ANSIfication; bug report 4.3BSD/bin/223
[unix-history] / usr / src / games / cribbage / cribbage.n
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6cca9b39 1.\" Copyright (c) 1980 Regents of the University of California.
6b0b946b 2.\" All rights reserved.
cd2cb096 3.\"
6b0b946b 4.\" Redistribution and use in source and binary forms are permitted
b8c620d6
KB
5.\" provided that the above copyright notice and this paragraph are
6.\" duplicated in all such forms and that any documentation,
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9.\" by the University of California, Berkeley. The name of the
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13.\" IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
14.\" WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
6b0b946b 15.\"
b8c620d6 16.\" @(#)cribbage.n 5.3 (Berkeley) %G%
cd2cb096
KA
17.\"
18.so macro
19.na
20.PH "CRIBBAGE"
21.sp 2
22.ce
23from
24.sp
25.ce
26.ul
27According to Hoyle
28.sp 2
29.PG
30Cribbage is believed to have been invented by Sir John Suckling (1609-1642).
31Probably it is an elaboration of an older game, Noddy. The original game was
32played with hands of five cards; the modern game gives each player six. That
33is virtually the only change from Suckling's directions.
34.HP "Players."
35Two. There are variants for three and four players, described later.
36.HP "Cards."
37The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 9, 8,
387, 6, 5, 4, 3, 2, A. The
39.ul
40counting values
41are: K, Q, J, 10, each 10 (wherefore these are called
42.ul
43tenth cards);
44ace, 1; each other card, its index value.
45.HP "Cribbage Board".
46Indispensable to scoring (unless you have a computer!, ed.) is the device
47known as the
48.ul
49cribbage board.
50This is a rectangular panel, long and narrow, in which are
51four rows of 30 holes each. (See illustration.) At one end, or in the center,
52are two or four additional holes, called
53.ul
54game holes.
55The board is placed between the two players, and each keeps his own score on
56the two rows of holes nearest himself. Each is supplied with two
57.ul
58pegs.
59Before the first hand, the pegs are placed in the game holes. On
60making his first score, the player advances one peg an appropriate number
61of holes (one per point) away from the
62.ul
63game end
64of the board. The second score is recorded by placing the second peg an
65appropriate distance ahead of the first. For each subsequent score, the
66rear peg is jumped ahead of the other, the distance between the two pegs
67always showing the amount of this last score.
68.PG
69The traditional mode of scoring is down (away from the game end) the
70outer row, and up the inner row. "Once around" is a game of 61 points.
71"Twice around" is a game of 121 points.
72.HP "Preliminaries."
73Cards are drawn; the lower deals first. If cards of equal rank are drawn,
74both players draw again. Dealer has the right to shuffle last. Nondealer
75cuts, and must leave at least four cards in each packet.
76.HP "Dealing."
77Each player receives six cards, dealt one at a time face down, beginning
78with the nondealer. The turn to deal alternates. The dealer has an
79advantage.
80.HP "Laying Away."
81After seeing his hand, each player
82.ul
83lays away
84two cards face down. The four cards laid away, placed in one pile, form the
85.ul
86crib.
87The crib counts for the dealer. Nondealer therefore tries to lay away
88.ul
89balking cards --
90cards that are least likely to create a score in the crib.
91.HP "The Starter."
92After both hands have laid away, nondealer lifts off a packet from the top
93of the
94.ul
95stock
96(the rest of the pack). Again, each packet must contain at least four cards.
97Dealer turns up the top card of the lower packer, which is then placed on
98top of the stock when the packets are reunited. The card thus turned up is
99called
100.ul
1011 the starter.
102If it is a jack, dealer immediately pegs 2, called
103.ul
1042 for his heels.
105.HP "The Play."
106Nondealer begins the play by laying a card from his hand face up on the
107table, announcing its counting value. Dealer then shows a card, announcing
108the total count of the two cards. Play continues in the same way, by
109alternate exposure of cards, each player announcing the new total count.
110The total may be carried only to 31, no further. If a player adds a card
111that brings the total exactly to 31, he pegs 2. If a player is unable to
112play another card without exceeding 31, he must say "Go," and his opponent
113pegs 1, but before doing so, opponent must lay down any additional cards he
114can without exceeding 31. If such additional cards bring the total to
115exactly 31, he pegs 2 instead of 1.
116.PG
117Whenever a
118.ul
119go
120occurs, the opponent of the player who played the last card must lead for a
121new count starting at zero. Playing the last card of all counts as a go.
122(Since nondealer makes the opening lead, dealer is bound to peg at least
1231 in play.)
124.PG
125Besides pegging for 31 and go, the player may also peg for certain
126combinations made in play, as follows:
127.sp 2
128.ti +4
129.ul
130Fifteen.
131.IP
132Making the count total 15 pegs 2.
133.EP
134.sp 2
135.ti +4
136.ul
137Pair.
138.IP
139Playing a card of same rank as that previously played pegs 2. Playing
140a third card of the same rank makes
141.ul
142pair royal
143and pegs 6. Playing the fourth card of the same rank makes
144.ul
145double pair royal
146and pegs 12.
147.PG
148The tenth cards pair strictly by rank, a king with a king, a queen with a
149queen, and so on. (King and jack do not make a pair, although each has
150the counting value 10.)
151.EP
152.sp 2
153.ti +4
154.ul
155Run.
156.IP
157Playing a card which, with the two or more played immediately previously,
158makes a sequence of three or more cards, pegs 1 for each card in the
159.ul
160run.
161Runs depend on rank alone; the suits do not matter. Nor does the score
162for run depend upon playing the cards in strict sequence, so long as
163the three or more last cards played can be arranged in a run.
