Info
History
Cribbage was invented by English poet and playwright Sir John Suckling
around 1631. This fast-paced card game is unusual in that it traditionally
uses a board to keep track of the score.
Cribbage is a two, three or four player game. A standard two-player cribbage
board has four parallel rows of 30 holes each plus two pegs for each player.
Two rows are used by each player; thus each player moves his or her pegs
around a 60-hole track, advancing one hole for each point scored. Each player
is given two pegs, one peg marking the player's current score and the other
peg the player's previous score. Each time new points are earned, the players
rear peg moves ahead of the forward peg as many holes as the number of points
earned. By convention, players travel up the board's outer tracks and down the
inner tracks, which means that one player moves around a track clockwise and theother moves counterclockwise.
The object of the game is to be the first to score 121 points, which is the
same as going around the board twice and then moving one more point.
How to Play
The Deal
To begin, each player cuts a card, and the player drawing the low card deals
the first hand. Aces are always low. The deal shifts to the other player--or
in a three- or four-player game, to the player on the left--each hand. The
dealer automatically deals six (or five in three- and four-handed play) cards
to each player. Players look at their cards, and each player discards two
(or one in three- and four-handed play) to form the "crib." (In three-handed
play, one card is added to the crib from the deck to make four cards.) The
nondealer cust the deck and the dealer turns the top card face up. This card
is known as the starter (or cut card). If the card is a Jack, the dealer
immediately scores two points (known as "the heel" or "His Heels.")
The Play (or Pegging)
Starting with nondealer, each player in turn plays one card from his or her
hand face up on the table. During the play, also known as the "pegging" phase,
cards are kept in front of their owners after they are played so that players
can count their hands later on.
Upon playing a card, the sum, or running total, of all the cards played so far
is displayed. Aces count 1, face cards are 10 and other cards have their own
face values. For example, if the nondealer begins by playing a queen, "ten"
would be displayed. If the dealer then played an eight, "eighteen" would be
displayed. If the nondealer then played an ace, "nineteen" would be displayed.
The running total may not exceed 31. A player who plays a card that makes the
total 31 exactly scores two points, and the total is then reset to zero. The
other player then continues by playing a card, which begins a new running
total. If a player cannot play a card without making the total exceed 31, he
is said to "go." The opponent then plays one or more cards, if possible,
without going over 31, and earns a point for making the opponent "go" (or,
more accurately, for having played the last card on the way to 31). But if
the opponent is able to reach 31 exactly, he or she earns only the usual 2
points for 31, not an additional one for the go.
If a player is forced to "go" and the opponent cannot play a card (or any
more cards) without going over 31, the opponent also is then forced to "go,"
which does not, however, give the first player to "go" a point. Only one player
earns a go on each trip to 31. After both players "go," the count is reset to
zero. A new running total is begun when the next card is played.
Play continues until both players have played all their cards. The last player
to play a card scores a point (sometimes also called a "go," sometimes called
a point for "last card.")
Scoring
Overview
Besides points for 31 and "go," points may be earned during the play of the
hand as described below.
- Fifteens: Making the running total 15 scores two points. A player
accomplishing this says, in playing his or her card, "fifteen, for two" or
just "fifteen two."
- Pairs: Making a pair by playing a card of the same rank as the
opponent's last-played card scores two points. "Twenty, for a pair," a player
would say if the opponent begins the play with a king and the player matches
it.
- Three of a Kind: Making three of a kind by playing another matching
card after the opponent has made a pair scores 6 points, and says "for six"
after announcing the running total.
- Four of a Kind: Making four of a kind by playing another matching
card after the opponent has made three of a kind scores 12 points, and says
"for 12" after announcing the running total.
- Runs: Making a run of three or more scores the number of cards
in the run. A run consists of a sequence of three or more cards of successive
ranks, such as 2-3-4 or 9-10-J. The cards need not be played in a particular
order to constitute a run; 2-4-3, 4-3-2, or any other arrangement would still
be a run of three, as long as the cards were played on three successive plays.
