home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Assassins - Ultimate CD Games Collection 4
/
Assassins 4 (1999)(Weird Science).iso
/
docs
/
cards-&-quiz
/
cribbage.doc
< prev
next >
Wrap
Text File
|
1992-09-02
|
10KB
|
205 lines
Rules for two player, six card Cribbage.
Requirements
One pack of fifty-two playing cards with jokers removed.
One crib board. (or scores can be kept on paper if preferred.)
Outline
The aim of the game is to be the first player to travel twice around
the crib board and reach the home hole (the equivalent to 121 points).
Aces are worth 1 only. All picture cards are worth 10. All other cards
are worth face value.
Starting play
The cards are shuffled and each player cuts a card from the pack.
The player with the lowest card is the first dealer.
Dealing
The dealer shuffles the pack. The non-dealer cuts the deck. The dealer
then deals six cards to each player and the remaining pack is placed
face down on the table.
Laying away
Each player selects two of his/her cards and places them face down
to make the dealers crib, or box. These four cards are put aside
and will not be used until later in the game. The non-dealer then
cuts the deck and the dealer turns the top card face up on top of
the deck. If this card is a Jack, the dealer scores `2 for his
heels'.
Pegging
The non-dealer selects a card from his/her hand and lays it face up on
the table. The dealer then lays a card, and so on. Throughout this
round each players cards must be kept separate as the two hands will
be used again afterwards. As each card is laid, the running total is
announced by the player laying the card. If a player cannot lay a card
without the total exceeding 31, he/she says 'go' and play passes to
the other player, who, if they can, continues to lay cards until they
either run out of cards, or they too cannot lay without exceeding 31.
When neither player can go, the player that laid the last card scores
1 point, unless the total is exactly 31, in which case he/she scores 2
points. If either player has any cards remaining, the cards already
laid are turned face down and play resumes with a new running total.
The player who didn't lay the last card lays the next card, unless
he/she has no cards remaining in which case the remaining player plays
alone until he/she is also out of cards.
During the pegging round, additional points can be scored from
fifteens, pairs, or runs, but not flushes, or his nob. (See 'Ways of
scoring' for more details). Fifteens are only scored when the running
total is fifteen, ie. all the cards so far laid must be used. Pairs
and runs are scored with the last cards laid in sequence by both
players. For example, if the non-dealer lays a 6, then the dealer lays
an 8, the non-dealer cannot then lay another 6 to score a pair even
though he/she has two 6's together in their pile. He/she could however
lay an 8 to score a pair, or a 7 to score a run of three. Note that
the components of the run can be laid in any order as long as the
sequence of cards is not interrupted. Note also that although the card
face up on the pack is visible throughout, it is not used during this
round.
Scoring
Once the pegging round is complete, each player gathers his/her cards
together to make their respective hands once more. The non-dealer
scores his/her hand first by laying them face up on the table. As a
matter of tradition fifteens are scored first, followed by pairs, then
runs or flushes, and lastly his nob. Note that the card face up on the
pack is now considered part of each player's hand, however it should
not be moved.
As an example a hand containing :
4 of hearts, 5 of clubs, 6 of spades, and Jack of hearts, with 6
of hearts on the pack
would be scored as follows. "Fifteen 2, fifteen 4, fifteen 6, 2 for a
pair is 8, 6 for runs is 14, and 1 for his nob is 15." This procedure
is not essential but it is common practice and can prove useful. Once
the non-dealer has scores his/her hand, the dealer scores his/her hand
in the same manner. Then the dealer turns the box face upward and
again scores it in the same way. (See Ways of scoring / Flushes for
the one exception). Once all the scores have been added, and assuming
that nobody has won, the non-dealer becomes the dealer and play begins
again.
Muggins
This is an optional rule which isn't often used and with more
experienced players it is unlikely to be useful. If you are playing
with 'muggins', any points that are missed at any point during the
game can be claimed by the other player.
