1*41182Sbostic 2*41182Sbostic CRIBBAGE 3*41182Sbostic from 4*41182Sbostic According to Hoyle 5*41182Sbostic 612576SarnoldCribbage is believed to have been invented by Sir John Suckling (1609-1642). 7*41182SbosticProbably it is an elaboration of an older game, Noddy. The original game 8*41182Sbosticwas played with hands of five cards; the modern game gives each player 9*41182Sbosticsix. That is virtually the only change from Suckling's directions. 10*41182Sbostic 11*41182SbosticPlayers: 12*41182Sbostic 13*41182Sbostic Two. There are variants for three and four players, described 14*41182Sbostic later. 15*41182Sbostic 16*41182SbosticCards: 17*41182Sbostic 18*41182Sbostic The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 19*41182Sbostic9, 8, 7, 6, 5, 4, 3, 2, A. The counting values are: K, Q, J, 10, each 10 20*41182Sbostic(wherefore these are called tenth cards); ace, 1; each other card, its 21*41182Sbosticindex value. 22*41182Sbostic 23*41182SbosticCribbage Board: 24*41182Sbostic 25*41182Sbostic Indispensable to scoring (unless you have a computer!, ed.) is 26*41182Sbosticthe device known as the cribbage board. This is a rectangular panel, long 27*41182Sbosticand narrow, in which are four rows of 30 holes each. (See illustration.) 28*41182SbosticAt one end, or in the center, are two or four additional holes, called 29*41182Sbosticgame holes. The board is placed between the two players, and each keeps 30*41182Sbostichis own score on the two rows of holes nearest himself. Each is supplied 31*41182Sbosticwith two pegs. Before the first hand, the pegs are placed in the game 32*41182Sbosticholes. On making his first score, the player advances one peg an 33*41182Sbosticappropriate number of holes (one per point) away from the game end of the 34*41182Sbosticboard. The second score is recorded by placing the second peg an 3512576Sarnoldappropriate distance ahead of the first. For each subsequent score, the 3612576Sarnoldrear peg is jumped ahead of the other, the distance between the two pegs 3712576Sarnoldalways showing the amount of this last score. 38*41182Sbostic 39*41182Sbostic The traditional mode of scoring is down (away from the game end) 40*41182Sbosticthe outer row, and up the inner row. "Once around" is a game of 61 points. 4112576Sarnold"Twice around" is a game of 121 points. 42*41182Sbostic 43*41182SbosticPreliminaries: 44*41182Sbostic 45*41182Sbostic Cards are drawn; the lower deals first. If cards of equal rank 46*41182Sbosticare drawn, both players draw again. Dealer has the right to shuffle last. 47*41182SbosticNondealer cuts, and must leave at least four cards in each packet. 48*41182Sbostic 49*41182SbosticDealing: 50*41182Sbostic 51*41182Sbostic Each player receives six cards, dealt one at a time face down, 52*41182Sbosticbeginning with the nondealer. The turn to deal alternates. The dealer 53*41182Sbostichas an advantage. 54*41182Sbostic 55*41182SbosticLaying Away: 56*41182Sbostic 57*41182Sbostic After seeing his hand, each player lays away two cards face down. 58*41182SbosticThe four cards laid away, placed in one pile, form the crib. The crib 59*41182Sbosticcounts for the dealer. Nondealer therefore tries to lay away balking 60*41182Sbosticcards -- cards that are least likely to create a score in the crib. 61*41182Sbostic 62*41182SbosticThe Starter: 63*41182Sbostic 64*41182Sbostic After both hands have laid away, nondealer lifts off a packet from 65*41182Sbosticthe top of the stock (the rest of the pack). Again, each packet must 66*41182Sbosticcontain at least four cards. Dealer turns up the top card of the lower 67*41182Sbosticpacker, which is then placed on top of the stock when the packets are 68*41182Sbosticreunited. The card thus turned up is called 1 the starter. If it is a 69*41182Sbosticjack, dealer immediately pegs 2, called 2 for his heels. 70*41182Sbostic 71*41182SbosticThe Play: 72*41182Sbostic 73*41182Sbostic Nondealer begins the play by laying a card from his hand face up 74*41182Sbosticon the table, announcing its counting value. Dealer then shows a card, 75*41182Sbosticannouncing the total count of the two cards. Play continues in the same 76*41182Sbosticway, by alternate exposure of cards, each player announcing the new total 77*41182Sbosticcount. The total may be carried only to 31, no further. If a player adds 78*41182Sbostica card that brings the total exactly to 31, he pegs 2. If a player is 79*41182Sbosticunable to play another card without exceeding 31, he must say "Go," and 80*41182Sbostichis opponent pegs 1, but before doing so, opponent must lay down any 81*41182Sbosticadditional cards he can without exceeding 31. If such additional cards 82*41182Sbosticbring the total to exactly 31, he pegs 2 instead of 1. 