From 77e3814f0c0e3dea4d0032e25666f77e6f83bfff Mon Sep 17 00:00:00 2001 From: cgd Date: Sun, 21 Mar 1993 09:45:37 +0000 Subject: initial import of 386bsd-0.1 sources --- cribbage/cribbage.n | 226 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 226 insertions(+) create mode 100644 cribbage/cribbage.n (limited to 'cribbage/cribbage.n') diff --git a/cribbage/cribbage.n b/cribbage/cribbage.n new file mode 100644 index 00000000..084e0917 --- /dev/null +++ b/cribbage/cribbage.n @@ -0,0 +1,226 @@ + + CRIBBAGE + from + According to Hoyle + +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. + +Players: + + Two. There are variants for three and four players, described + later. + +Cards: + + 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 counting values are: K, Q, J, 10, each 10 +(wherefore these are called tenth cards); ace, 1; each other card, its +index value. + +Cribbage Board: + + Indispensable to scoring (unless you have a computer!, ed.) is +the device known as the cribbage board. This is a rectangular 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 +game holes. 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 pegs. 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 game end 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. + +Preliminaries: + + 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. + +Dealing: + + 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. + +Laying Away: + + After seeing his hand, each player lays away two cards face down. +The four cards laid away, placed in one pile, form the crib. The crib +counts for the dealer. Nondealer therefore tries to lay away balking +cards -- cards that are least likely to create a score in the crib. + +The Starter: + + After both hands have laid away, nondealer lifts off a packet from +the top of the stock (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 the starter. If it is a +jack, dealer immediately pegs 2, called 2 for his heels. + +The Play: + + 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 opponent 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 go 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.) + + Besides pegging for 31 and go, the player may also peg for certain +combinations made in play, as follows: + + Fifteen: + Making the count total 15 pegs 2. + Pair: + Playing a card of same rank as that previously played pegs + 2. Playing a third card of the same rank makes pair royal + and pegs 6. Playing the fourth card of the same rank + makes double pair royal 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.) + Run: + 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 run. 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 + arranged in a run. Example: 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. + + Showing: + After the play, the hands are shown (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: + + Fifteen: + Each combinations of two or more cards that total + fifteen scores 2. + Pair: + Each pair of cards of the same rank scores 2. + + Run: + Each combination of three or more cards in sequence + scores 1 for each card in the run. + Flush: + 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.) + His Nobs: + 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, pair +royal, counts 6 because three sets of pairs can be made; similarly, four +of a kind, double pair royal, contain 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 his nobs +adds 1 for a maximum score of 29. (the score of 2 for his heels does not +count in the total of the hand, since it is pegged before the play.) + + A double run 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 triple run is a run of three with one card triplicated, as K-K-K-Q-J. +Exclusive of fifteens, it counts 15. A quadruple run 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 order in showing is to count fifteens first, then +runs, then pairs, but there is no compulsion of law. Example: 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." + +Muggins: + + 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. + +Scoring: + + The usual game is 121, but it may be set at 61 by agreement. +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 lurched, and the other wins a double game. + +Irregularities: + + Misdeal. 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 dealing, or if the +pack be found imperfect. + + Wrong Number of Cards. 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. + +Error in Pegging: + + 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. + +Strategy: + + 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 near (likely to make a +sequence). When nothing better offers, give two wide cards -- at least +three apart in rank. + + Proverbially the safest lead is a 4. The next card cannot 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 on (toward a sequence) when you have close cards +and off 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. -- cgit v1.2.3-56-ge451