+
+
+
+
+
+
+ _\bC_\bR_\bI_\bB_\bB_\bA_\bG_\bE
+
+
+
+ from
+
+ _\bA_\bc_\bc_\bo_\br_\bd_\bi_\bn_\bg _\bt_\bo _\bH_\bo_\by_\bl_\be
+
+
+
+ Cribbage is believed to have been invented by Sir John
+Suckling (1609-1642). Probably it is an elaboration of an older
+game, Noddy. The original game was played with hands of five
+cards; the modern game gives each player six. That is virtually
+the only change from Suckling's directions.
+
+
+_\bP_\bl_\ba_\by_\be_\br_\bs.
+
+ Two. There are variants for three and four players,
+described later.
+
+
+_\bC_\ba_\br_\bd_\bs.
+
+ The pack of 52. The cards in each suit rank: K (high),
+Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. The _\bc_\bo_\bu_\bn_\bt_\bi_\bn_\bg _\bv_\ba_\bl_\bu_\be_\bs are: K,
+Q, J, 10, each 10 (wherefore these are called _\bt_\be_\bn_\bt_\bh _\bc_\ba_\br_\bd_\bs); ace,
+1; each other card, its index value.
+
+
+_\bC_\br_\bi_\bb_\bb_\ba_\bg_\be _\bB_\bo_\ba_\br_\bd
+
+ Indispensable to scoring (unless you have a computer!,
+ed.) is the device known as the _\bc_\br_\bi_\bb_\bb_\ba_\bg_\be _\bb_\bo_\ba_\br_\bd. This is a rec-
+tangular panel, long and narrow, in which are four rows of 30
+holes each. (See illustration.) At one end, or in the center,
+are two or four additional holes, called _\bg_\ba_\bm_\be _\bh_\bo_\bl_\be_\bs. The board
+is placed between the two players, and each keeps his own score
+on the two rows of holes nearest himself. Each is supplied with
+two _\bp_\be_\bg_\bs. Before the first hand, the pegs are placed in the game
+holes. On making his first score, the player advances one peg an
+appropriate number of holes (one per point) away from the _\bg_\ba_\bm_\be
+_\be_\bn_\bd of the board. The second score is recorded by placing the
+second peg an appropriate distance ahead of the first. For each
+subsequent score, the rear peg is jumped ahead of the other, the
+distance between the two pegs always showing the amount of this
+last score.
+
+ The traditional mode of scoring is down (away from the
+game end) the outer row, and up the inner row. "Once around" is
+a game of 61 points. "Twice around" is a game of 121 points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+_\bP_\br_\be_\bl_\bi_\bm_\bi_\bn_\ba_\br_\bi_\be_\bs.
+
+ Cards are drawn; the lower deals first. If cards of
+equal rank are drawn, both players draw again. Dealer has the
+right to shuffle last. Nondealer cuts, and must leave at least
+four cards in each packet.
+
+
+_\bD_\be_\ba_\bl_\bi_\bn_\bg.
+
+ Each player receives six cards, dealt one at a time face
+down, beginning with the nondealer. The turn to deal alternates.
+The dealer has an advantage.
+
+
+_\bL_\ba_\by_\bi_\bn_\bg _\bA_\bw_\ba_\by.
+
+ After seeing his hand, each player _\bl_\ba_\by_\bs _\ba_\bw_\ba_\by two cards
+face down. The four cards laid away, placed in one pile, form
+the _\bc_\br_\bi_\bb. The crib counts for the dealer. Nondealer therefore
+tries to lay away _\bb_\ba_\bl_\bk_\bi_\bn_\bg _\bc_\ba_\br_\bd_\bs -- cards that are least likely to
+create a score in the crib.
+
+
+_\bT_\bh_\be _\bS_\bt_\ba_\br_\bt_\be_\br.
+
+ After both hands have laid away, nondealer lifts off a
+packet from the top of the _\bs_\bt_\bo_\bc_\bk (the rest of the pack). Again,
+each packet must contain at least four cards. Dealer turns up
+the top card of the lower packer, which is then placed on top of
+the stock when the packets are reunited. The card thus turned up
+is called _\b1 _\bt_\bh_\be _\bs_\bt_\ba_\br_\bt_\be_\br. If it is a jack, dealer immediately
+pegs 2, called _\b2 _\bf_\bo_\br _\bh_\bi_\bs _\bh_\be_\be_\bl_\bs.
+
+
+_\bT_\bh_\be _\bP_\bl_\ba_\by.
