date and time created 87/02/15 16:03:30 by lepreau
[unix-history] / usr / src / games / cribbage / cribbage.n
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1.\" Copyright (c) 1980 Regents of the University of California.
2.\" All rights reserved. The Berkeley software License Agreement
3.\" specifies the terms and conditions for redistribution.
cd2cb096 4.\"
6cca9b39 5.\" @(#)cribbage.n 5.1 (Berkeley) %G%
cd2cb096
KA
6.\"
7.so macro
8.na
9.PH "CRIBBAGE"
10.sp 2
11.ce
12from
13.sp
14.ce
15.ul
16According to Hoyle
17.sp 2
18.PG
19Cribbage is believed to have been invented by Sir John Suckling (1609-1642).
20Probably it is an elaboration of an older game, Noddy. The original game was
21played with hands of five cards; the modern game gives each player six. That
22is virtually the only change from Suckling's directions.
23.HP "Players."
24Two. There are variants for three and four players, described later.
25.HP "Cards."
26The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 9, 8,
277, 6, 5, 4, 3, 2, A. The
28.ul
29counting values
30are: K, Q, J, 10, each 10 (wherefore these are called
31.ul
32tenth cards);
33ace, 1; each other card, its index value.
34.HP "Cribbage Board".
35Indispensable to scoring (unless you have a computer!, ed.) is the device
36known as the
37.ul
38cribbage board.
39This is a rectangular panel, long and narrow, in which are
40four rows of 30 holes each. (See illustration.) At one end, or in the center,
41are two or four additional holes, called
42.ul
43game holes.
44The board is placed between the two players, and each keeps his own score on
45the two rows of holes nearest himself. Each is supplied with two
46.ul
47pegs.
48Before the first hand, the pegs are placed in the game holes. On
49making his first score, the player advances one peg an appropriate number
50of holes (one per point) away from the
51.ul
52game end
53of the board. The second score is recorded by placing the second peg an
54appropriate distance ahead of the first. For each subsequent score, the
55rear peg is jumped ahead of the other, the distance between the two pegs
56always showing the amount of this last score.
57.PG
58The traditional mode of scoring is down (away from the game end) the
59outer row, and up the inner row. "Once around" is a game of 61 points.
60"Twice around" is a game of 121 points.
61.HP "Preliminaries."
62Cards are drawn; the lower deals first. If cards of equal rank are drawn,
63both players draw again. Dealer has the right to shuffle last. Nondealer
64cuts, and must leave at least four cards in each packet.
65.HP "Dealing."
66Each player receives six cards, dealt one at a time face down, beginning
67with the nondealer. The turn to deal alternates. The dealer has an
68advantage.
69.HP "Laying Away."
70After seeing his hand, each player
71.ul
72lays away
73two cards face down. The four cards laid away, placed in one pile, form the
74.ul
75crib.
76The crib counts for the dealer. Nondealer therefore tries to lay away
77.ul
78balking cards --
79cards that are least likely to create a score in the crib.
80.HP "The Starter."
81After both hands have laid away, nondealer lifts off a packet from the top
82of the
83.ul
84stock
85(the rest of the pack). Again, each packet must contain at least four cards.
86Dealer turns up the top card of the lower packer, which is then placed on
87top of the stock when the packets are reunited. The card thus turned up is
88called
89.ul
901 the starter.
91If it is a jack, dealer immediately pegs 2, called
92.ul
932 for his heels.
94.HP "The Play."
95Nondealer begins the play by laying a card from his hand face up on the
96table, announcing its counting value. Dealer then shows a card, announcing
97the total count of the two cards. Play continues in the same way, by
98alternate exposure of cards, each player announcing the new total count.
99The total may be carried only to 31, no further. If a player adds a card
100that brings the total exactly to 31, he pegs 2. If a player is unable to
101play another card without exceeding 31, he must say "Go," and his opponent
102pegs 1, but before doing so, opponent must lay down any additional cards he
103can without exceeding 31. If such additional cards bring the total to
104exactly 31, he pegs 2 instead of 1.
105.PG
106Whenever a
107.ul
108go
109occurs, the opponent of the player who played the last card must lead for a
110new count starting at zero. Playing the last card of all counts as a go.
111(Since nondealer makes the opening lead, dealer is bound to peg at least
1121 in play.)
113.PG
114Besides pegging for 31 and go, the player may also peg for certain
115combinations made in play, as follows:
116.sp 2
117.ti +4
118.ul
119Fifteen.
120.IP
121Making the count total 15 pegs 2.
122.EP
123.sp 2
124.ti +4
125.ul
126Pair.
127.IP
128Playing a card of same rank as that previously played pegs 2. Playing
129a third card of the same rank makes
130.ul
131pair royal
132and pegs 6. Playing the fourth card of the same rank makes
133.ul
134double pair royal
135and pegs 12.
136.PG
137The tenth cards pair strictly by rank, a king with a king, a queen with a
138queen, and so on. (King and jack do not make a pair, although each has
139the counting value 10.)
140.EP
141.sp 2
142.ti +4
143.ul
144Run.
145.IP
146Playing a card which, with the two or more played immediately previously,
147makes a sequence of three or more cards, pegs 1 for each card in the
148.ul
149run.
150Runs depend on rank alone; the suits do not matter. Nor does the score
151for run depend upon playing the cards in strict sequence, so long as
152the three or more last cards played can be arranged in a run.
153.ul
154Example:
1557, 6, 8 played in that order score 3 for run; 5, 2, 4, 3 played in that order
156score 4 for run.