If you intend to use this rule, it should be made clear at the start
of the game, and missed points should not be claimed until it is clear
that they have been overlooked so as to avoid any disagreements. As I
mentioned earlier, experienced players are very unlikely to miss any
points so this option becomes somewhat redundant.
Ways of scoring
Fifteens : Any two or more cards totalling fifteen score 2
points. Aces count as 1, and all picture cards
count as 10. During the pegging round all of the
cards so far laid must total fifteen.
Pairs
any two cards of the same value score 2 points. For
pairs all cards have face value, including picture cards.
Prial
Any three cards of the same value scores 6 points.
This is because three cards the same contain three
distinct pairs. (AB, AC, and BC).
Double pair royal
Similarly, four cards of the same value
contain six distinct pairs,
(AB, AC, AD, BC, BD, and CD) and therefore
score 12 points.
Note it is not usual to refer to prials and
double pair royals, simply "6 for pairs",
or "12 for pairs" respectively.
Runs
A sequence of at least three cards of consecutive value
scores 1 point for each card in the sequence. ie. a run
of three scores 3 points etc.. The cards may be of
different suits. Aces can only run with two's and
three's etc. and Kings can only run with Queens and
Jacks etc.. Queen, King, Ace is not a run.
Flushes
Four or five cards of the same suit. The cards can be
of any value. Flushes can not be scored during the
pegging round and the rules differ slightly depending
on whether a hand or a box is being scored. If in a
hand, a flush can either consist of just the four
cards in the hand, with the card on the pack being of
a different suit, for 4 points, or all five cards of
the same suit for 5 points.
If in a box, a flush can only consist of all five
cards being of the same suit for 5 points.
His nob
If a Jack is held in either the hand or the box and
it is of the same suit as the card on the pack, then
1 point is scored for his nob.
His heels
If a Jack is turned up on the pack after the box
has been laid away, then the dealer scores 2 points
for his heels.
How to use a crib boar
_____________________________________
| ..... ..... ..... ..... ..... ..... |
| ..... ..... ..... ..... ..... ..... |} First player.
|. |
| ..... ..... ..... ..... ..... ..... |
| ..... ..... ..... ..... ..... ..... |} Second player.
|_____________________________________|
The crib board consists of four rows of thirty holes,
divided into sets of five, with an additional hole at
one end called the home hole. One player uses the top
two rows, and the other player uses the bottom two rows.
Scoring starts at the home end and progresses along the
outermost rows. Once a player reaches the end, they
return along the innermost rows. When playing six card
cribbage, each player must make two complete circuits
of the board before entering the home hole.
Each player uses two pegs to indicate their relevant
scores. The foremost peg indicates the current score,
with the trailing peg being moved to become the front
peg when another score is made.
For example, just looking at one
player. An initial score of 7 is
shown thus...
______________________________________
| ..... .I... ..... ..... ..... ..... |
| ..... ..... ..... ..... ..... ..... |
|. |
| ..... ..... ..... ..... ..... ..... |
| ..... ..... ..... ..... ..... ..... |
|_____________________________________|
Then a further score of 16 would be
indicated by...
_____________________________________
| ..... .I... ..... ..... ..I.. ..... |Note that the peg in position 7
| ..... ..... ..... ..... ..... ..... |has not moved.
|. |
| ..... ..... ..... ..... ..... ..... |
| ..... ..... ..... ..... ..... ..... | _____________________________________
|_____________________________________|
Example hands
Here are a few examples of the types of hands you could see and
how to score them. Don't worry if you're inexperienced and it all
looks very complicated, with practice it will become second
nature. Some experienced players can actually recognise the value
of a hand without actually working it out.
If you are new to Cribbage, I hope this has been some help, and that you
enjoy playing and learning the intricacies and tactics which you will
discover beneath the bare rules outlined here. As a small taster, whilst
pegging, you may be able to work out the cards your opponent is likely to
have in his/her hand from those he/she has already laid!!! (Honest!)
Happy games.