2.9BSD/usr/games/lib/crib.instr







                            _C_R_I_B_B_A_G_E



                              from

                       _A_c_c_o_r_d_i_n_g _t_o _H_o_y_l_e



        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.


_P_l_a_y_e_r_s.

        Two.  There are variants  for  three  and  four  players,
described later.


_C_a_r_d_s.

        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 _c_o_u_n_t_i_n_g _v_a_l_u_e_s are: K,
Q, J, 10, each 10 (wherefore these are called _t_e_n_t_h _c_a_r_d_s);  ace,
1; each other card, its index value.


_C_r_i_b_b_a_g_e _B_o_a_r_d

        Indispensable to scoring (unless you  have  a  computer!,
ed.)  is  the device known as the _c_r_i_b_b_a_g_e _b_o_a_r_d.  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 _g_a_m_e _h_o_l_e_s.   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 _p_e_g_s.  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 _g_a_m_e
_e_n_d 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.














_P_r_e_l_i_m_i_n_a_r_i_e_s.

        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.


_D_e_a_l_i_n_g.

        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.


_L_a_y_i_n_g _A_w_a_y.

        After seeing his hand, each player _l_a_y_s  _a_w_a_y  two  cards
face  down.   The  four cards laid away, placed in one pile, form
the _c_r_i_b.  The crib counts for the dealer.   Nondealer  therefore
tries to lay away _b_a_l_k_i_n_g _c_a_r_d_s -- cards that are least likely to
create a score in the crib.


_T_h_e _S_t_a_r_t_e_r.

        After both hands have laid away, nondealer  lifts  off  a
packet  from the top of the _s_t_o_c_k (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  _1  _t_h_e  _s_t_a_r_t_e_r.  If it is a jack, dealer immediately
pegs 2, called _2 _f_o_r _h_i_s _h_e_e_l_s.


_T_h_e _P_l_a_y.

        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 _g_o 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.)


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        Besides pegging for 31 and go, the player  may  also  peg
for certain combinations made in play, as follows:


    _F_i_f_t_e_e_n.

            Making the count total 15 pegs 2.


    _P_a_i_r.

            Playing a card of same rank  as  that  previously
    played  pegs  2.   Playing  a third card of the same rank
    makes _p_a_i_r _r_o_y_a_l and pegs 6.  Playing the fourth card  of
    the same rank makes _d_o_u_b_l_e _p_a_i_r _r_o_y_a_l 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.)


    _R_u_n.

            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 _r_u_n.  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.  _E_x_a_m_p_l_e: 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.


_S_h_o_w_i_n_g.

        After the play, the hands are _s_h_o_w_n (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:


    _F_i_f_t_e_e_n.

            Each combinations of two or more cards that total
    fifteen scores 2.




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    _P_a_i_r.

            Each pair of cards of the same rank scores 2.


    _R_u_n.

            Each combination of three or more  cards  in  se-
    quence scores 1 for each card in the run.


    _F_l_u_s_h.

            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.)


    _H_i_s _N_o_b_s.

            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, _p_a_i_r _r_o_y_a_l, counts 6 because three sets of pairs
can  be  made; similarly, four of a kind, _d_o_u_b_l_e _p_a_i_r _r_o_y_a_l, 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 _h_i_s _n_o_b_s  adds  1  for  a  maximum
score of 29.  (the score of 2 for _h_i_s _h_e_e_l_s does not count in the
total of the hand, since it is pegged before the play.)

        A _d_o_u_b_l_e _r_u_n 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 _t_r_i_p_l_e _r_u_n is a run of  three  with  one
card triplicated, as K-K-K-Q-J.  Exclusive of fifteens, it counts
15.  A _q_u_a_d_r_u_p_l_e _r_u_n 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.  _E_x_a_m_-
_p_l_e: 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."


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_M_u_g_g_i_n_s.

        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.


_S_c_o_r_i_n_g.

        The usual _g_a_m_e 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 _l_u_r_c_h_e_d, and the  other  wins  a  double
game.


_I_r_r_e_g_u_l_a_r_i_t_i_e_s.

        _M_i_s_d_e_a_l.  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.

        _W_r_o_n_g _N_u_m_b_e_r _o_f _C_a_r_d_s.  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.


_E_r_r_o_r _i_n _P_e_g_g_i_n_g.

        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.


_S_t_r_a_t_e_g_y.

        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


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_n_e_a_r  (likely  to  make a sequence).  When nothing better offers,
give two _w_i_d_e 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  _o_n
(toward a sequence) when you have close cards and _o_f_f 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.











































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