xref: /csrg-svn/games/cribbage/cribbage.n (revision 60778)
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