157.EP
158.PG
159Any of the foregoing combinations count, whether the cards are played
160alternately or one player plays several times in succession in consequence
161of a go. But a combination does not score if it is interrupted by a go.
162.HP "Showing."
163After the play, the hands are
164.ul
165shown
166(counted). Nondealer shows first, then dealer's hand, then crib.
167The starter is deemed to belong to each hand, so that each hand includes
168five cards. Combinations of scoring value are as follows:
169.sp 2
170.ti +4
171.ul
172Fifteen.
173.IP
174Each combinations of two or more cards that total fifteen scores 2.
175.EP
176.sp 2
177.ti +4
178.ul
179Pair.
180.IP
181Each pair of cards of the same rank scores 2.
182.EP
183.sp 2
184.ti +4
185.ul
186Run.
187.IP
188Each combination of three or more cards in sequence scores 1 for each card
189in the run.
190.EP
191.sp 2
192.ti +4
193.ul
194Flush.
195.IP
196Four cards of the same suit in hand score 4; four cards in hand or crib
197of same suit as the starter score 5. (No count for four-flush in crib.)
198.EP
199.sp 2
200.ti +4
201.ul
202His Nobs.
203.IP
204Jack of same suit as the starter, in hand or crib, scores 1.
205.EP
206.PG
207It is important to note that every separate grouping of cards that makes
208a fifteen, pair, or run counts separately. Three of a kind,
209.ul
210pair royal,
211counts 6 because three sets of pairs can be made; similarly, four of a
212kind,
213.ul
214double pair royal,
215contain six pairs and count 12.
216.PG
217The highest possible hand is J, 5, 5, 5 with the starter the 5 of the same
218suit as the jack. There are four fifteens by combining the jack with a
219five, four more by combinations of three fives (a total of 16 for fifteens);
220the double pair royal adds 12 for a total of 28; and
221.ul
222his nobs
223adds 1 for a maximum score of 29. (the score of 2 for
224.ul
225his heels
226does not count in the total of the hand, since it is pegged before the play.)
227.PG
228A
229.ul
230double run
231is a run with one card duplicated, as 4-3-3-2. Exclusive of fifteens, a
232double run of three cards counts 8; of four cards, 10. A
233.ul
234triple run
235is a run of three with one card triplicated, as K-K-K-Q-J. Exclusive of
236fifteens, it counts 15. A
237.ul
238quadruple run
239is a run of three with two different cards duplicated, as the example
2408-8-7-6-6 previously given. Exclusive of fifteens, it counts 16.
241.PG
242No hand can be constructed that counts 19, 25, 26 or 27. A time-honored
243way of showing a hand with not a single counting combination is to say
244"I have nineteen."
245.PG
246The customary oder in showing is to count fifteens first, then runs, then
247pairs, but there is no compulsion of law.
248.ul
249Example:
250A hand (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2,
251fifteen 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and
2528 is 14."
253.HP "Muggins."
254The hands and crib are counted aloud, and if a player claims a greater
255total than is due him, his opponent may require correction. In some
256localities, if a player claims less than is due, his opponent may say
257"Muggins" and himself score the points overlooked.
258.HP "Scoring."
259The usual
260.ul
261game
262is 121, but it may be set at 61 by agreement. Since the player wins
263who first returns to the game hole by going "twice around," the scores
264must be pegged strictly in order: his heels, pegging in play, non-dealer's
265hand, dealer's hand, crib. Thus, if nondealer goes out on showing his
266hand, he wins, even though dealer might have gone out with a greater
267total if allowed to count his hand and crib.
268.PG
269When the game of 121 is played for a stake, a player wins a single game
270if the loser makes 61 points or more. If the loser fails to reach
27161, he is
272.ul
273lurched,
274and the other wins a double game.
275.HP "Irregularities."
276.ul
277Misdeal.
278There must be a new deal by the same dealer if a card is found faced in the
279pack, if a card is exposed in dealing, or if the pack be found imperfect.
280.PG
281.ul
282Wrong Number of Cards.
283If one hand (not crib) is found to have the wrong number of cards after
284laying away for the crib, the other hand and crib being correct, the
285opponent may either demand a new deal or may peg 2 and rectify the
286hand. If the crib is incorrect, both hands being correct, nondealer
287pegs 2 and the crib is corrected.
288.HP "Error in Pegging."
289If a player places a peg short of the amount to which he is entitled, he
290may not correct his error after he has played the next card or after the
291cut for the next deal. If he pegs more than his announced score,
292the error must be corrected on demand at any time before the cut for the
293next deal and his opponent pegs 2.
294.HP "Strategy."
295The best balking cards are kings and aces, because they have the least
296chance of producing sequences. Tenth cards are generally good, provided
297that the two cards laid away are not too
298.ul
299near
300(likely to make a sequence). When nothing better offers, give two
301.ul
302wide
303cards -- at least three apart in rank.
304.PG
305Proverbially the safest lead is a 4. The next card cannot make a 15.
306Lower cards are also safe from this point of view, but are better
307treasured for go and 31. The most dangerous leads are 7 and 8, but
308may be made to trap the opponent when they are backed with other
309close cards. Generally speaking, play
310.ul
311on
312(toward a sequence) when you have close cards and
313.ul
314off
315when you do not. However, the state of the score is a consideration.
316If far behind, play on when there is any chance of building a score
317for yourself; if well ahead, balk your opponent by playing off unless
318you will surely peg as much as he by playing on.