows a card,announcing the total count of the two cards. Play continues in the sameway, by alternate exposure of cards, each player announcing the new totalcount. The total may be carried only to 31, no further. If a player addsa card that brings the total exactly to 31, he pegs 2. If a player isunable to play another card without exceeding 31, he must say "Go," andhis opponent pegs 1, but before doing so, opponent must lay down anyadditional cards he can without exceeding 31. If such additional cardsbring the total to exactly 31, he pegs 2 instead of 1. Whenever a go occurs, the opponent of the player who played thelast card must lead for a new count starting at zero. Playing the lastcard of all counts as a go. (Since nondealer makes the opening lead,dealer is bound to peg at least 1 in play.) Besides pegging for 31 and go, the player may also peg for certaincombinations made in play, as follows: Fifteen: Making the count total 15 pegs 2. Pair: Playing a card of same rank as that previously played pegs 2. Playing a third card of the same rank makes pair royal and pegs 6. Playing the fourth card of the same rank makes double pair royal and pegs 12. The tenth cards pair strictly by rank, a king with a king, a queen with a queen, and so on. (King and jack do not make a pair, although each has the counting value 10.) Run: Playing a card which, with the two or more played immediately previously, makes a sequence of three or more cards, pegs 1 for each card in the run. Runs depend on rank alone; the suits do not matter. Nor does the score for run depend upon playing the cards in strict sequence, so long as the three or more last cards played can be arranged in a run. Example: 7, 6, 8 played in that order score 3 for run; 5, 2, 4, 3 played in that order score 4 for run. Any of the foregoing combinations count, whether the cards are played alternately or one player plays several times in succession in consequence of a go. But a combination does not score if it is interrupted by a go. Showing: After the play, the hands are shown (counted). Nondealer shows first, then dealer's hand, then crib. The starter is deemed to belong to each hand, so that each hand includes five cards. Combinations of scoring value are as follows: Fifteen: Each combinations of two or more cards that total fifteen scores 2. Pair: Each pair of cards of the same rank scores 2. Run: Each combination of three or more cards in sequence scores 1 for each card in the run. Flush: Four cards of the same suit in hand score 4; four cards in hand or crib of same suit as the starter score 5. (No count for four-flush in crib.) His Nobs: Jack of same suit as the starter, in hand or crib, scores 1. It is important to note that every separate grouping of cards thatmakes a fifteen, pair, or run counts separately. Three of a kind, pairroyal, counts 6 because three sets of pairs can be made; similarly, fourof a kind, double pair royal, contain six pairs and count 12. The highest possible hand is J, 5, 5, 5 with the starter the 5 ofthe same suit as the jack. There are four fifteens by combining the jackwith a five, four more by combinations of three fives (a total of 16 forfifteens); the double pair royal adds 12 for a total of 28; and his nobsadds 1 for a maximum score of 29. (the score of 2 for his heels does notcount in the total of the hand, since it is pegged before the play.) A double run is a run with one card duplicated, as 4-3-3-2.Exclusive of fifteens, a double run of three cards counts 8; of four cards,10. A triple run is a run of three with one card triplicated, as K-K-K-Q-J.Exclusive of fifteens, it counts 15. A quadruple run is a run of threewith two different cards duplicated, as the example 8-8-7-6-6 previouslygiven. Exclusive of fifteens, it counts 16. No hand can be constructed that counts 19, 25, 26 or 27. Atime-honored way of showing a hand with not a single counting combinationis to say "I have nineteen." The customary order in showing is to count fifteens first, thenruns, then pairs, but there is no compulsion of law. Example: A hand(with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, fifteen4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14."Muggins: The hands and crib are counted aloud, and if a player claims agreater total than is due him, his opponent may require correction. Insome localities, if a player claims less than is due, his opponent maysay "Muggins" and himself score the points overlooked.Scoring: The usual game is 121, but it may be set at 61 by agreement.Since the player wins who first returns to the game hole by going "twicearound," the scores must be pegged strictly in order: his heels, peggingin play, non-dealer's hand, dealer's hand, crib. Thus, if nondealer goesout on showing his hand, he wins, even though dealer might have gone outwith a greater total if allowed to count his hand and crib. When the game of 121 is played for a stake, a player wins a singlegame if the loser makes 61 points or more. If the loser fails to reach61, he is lurched, and the other wins a double game.Irregularities: Misdeal. There must be a new deal by the same dealer if a cardis found faced in the pack, if a card is exposed in dealing, or if thepack be found imperfect. Wrong Number of Cards. If one hand (not crib) is found to havethe wrong number of cards after laying away for the crib, the other handand crib being correct, the opponent may either demand a new deal or maypeg 2 and rectify the hand. If the crib is incorrect, both hands beingcorrect, nondealer pegs 2 and the crib is corrected.Error in Pegging: If a player places a peg short of the amount to which he isentitled, he may not correct his error after he has played the next cardor after the cut for the next deal. If he pegs more than his announcedscore, the error must be corrected on demand at any time before the cutfor the next deal and his opponent pegs 2.Strategy: The best balking cards are kings and aces, because they have theleast chance of producing sequences. Tenth cards are generally good,provided that the two cards laid away are not too near (likely to make asequence). When nothing better offers, give two wide cards -- at leastthree apart in rank. Proverbially the safest lead is a 4. The next card cannot makea 15. Lower cards are also safe from this point of view, but are bettertreasured for go and 31. The most dangerous leads are 7 and 8, but maybe made to trap the opponent when they are backed with other close cards.Generally speaking, play on (toward a sequence) when you have close cardsand off when you do not. However, the state of the score is aconsideration. If far behind, play on when there is any chance of buildinga score for yourself; if well ahead, balk your opponent by playing offunless you will surely peg as much as he by playing on.
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