more cleanup; sail, driver, sail.log merged into single program
[unix-history] / usr / src / games / cribbage / cribbage.n
CommitLineData
cd2cb096
KA
1.\"
2.\" @(#)cribbage.n 1.1 (Berkeley) %G%
3.\"
4.so macro
5.na
6.PH "CRIBBAGE"
7.sp 2
8.ce
9from
10.sp
11.ce
12.ul
13According to Hoyle
14.sp 2
15.PG
16Cribbage is believed to have been invented by Sir John Suckling (1609-1642).
17Probably it is an elaboration of an older game, Noddy. The original game was
18played with hands of five cards; the modern game gives each player six. That
19is virtually the only change from Suckling's directions.
20.HP "Players."
21Two. There are variants for three and four players, described later.
22.HP "Cards."
23The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 9, 8,
247, 6, 5, 4, 3, 2, A. The
25.ul
26counting values
27are: K, Q, J, 10, each 10 (wherefore these are called
28.ul
29tenth cards);
30ace, 1; each other card, its index value.
31.HP "Cribbage Board".
32Indispensable to scoring (unless you have a computer!, ed.) is the device
33known as the
34.ul
35cribbage board.
36This is a rectangular panel, long and narrow, in which are
37four rows of 30 holes each. (See illustration.) At one end, or in the center,
38are two or four additional holes, called
39.ul
40game holes.
41The board is placed between the two players, and each keeps his own score on
42the two rows of holes nearest himself. Each is supplied with two
43.ul
44pegs.
45Before the first hand, the pegs are placed in the game holes. On
46making his first score, the player advances one peg an appropriate number
47of holes (one per point) away from the
48.ul
49game end
50of the board. The second score is recorded by placing the second peg an
51appropriate distance ahead of the first. For each subsequent score, the
52rear peg is jumped ahead of the other, the distance between the two pegs
53always showing the amount of this last score.
54.PG
55The traditional mode of scoring is down (away from the game end) the
56outer row, and up the inner row. "Once around" is a game of 61 points.
57"Twice around" is a game of 121 points.
58.HP "Preliminaries."
59Cards are drawn; the lower deals first. If cards of equal rank are drawn,
60both players draw again. Dealer has the right to shuffle last. Nondealer
61cuts, and must leave at least four cards in each packet.
62.HP "Dealing."
63Each player receives six cards, dealt one at a time face down, beginning
64with the nondealer. The turn to deal alternates. The dealer has an
65advantage.
66.HP "Laying Away."
67After seeing his hand, each player
68.ul
69lays away
70two cards face down. The four cards laid away, placed in one pile, form the
71.ul
72crib.
73The crib counts for the dealer. Nondealer therefore tries to lay away
74.ul
75balking cards --
76cards that are least likely to create a score in the crib.
77.HP "The Starter."
78After both hands have laid away, nondealer lifts off a packet from the top
79of the
80.ul
81stock
82(the rest of the pack). Again, each packet must contain at least four cards.
83Dealer turns up the top card of the lower packer, which is then placed on
84top of the stock when the packets are reunited. The card thus turned up is
85called
86.ul
871 the starter.
88If it is a jack, dealer immediately pegs 2, called
89.ul
902 for his heels.
91.HP "The Play."
92Nondealer begins the play by laying a card from his hand face up on the
93table, announcing its counting value. Dealer then shows a card, announcing
94the total count of the two cards. Play continues in the same way, by
95alternate exposure of cards, each player announcing the new total count.
96The total may be carried only to 31, no further. If a player adds a card
97that brings the total exactly to 31, he pegs 2. If a player is unable to
98play another card without exceeding 31, he must say "Go," and his opponent
99pegs 1, but before doing so, opponent must lay down any additional cards he
100can without exceeding 31. If such additional cards bring the total to
101exactly 31, he pegs 2 instead of 1.
102.PG
103Whenever a
104.ul
105go
106occurs, the opponent of the player who played the last card must lead for a
107new count starting at zero. Playing the last card of all counts as a go.
108(Since nondealer makes the opening lead, dealer is bound to peg at least
1091 in play.)
110.PG
111Besides pegging for 31 and go, the player may also peg for certain
112combinations made in play, as follows:
113.sp 2
114.ti +4
115.ul
116Fifteen.
117.IP
118Making the count total 15 pegs 2.
119.EP
120.sp 2
121.ti +4
122.ul
123Pair.
124.IP
125Playing a card of same rank as that previously played pegs 2. Playing
126a third card of the same rank makes
127.ul
128pair royal
129and pegs 6. Playing the fourth card of the same rank makes
130.ul
131double pair royal
132and pegs 12.
133.PG
134The tenth cards pair strictly by rank, a king with a king, a queen with a
135queen, and so on. (King and jack do not make a pair, although each has
136the counting value 10.)
137.EP
138.sp 2
139.ti +4
140.ul
141Run.
142.IP
143Playing a card which, with the two or more played immediately previously,
144makes a sequence of three or more cards, pegs 1 for each card in the
145.ul
146run.
147Runs depend on rank alone; the suits do not matter. Nor does the score
148for run depend upon playing the cards in strict sequence, so long as
149the three or more last cards played can be arranged in a run.
150.ul
151Example:
1527, 6, 8 played in that order score 3 for run; 5, 2, 4, 3 played in that order
153score 4 for run.