83*41182Sbostic 84*41182Sbostic Whenever a go occurs, the opponent of the player who played the 85*41182Sbosticlast card must lead for a new count starting at zero. Playing the last 86*41182Sbosticcard of all counts as a go. (Since nondealer makes the opening lead, 87*41182Sbosticdealer is bound to peg at least 1 in play.) 88*41182Sbostic 89*41182Sbostic Besides pegging for 31 and go, the player may also peg for certain 9012576Sarnoldcombinations made in play, as follows: 91*41182Sbostic 92*41182Sbostic Fifteen: 93*41182Sbostic Making the count total 15 pegs 2. 94*41182Sbostic Pair: 95*41182Sbostic Playing a card of same rank as that previously played pegs 96*41182Sbostic 2. Playing a third card of the same rank makes pair royal 97*41182Sbostic and pegs 6. Playing the fourth card of the same rank 98*41182Sbostic makes double pair royal and pegs 12. 99*41182Sbostic 100*41182Sbostic The tenth cards pair strictly by rank, a king with a king, 101*41182Sbostic a queen with a queen, and so on. (King and jack do not 102*41182Sbostic make a pair, although each has the counting value 10.) 103*41182Sbostic Run: 104*41182Sbostic Playing a card which, with the two or more played 105*41182Sbostic immediately previously, makes a sequence of three or more 106*41182Sbostic cards, pegs 1 for each card in the run. Runs depend on 107*41182Sbostic rank alone; the suits do not matter. Nor does the score 108*41182Sbostic for run depend upon playing the cards in strict sequence, 109*41182Sbostic so long as the three or more last cards played can be 110*41182Sbostic arranged in a run. Example: 7, 6, 8 played in that order 111*41182Sbostic score 3 for run; 5, 2, 4, 3 played in that order score 4 112*41182Sbostic for run. 113*41182Sbostic 114*41182Sbostic Any of the foregoing combinations count, whether the cards 115*41182Sbostic are played alternately or one player plays several times 116*41182Sbostic in succession in consequence of a go. But a combination 117*41182Sbostic does not score if it is interrupted by a go. 118*41182Sbostic 119*41182Sbostic Showing: 120*41182Sbostic After the play, the hands are shown (counted). Nondealer 121*41182Sbostic shows first, then dealer's hand, then crib. The starter 122*41182Sbostic is deemed to belong to each hand, so that each hand includes 123*41182Sbostic five cards. Combinations of scoring value are as follows: 124*41182Sbostic 125*41182Sbostic Fifteen: 126*41182Sbostic Each combinations of two or more cards that total 127*41182Sbostic fifteen scores 2. 128*41182Sbostic Pair: 129*41182Sbostic Each pair of cards of the same rank scores 2. 130*41182Sbostic 131*41182Sbostic Run: 132*41182Sbostic Each combination of three or more cards in sequence 133*41182Sbostic scores 1 for each card in the run. 134*41182Sbostic Flush: 135*41182Sbostic Four cards of the same suit in hand score 4; four 136*41182Sbostic cards in hand or crib of same suit as the starter 137*41182Sbostic score 5. (No count for four-flush in crib.) 138*41182Sbostic His Nobs: 139*41182Sbostic Jack of same suit as the starter, in hand or crib, 140*41182Sbostic scores 1. 141*41182Sbostic 142*41182Sbostic It is important to note that every separate grouping of cards that 143*41182Sbosticmakes a fifteen, pair, or run counts separately. Three of a kind, pair 144*41182Sbosticroyal, counts 6 because three sets of pairs can be made; similarly, four 145*41182Sbosticof a kind, double pair royal, contain six pairs and count 12. 146*41182Sbostic 147*41182Sbostic The highest possible hand is J, 5, 5, 5 with the starter the 5 of 148*41182Sbosticthe same suit as the jack. There are four fifteens by combining the jack 149*41182Sbosticwith a five, four more by combinations of three fives (a total of 16 for 150*41182Sbosticfifteens); the double pair royal adds 12 for a total of 28; and his nobs 151*41182Sbosticadds 1 for a maximum score of 29. (the score of 2 for his heels does not 152*41182Sbosticcount in the total of the hand, since it is pegged before the play.) 153*41182Sbostic 154*41182Sbostic A double run is a run with one card duplicated, as 4-3-3-2. 