+
+ Nondealer begins the play by laying a card from his hand
+face up on the table, announcing its counting value. Dealer then
+shows a card, announcing the total count of the two cards. Play
+continues in the same way, by alternate exposure of cards, each
+player announcing the new total count. The total may be carried
+only to 31, no further. If a player adds a card that brings the
+total exactly to 31, he pegs 2. If a player is unable to play
+another card without exceeding 31, he must say "Go," and his op-
+ponent pegs 1, but before doing so, opponent must lay down any
+additional cards he can without exceeding 31. If such additional
+cards bring the total to exactly 31, he pegs 2 instead of 1.
+
+ Whenever a _\bg_\bo occurs, the opponent of the player who
+played the last card must lead for a new count starting at zero.
+Playing the last card of all counts as a go. (Since nondealer
+makes the opening lead, dealer is bound to peg at least 1 in
+play.)
+
+
+ - 2 -
+
+
+
+
+
+
+
+
+
+ Besides pegging for 31 and go, the player may also peg
+for certain combinations made in play, as follows:
+
+
+ _\bF_\bi_\bf_\bt_\be_\be_\bn.
+
+ Making the count total 15 pegs 2.
+
+
+ _\bP_\ba_\bi_\br.
+
+ Playing a card of same rank as that previously
+ played pegs 2. Playing a third card of the same rank
+ makes _\bp_\ba_\bi_\br _\br_\bo_\by_\ba_\bl and pegs 6. Playing the fourth card of
+ the same rank makes _\bd_\bo_\bu_\bb_\bl_\be _\bp_\ba_\bi_\br _\br_\bo_\by_\ba_\bl and pegs 12.
+
+ The tenth cards pair strictly by rank, a king
+ with a king, a queen with a queen, and so on. (King and
+ jack do not make a pair, although each has the counting
+ value 10.)
+
+
+ _\bR_\bu_\bn.
+
+ Playing a card which, with the two or more played
+ immediately previously, makes a sequence of three or more
+ cards, pegs 1 for each card in the _\br_\bu_\bn. Runs depend on
+ rank alone; the suits do not matter. Nor does the score
+ for run depend upon playing the cards in strict sequence,
+ so long as the three or more last cards played can be ar-
+ ranged in a run. _\bE_\bx_\ba_\bm_\bp_\bl_\be: 7, 6, 8 played in that order
+ score 3 for run; 5, 2, 4, 3 played in that order score 4
+ for run.
+
+ Any of the foregoing combinations count, whether the
+cards are played alternately or one player plays several times in
+succession in consequence of a go. But a combination does not
+score if it is interrupted by a go.
+
+
+_\bS_\bh_\bo_\bw_\bi_\bn_\bg.
+
+ After the play, the hands are _\bs_\bh_\bo_\bw_\bn (counted). Nondealer
+shows first, then dealer's hand, then crib. The starter is
+deemed to belong to each hand, so that each hand includes five
+cards. Combinations of scoring value are as follows:
+
+
+ _\bF_\bi_\bf_\bt_\be_\be_\bn.
+
+ Each combinations of two or more cards that total
+ fifteen scores 2.
+
+
+
+
+ - 3 -
+
+
+
+
+
+
+
+
+
+ _\bP_\ba_\bi_\br.
+
+ Each pair of cards of the same rank scores 2.
+
+
+ _\bR_\bu_\bn.
+
+ Each combination of three or more cards in se-
+ quence scores 1 for each card in the run.
+
+
+ _\bF_\bl_\bu_\bs_\bh.
+
+ Four cards of the same suit in hand score 4; four
+ cards in hand or crib of same suit as the starter score
+ 5. (No count for four-flush in crib.)
+
+
+ _\bH_\bi_\bs _\bN_\bo_\bb_\bs.
+
+ Jack of same suit as the starter, in hand or
+ crib, scores 1.
+
+ It is important to note that every separate grouping of
+cards that makes a fifteen, pair, or run counts separately.
+Three of a kind, _\bp_\ba_\bi_\br _\br_\bo_\by_\ba_\bl, counts 6 because three sets of pairs
+can be made; similarly, four of a kind, _\bd_\bo_\bu_\bb_\bl_\be _\bp_\ba_\bi_\br _\br_\bo_\by_\ba_\bl, con-
+tain six pairs and count 12.
+
+ The highest possible hand is J, 5, 5, 5 with the starter
+the 5 of the same suit as the jack. There are four fifteens by
+combining the jack with a five, four more by combinations of
+three fives (a total of 16 for fifteens); the double pair royal
+adds 12 for a total of 28; and _\bh_\bi_\bs _\bn_\bo_\bb_\bs adds 1 for a maximum
+score of 29. (the score of 2 for _\bh_\bi_\bs _\bh_\be_\be_\bl_\bs does not count in the
+total of the hand, since it is pegged before the play.)