If the cards 7, 4, and 6, are played in that order, totaling 17, the next
player could play a 5 and say, "22, for a run of 4," scoring four points. Both
players may score runs using some or all of the same cards; in the example,
after the 7, 4, 6, 5, the next player could now play and 8 or a 3 for a run
of five, scoring five points. There are no additional scores for double,
triple, or quadruple runs, as there are when counting a hand (as explained
below); only simple runs count during pegging.
Cards played prior to the running total being reset to zero do not count
toward pairs, three of a kind, four of a kind, or runs formed after the
running total has been resumed. For example, if a king is played to reach
31 and the next player plays another king, no pair is scored.
After the play of the hand, both players count their hands, beginning with
the nondealer. The face-up card counts as part of both players' hands. Points
are earned for the following card combinations:
- Fifteens: Each card combination adding to 15 scores 2 points.
- Pairs: Each pair (two cards of the same rank) is worth 2 points.
- Three of a Kind: Each set of three cards of the same rank is
worth 6 points. (Three of a kind can be viewed as three different pairs,
as there are different three ways of choosing two cards from a set of three;
hence the value of 6, which is three times the value of a pair.)
- Four of a Kind: This is worth 12 points. (This holding can be
viewed as six different pairs, as there are different six ways of choosing
two cards from a set of four.)
- Runs: Each run of at least three cards is worth the number of
cards in it.
If a run contains a pair, it scores twice. In a hand including 8-9-9-10,
for example, two different 8-9-10 runs are possible, so each one scores 3
points. Adding in the two points for the pair yields 8 points, so the pattern
of a three-card run plus a card matching one of its cards is known as a
"double run of eight." A run of four that contains a pair, such as
8-9-9-9-10-J, is worth 10 points--two different runs of four, plus a
pair--and is known as a "double run of 10." A triple run, such as 8-9-9-9-10,
is worth 15 points: 6 for the three of a kind, plus 3 for each of the three
distinct runs of three that can be formed. A quadruple run, such as 8-8-9-9-10,
is worth 16 points, which is the value of two pairs plus four different runs
of three.
- Flush: If all four cards in a player's hand (not counting the
face-up card) are the same suit, four points are scored for a flush. If the
face-up card is also the same suit, the flush is worth five points instead.
- Nobs: If the player's hand contains a Jack of the same suit as
the face-up card, one point is scored for "His Nobs."
After the nondealer counts his hand and moves his or her peg, the dealer
does the same. (The order of play becomes critical late in the game, when
whoever crosses the finish line first wins.) The dealer then turns over the
crib and also scores it as another hand, again adding the face-up card to it.
Cribs are scored like other hands, with one minor exception: A flush in the
crib does not count unless it is of the five-card variety.
Skunks
If a player or partnership scores 121 points before the opponent has reached
the last leg of the board (ie. before the opponent has scored 91 points),
the winner has "skunked" the loser and won a double game. If the loser is
still on his or her first trip around the board (ie. has fewer than 61
points) it is a double skunk.
Strategy
Basics
To play cribbage well, a player needs to learn two things: how to discard
and how to peg, or play the hand. There's considerable luck in cribbage,
but as in any game in which players have important decisions to make, the
more skillful player will often come out on top.
Discarding
The best cards to be dealt are fives, because they form fifteens with 10s,
Js, Qs, and Ks. The best possible cribbage hand, in fact, is mostly fives:
5-5-5-5-J (worth 28, or 29 if the jack is His Nobs.)
Combinations adding to five are good, too, especially when repeated and
matched with a 10. For example, 2-3-3-K, is worth six, but a 10, J, or Q
starter card will add four points to its value and a 2, 3, or K starter
will be worth six more points.
If it's your crib, try to help yourself by putting something good there.
Fives are good, pairs, or cards that touch (to form a run.) But never break
up your hand in hopes of getting a good crib. Your hand is where you need to
score most of your points; high-scoring cribs are unusual and require luck or
an opponent's mistake.