155*41182SbosticExclusive of fifteens, a double run of three cards counts 8; of four cards, 156*41182Sbostic10. A triple run is a run of three with one card triplicated, as K-K-K-Q-J. 157*41182SbosticExclusive of fifteens, it counts 15. A quadruple run is a run of three 158*41182Sbosticwith two different cards duplicated, as the example 8-8-7-6-6 previously 159*41182Sbosticgiven. Exclusive of fifteens, it counts 16. 160*41182Sbostic 161*41182Sbostic No hand can be constructed that counts 19, 25, 26 or 27. A 162*41182Sbostictime-honored way of showing a hand with not a single counting combination 163*41182Sbosticis to say "I have nineteen." 164*41182Sbostic 165*41182Sbostic The customary order in showing is to count fifteens first, then 166*41182Sbosticruns, then pairs, but there is no compulsion of law. Example: A hand 167*41182Sbostic(with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, fifteen 168*41182Sbostic4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14." 169*41182Sbostic 170*41182SbosticMuggins: 171*41182Sbostic 172*41182Sbostic The hands and crib are counted aloud, and if a player claims a 173*41182Sbosticgreater total than is due him, his opponent may require correction. In 174*41182Sbosticsome localities, if a player claims less than is due, his opponent may 175*41182Sbosticsay "Muggins" and himself score the points overlooked. 176*41182Sbostic 177*41182SbosticScoring: 178*41182Sbostic 179*41182Sbostic The usual game is 121, but it may be set at 61 by agreement. 180*41182SbosticSince the player wins who first returns to the game hole by going "twice 181*41182Sbosticaround," the scores must be pegged strictly in order: his heels, pegging 182*41182Sbosticin play, non-dealer's hand, dealer's hand, crib. Thus, if nondealer goes 183*41182Sbosticout on showing his hand, he wins, even though dealer might have gone out 184*41182Sbosticwith a greater total if allowed to count his hand and crib. 185*41182Sbostic 186*41182Sbostic When the game of 121 is played for a stake, a player wins a single 187*41182Sbosticgame if the loser makes 61 points or more. If the loser fails to reach 188*41182Sbostic61, he is lurched, and the other wins a double game. 189*41182Sbostic 190*41182SbosticIrregularities: 191*41182Sbostic 192*41182Sbostic Misdeal. There must be a new deal by the same dealer if a card 193*41182Sbosticis found faced in the pack, if a card is exposed in dealing, or if the 194*41182Sbosticpack be found imperfect. 195*41182Sbostic 196*41182Sbostic Wrong Number of Cards. If one hand (not crib) is found to have 197*41182Sbosticthe wrong number of cards after laying away for the crib, the other hand 198*41182Sbosticand crib being correct, the opponent may either demand a new deal or may 199*41182Sbosticpeg 2 and rectify the hand. If the crib is incorrect, both hands being 200*41182Sbosticcorrect, nondealer pegs 2 and the crib is corrected. 201*41182Sbostic 202*41182SbosticError in Pegging: 203*41182Sbostic 204*41182Sbostic If a player places a peg short of the amount to which he is 205*41182Sbosticentitled, he may not correct his error after he has played the next card 206*41182Sbosticor after the cut for the next deal. If he pegs more than his announced 207*41182Sbosticscore, the error must be corrected on demand at any time before the cut 208*41182Sbosticfor the next deal and his opponent pegs 2. 209*41182Sbostic 210*41182SbosticStrategy: 211*41182Sbostic 212*41182Sbostic The best balking cards are kings and aces, because they have the 213*41182Sbosticleast chance of producing sequences. Tenth cards are generally good, 214*41182Sbosticprovided that the two cards laid away are not too near (likely to make a 215*41182Sbosticsequence). When nothing better offers, give two wide cards -- at least 216*41182Sbosticthree apart in rank. 217*41182Sbostic 218*41182Sbostic Proverbially the safest lead is a 4. The next card cannot make 219*41182Sbostica 15. Lower cards are also safe from this point of view, but are better 220*41182Sbostictreasured for go and 31. The most dangerous leads are 7 and 8, but may 221*41182Sbosticbe made to trap the opponent when they are backed with other close cards. 222*41182SbosticGenerally speaking, play on (toward a sequence) when you have close cards 223*41182Sbosticand off when you do not. However, the state of the score is a 224*41182Sbosticconsideration. If far behind, play on when there is any chance of building 225*41182Sbostica score for yourself; if well ahead, balk your opponent by playing off 226*41182Sbosticunless you will surely peg as much as he by playing on. 227