154.EP
155.PG
156Any of the foregoing combinations count, whether the cards are played
157alternately or one player plays several times in succession in consequence
158of a go. But a combination does not score if it is interrupted by a go.
159.HP "Showing."
160After the play, the hands are
161.ul
162shown
163(counted). Nondealer shows first, then dealer's hand, then crib.
164The starter is deemed to belong to each hand, so that each hand includes
165five cards. Combinations of scoring value are as follows:
166.sp 2
167.ti +4
168.ul
169Fifteen.
170.IP
171Each combinations of two or more cards that total fifteen scores 2.
172.EP
173.sp 2
174.ti +4
175.ul
176Pair.
177.IP
178Each pair of cards of the same rank scores 2.
179.EP
180.sp 2
181.ti +4
182.ul
183Run.
184.IP
185Each combination of three or more cards in sequence scores 1 for each card
186in the run.
187.EP
188.sp 2
189.ti +4
190.ul
191Flush.
192.IP
193Four cards of the same suit in hand score 4; four cards in hand or crib
194of same suit as the starter score 5. (No count for four-flush in crib.)
195.EP
196.sp 2
197.ti +4
198.ul
199His Nobs.
200.IP
201Jack of same suit as the starter, in hand or crib, scores 1.
202.EP
203.PG
204It is important to note that every separate grouping of cards that makes
205a fifteen, pair, or run counts separately. Three of a kind,
206.ul
207pair royal,
208counts 6 because three sets of pairs can be made; similarly, four of a
209kind,
210.ul
211double pair royal,
212contain six pairs and count 12.
213.PG
214The highest possible hand is J, 5, 5, 5 with the starter the 5 of the same
215suit as the jack. There are four fifteens by combining the jack with a
216five, four more by combinations of three fives (a total of 16 for fifteens);
217the double pair royal adds 12 for a total of 28; and
218.ul
219his nobs
220adds 1 for a maximum score of 29. (the score of 2 for
221.ul
222his heels
223does not count in the total of the hand, since it is pegged before the play.)
224.PG
225A
226.ul
227double run
228is a run with one card duplicated, as 4-3-3-2. Exclusive of fifteens, a
229double run of three cards counts 8; of four cards, 10. A
230.ul
231triple run
232is a run of three with one card triplicated, as K-K-K-Q-J. Exclusive of
233fifteens, it counts 15. A
234.ul
235quadruple run
236is a run of three with two different cards duplicated, as the example
2378-8-7-6-6 previously given. Exclusive of fifteens, it counts 16.
238.PG
239No hand can be constructed that counts 19, 25, 26 or 27. A time-honored
240way of showing a hand with not a single counting combination is to say
241"I have nineteen."
242.PG
243The customary oder in showing is to count fifteens first, then runs, then
244pairs, but there is no compulsion of law.
245.ul
246Example:
247A hand (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2,
248fifteen 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and
2498 is 14."
250.HP "Muggins."
251The hands and crib are counted aloud, and if a player claims a greater
252total than is due him, his opponent may require correction. In some
253localities, if a player claims less than is due, his opponent may say
254"Muggins" and himself score the points overlooked.
255.HP "Scoring."
256The usual
257.ul
258game
259is 121, but it may be set at 61 by agreement. Since the player wins
260who first returns to the game hole by going "twice around," the scores
261must be pegged strictly in order: his heels, pegging in play, non-dealer's
262hand, dealer's hand, crib. Thus, if nondealer goes out on showing his
263hand, he wins, even though dealer might have gone out with a greater
264total if allowed to count his hand and crib.
265.PG
266When the game of 121 is played for a stake, a player wins a single game
267if the loser makes 61 points or more. If the loser fails to reach
26861, he is
269.ul
270lurched,
271and the other wins a double game.
272.HP "Irregularities."
273.ul
274Misdeal.
275There must be a new deal by the same dealer if a card is found faced in the
276pack, if a card is exposed in dealing, or if the pack be found imperfect.
277.PG
278.ul
279Wrong Number of Cards.
280If one hand (not crib) is found to have the wrong number of cards after
281laying away for the crib, the other hand and crib being correct, the
282opponent may either demand a new deal or may peg 2 and rectify the
283hand. If the crib is incorrect, both hands being correct, nondealer
284pegs 2 and the crib is corrected.
285.HP "Error in Pegging."
286If a player places a peg short of the amount to which he is entitled, he
287may not correct his error after he has played the next card or after the
288cut for the next deal. If he pegs more than his announced score,
289the error must be corrected on demand at any time before the cut for the
290next deal and his opponent pegs 2.
291.HP "Strategy."
292The best balking cards are kings and aces, because they have the least
293chance of producing sequences. Tenth cards are generally good, provided
294that the two cards laid away are not too
295.ul
296near
297(likely to make a sequence). When nothing better offers, give two
298.ul
299wide
300cards -- at least three apart in rank.
301.PG
302Proverbially the safest lead is a 4. The next card cannot make a 15.
303Lower cards are also safe from this point of view, but are better
304treasured for go and 31. The most dangerous leads are 7 and 8, but
305may be made to trap the opponent when they are backed with other
306close cards. Generally speaking, play
307.ul
308on
309(toward a sequence) when you have close cards and
310.ul
311off
312when you do not. However, the state of the score is a consideration.
313If far behind, play on when there is any chance of building a score
314for yourself; if well ahead, balk your opponent by playing off unless
315you will surely peg as much as he by playing on.