Double runs should almost always be kept; chances of a quadruple or triple
run are high enough to warrant keeping a double run even if you must help
your opponent's crib a bit. An exception would be a hand like 5-5-10-10-9-8,
when the best play is to throw the 9 8.
When faced with a choice of face cards to discard, throwing a King into the
opponent's crib is better than throwing a Queen or Jack, since it's hardest
to form a run with a King (eg. a K needs a Q-J, whereas a Q needs K-J or J-10
and a J needs K-Q, Q-10, or 10-9.) For your own crib, of course, a Jack is
best and a King is worst. Try not to put cards that are close together into
the opponent's crib.
When there's a conflict between helping the opponent's crib and keeping your
own hand intact, consider the score of the game. If you're ahead and it's okay
if you both score big, you might take a chance on giving the opponent a big
crib. But if you're behind, you want to play defensively and slow down the
game, which means you should give up your own best hand to avoid helping the
opponent.
Try to avoid putting combinations into the opponent's crib that could result
in a 24 hand (quadruple runs involving 8-7-6 or 6-5-4.)
Putting a five into your own crib is a good idea if it doesn't do much in
your hand. The opponent is likely to throw at least one 10 card into your
crib on most deals.
If it's late in the game and you need to peg out from a short distance from
home, it's good to keep a combination of cards totaling 11. This often allows
you to score two points for 31.
Pegging
Playing the hand requires careful thinking. Consider how many different
cards will allow the opponent to score if you make a particular lead. For
example, leading a Queen gives the opponent seven chances to score: any of
the deck's four fives or three queens will let the opponent score two points
(either for fifteen or a pair.) If you hold a five and another Queen, though,
the opponent has two fewer cards to score, and can't score at all without
allowing you a counterplay.
The safest opening leads are cards below a five, since they don't allow the
opponent to make a fifteen right away. If you have only one low card, you may
want to save it for later; thus, with a hand such as K-Q-J-A, you lead the
King (the opponent is a little less likely to pair this than the Queen or
Jack, since those form runs more ways.) If instead you lead the Ace, the
opponent may play 11, you 21, and the opponent 31, which is bad for you.
But if you held K-Q-J-2, you should lead the 2 because now you can safely
pair any face card the opponent may play without worrying about a
three-of-a kind or an easy 31. The opponent could still hit 31 with a nine,
it's true, but this is much less likely.
If possible, try to cover yourself in case the opponent pairs you or makes
fifteen. For example, if you hold 2-3-6-9, lead the 3 rather than the 2,
because if it's paired you can make fifteen.
Try to figure out the opponent's likely hand from the cards he or she has
played so far. At the same time, try to disguise your own hand. If you have
two or three cards of the same suit, play them in preference to like cards
of other suits in order to mislead the opponent into thinking you have a
flush.
Low pairs such as Aces can be very good to hold when you need to peg a lot
of points. If the opponent says go, you can play them consecutively and score
the pair (plus a point for the go.)
If you're the dealer and you hold two cards that would form a run with a five
(3-4, 4-6 or 6-7), you have a good chance to score a run by saving these cards
if, as is fairly likely, your opponent holds a five. Your opponent won't
likely lead the five, and may well hold it to the end, after 31 has been
reached. Chances are then good that the last three cards played will give
you a run, plus a point for last card.
Every pegging decision should take into account the score of the game. If
you need to peg out because the opponent will count first and is likely to
go out, or if the opponent is close to pegging out and you just need to hold
on because you will count first, your pegging strategy will be very different
from your strategy early in the game. Ask yourself whether offense or defense
is more important and play accordingly. Suppose, for example, the opponent
leads a card that you can pair: Should you? Generally yes; even though it
risks giving your opponent a six-point play if the opponent was leading from
a pair. In the long run making the pair will gain more points than it will
lose. If, however, six points would give the opponent the game, you should
play differently, emphasizing defense. Similarly, it's all right to make a
run that may allow the opponent a longer run when you're playing offensively,
but not when defense is essential.
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