164.ul
165Example:
1667, 6, 8 played in that order score 3 for run; 5, 2, 4, 3 played in that order
167score 4 for run.
168.EP
169.PG
170Any of the foregoing combinations count, whether the cards are played
171alternately or one player plays several times in succession in consequence
172of a go. But a combination does not score if it is interrupted by a go.
173.HP "Showing."
174After the play, the hands are
175.ul
176shown
177(counted). Nondealer shows first, then dealer's hand, then crib.
178The starter is deemed to belong to each hand, so that each hand includes
179five cards. Combinations of scoring value are as follows:
180.sp 2
181.ti +4
182.ul
183Fifteen.
184.IP
185Each combinations of two or more cards that total fifteen scores 2.
186.EP
187.sp 2
188.ti +4
189.ul
190Pair.
191.IP
192Each pair of cards of the same rank scores 2.
193.EP
194.sp 2
195.ti +4
196.ul
197Run.
198.IP
199Each combination of three or more cards in sequence scores 1 for each card
200in the run.
201.EP
202.sp 2
203.ti +4
204.ul
205Flush.
206.IP
207Four cards of the same suit in hand score 4; four cards in hand or crib
208of same suit as the starter score 5. (No count for four-flush in crib.)
209.EP
210.sp 2
211.ti +4
212.ul
213His Nobs.
214.IP
215Jack of same suit as the starter, in hand or crib, scores 1.
216.EP
217.PG
218It is important to note that every separate grouping of cards that makes
219a fifteen, pair, or run counts separately. Three of a kind,
220.ul
221pair royal,
222counts 6 because three sets of pairs can be made; similarly, four of a
223kind,
224.ul
225double pair royal,
226contain six pairs and count 12.
227.PG
228The highest possible hand is J, 5, 5, 5 with the starter the 5 of the same
229suit as the jack. There are four fifteens by combining the jack with a
230five, four more by combinations of three fives (a total of 16 for fifteens);
231the double pair royal adds 12 for a total of 28; and
232.ul
233his nobs
234adds 1 for a maximum score of 29. (the score of 2 for
235.ul
236his heels
237does not count in the total of the hand, since it is pegged before the play.)
238.PG
239A
240.ul
241double run
242is a run with one card duplicated, as 4-3-3-2. Exclusive of fifteens, a
243double run of three cards counts 8; of four cards, 10. A
244.ul
245triple run
246is a run of three with one card triplicated, as K-K-K-Q-J. Exclusive of
247fifteens, it counts 15. A
248.ul
249quadruple run
250is a run of three with two different cards duplicated, as the example
2518-8-7-6-6 previously given. Exclusive of fifteens, it counts 16.
252.PG
253No hand can be constructed that counts 19, 25, 26 or 27. A time-honored
254way of showing a hand with not a single counting combination is to say
255"I have nineteen."
256.PG
257The customary oder in showing is to count fifteens first, then runs, then
258pairs, but there is no compulsion of law.
259.ul
260Example:
261A hand (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2,
262fifteen 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and
2638 is 14."
264.HP "Muggins."
265The hands and crib are counted aloud, and if a player claims a greater
266total than is due him, his opponent may require correction. In some
267localities, if a player claims less than is due, his opponent may say
268"Muggins" and himself score the points overlooked.
269.HP "Scoring."
270The usual
271.ul
272game
273is 121, but it may be set at 61 by agreement. Since the player wins
274who first returns to the game hole by going "twice around," the scores
275must be pegged strictly in order: his heels, pegging in play, non-dealer's
276hand, dealer's hand, crib. Thus, if nondealer goes out on showing his
277hand, he wins, even though dealer might have gone out with a greater
278total if allowed to count his hand and crib.
279.PG
280When the game of 121 is played for a stake, a player wins a single game
281if the loser makes 61 points or more. If the loser fails to reach
28261, he is
283.ul
284lurched,
285and the other wins a double game.
286.HP "Irregularities."
287.ul
288Misdeal.
289There must be a new deal by the same dealer if a card is found faced in the
290pack, if a card is exposed in dealing, or if the pack be found imperfect.
291.PG
292.ul
293Wrong Number of Cards.
294If one hand (not crib) is found to have the wrong number of cards after
295laying away for the crib, the other hand and crib being correct, the
296opponent may either demand a new deal or may peg 2 and rectify the
297hand. If the crib is incorrect, both hands being correct, nondealer
298pegs 2 and the crib is corrected.
299.HP "Error in Pegging."
300If a player places a peg short of the amount to which he is entitled, he
301may not correct his error after he has played the next card or after the
302cut for the next deal. If he pegs more than his announced score,
303the error must be corrected on demand at any time before the cut for the
304next deal and his opponent pegs 2.
305.HP "Strategy."
306The best balking cards are kings and aces, because they have the least
307chance of producing sequences. Tenth cards are generally good, provided
308that the two cards laid away are not too
309.ul
310near
311(likely to make a sequence). When nothing better offers, give two
312.ul
313wide
314cards -- at least three apart in rank.
315.PG
316Proverbially the safest lead is a 4. The next card cannot make a 15.
317Lower cards are also safe from this point of view, but are better
318treasured for go and 31. The most dangerous leads are 7 and 8, but
319may be made to trap the opponent when they are backed with other
320close cards. Generally speaking, play
321.ul
322on
323(toward a sequence) when you have close cards and
324.ul
325off
326when you do not. However, the state of the score is a consideration.
327If far behind, play on when there is any chance of building a score
328for yourself; if well ahead, balk your opponent by playing off unless
329you will surely peg as much as he by playing on.