+
+ A _\bd_\bo_\bu_\bb_\bl_\be _\br_\bu_\bn is a run with one card duplicated, as 4-3-
+3-2. Exclusive of fifteens, a double run of three cards counts
+8; of four cards, 10. A _\bt_\br_\bi_\bp_\bl_\be _\br_\bu_\bn is a run of three with one
+card triplicated, as K-K-K-Q-J. Exclusive of fifteens, it counts
+15. A _\bq_\bu_\ba_\bd_\br_\bu_\bp_\bl_\be _\br_\bu_\bn is a run of three with two different cards
+duplicated, as the example 8-8-7-6-6 previously given. Exclusive
+of fifteens, it counts 16.
+
+ No hand can be constructed that counts 19, 25, 26 or 27.
+A time-honored way of showing a hand with not a single counting
+combination is to say "I have nineteen."
+
+ The customary oder in showing is to count fifteens first,
+then runs, then pairs, but there is no compulsion of law. _\bE_\bx_\ba_\bm_\b-
+_\bp_\bl_\be: A hand (with starter) of 9-6-5-4-4 will usually be counted
+"Fifteen 2, fifteen 4, fifteen 6 and double run makes 14," or
+simply "Fifteen 6 and 8 is 14."
+
+
+ - 4 -
+
+
+
+
+
+
+
+
+
+_\bM_\bu_\bg_\bg_\bi_\bn_\bs.
+
+ The hands and crib are counted aloud, and if a player
+claims a greater total than is due him, his opponent may require
+correction. In some localities, if a player claims less than is
+due, his opponent may say "Muggins" and himself score the points
+overlooked.
+
+
+_\bS_\bc_\bo_\br_\bi_\bn_\bg.
+
+ The usual _\bg_\ba_\bm_\be is 121, but it may be set at 61 by agree-
+ment. Since the player wins who first returns to the game hole
+by going "twice around," the scores must be pegged strictly in
+order: his heels, pegging in play, non-dealer's hand, dealer's
+hand, crib. Thus, if nondealer goes out on showing his hand, he
+wins, even though dealer might have gone out with a greater total
+if allowed to count his hand and crib.
+
+ When the game of 121 is played for a stake, a player wins
+a single game if the loser makes 61 points or more. If the loser
+fails to reach 61, he is _\bl_\bu_\br_\bc_\bh_\be_\bd, and the other wins a double
+game.
+
+
+_\bI_\br_\br_\be_\bg_\bu_\bl_\ba_\br_\bi_\bt_\bi_\be_\bs.
+
+ _\bM_\bi_\bs_\bd_\be_\ba_\bl. There must be a new deal by the same dealer if
+a card is found faced in the pack, if a card is exposed in deal-
+ing, or if the pack be found imperfect.
+
+ _\bW_\br_\bo_\bn_\bg _\bN_\bu_\bm_\bb_\be_\br _\bo_\bf _\bC_\ba_\br_\bd_\bs. If one hand (not crib) is found
+to have the wrong number of cards after laying away for the crib,
+the other hand and crib being correct, the opponent may either
+demand a new deal or may peg 2 and rectify the hand. If the crib
+is incorrect, both hands being correct, nondealer pegs 2 and the
+crib is corrected.
+
+
+_\bE_\br_\br_\bo_\br _\bi_\bn _\bP_\be_\bg_\bg_\bi_\bn_\bg.
+
+ If a player places a peg short of the amount to which he
+is entitled, he may not correct his error after he has played the
+next card or after the cut for the next deal. If he pegs more
+than his announced score, the error must be corrected on demand
+at any time before the cut for the next deal and his opponent
+pegs 2.
+
+
+_\bS_\bt_\br_\ba_\bt_\be_\bg_\by.
+
+ The best balking cards are kings and aces, because they
+have the least chance of producing sequences. Tenth cards are
+generally good, provided that the two cards laid away are not too
+
+
+ - 5 -
+
+
+
+
+
+
+
+
+
+_\bn_\be_\ba_\br (likely to make a sequence). When nothing better offers,
+give two _\bw_\bi_\bd_\be cards -- at least three apart in rank.
+
+ Proverbially the safest lead is a 4. The next card can-
+not make a 15. Lower cards are also safe from this point of
+view, but are better treasured for go and 31. The most dangerous
+leads are 7 and 8, but may be made to trap the opponent when they
+are backed with other close cards. Generally speaking, play _\bo_\bn
+(toward a sequence) when you have close cards and _\bo_\bf_\bf when you do
+not. However, the state of the score is a consideration. If far
+behind, play on when there is any chance of building a score for
+yourself; if well ahead, balk your opponent by playing off unless
+you will surely peg as much as he by playing on.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - 6 -
+
+
+