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How to Play Crib. Directions courtesy of Future Aids. Introduction Crib is a game where players must balance a number of different objectives, remain quick-witted enough to recognize combinations, and be able to add numbers swiftly. It's a game where experience counts for a great deal - though luck, of course, has a large part. Finally, it's a game where etiquette is important. The rituals associated with cutting and dealing, playing and pegging, as well as the terminology, all serve the useful purpose of keeping things in order, and help to give the game a flavor of its own. Cribbage requires a standard 52 card deck, with cards ranking from the King high to the Ace low. The face cards have a value of 10, with the other cards tallied according to their number, down to the Ace which is one. The Deal There are therefore three hands of four cards each for each deal. They are the opponent's hand, the dealer's hand, and the Crib The crib is counted by the dealer after each players hand has been played and counted. Starting the Game Playing the Hands Playing alternates until the sum of the cards played is 31, or until neither player can play without exceeding 31. Either player unable to play a card making the sum less than 31 says "Go," and the other player must go on playing. He continues playing until he reaches 31, or until he cannot play a card making the sum less than 31. The player coming nearest 31 scores a go and may peg one hole on the board. If either player makes exactly 31 he pegs two holes on the board. After a go, or after 31 has been reached, each player turns the cards he has played face down on the table in front of himself. The player who has the next turn begins the play again and the play continues in the same manner until all of the cards (8) have been played. The last card played scores one point, but if the last card makes 31 only two points are pegged and there is no last in this case. Scoring during Play Either player pegs two for 31, or one for Go or Last Card. Two, three or four cards played in succession, forming pairs, triplets or fours, entitle the player of the card completing a pair, triplet, or four to score. Peg two holes for a pair (for example 2 five's), six holes for three of a kind, and twelve holes for four of a kind (such as all four fives). If either player plays a card completing a sequence of three or more, he calls out "Run of three," and may peg three holes on the board. If either player plays an additional card making it a run of four or more, he calls out in the same manner and pegs four holes on the board. Sequences or runs need not be in numerical order. For example, 9-7-6-8 or 6-7-8-9 are runs of four. Ace is always low and is one in sequence with 2, but not in sequence with King. A-2-3 Yes. Q-K-A No. If a break in sequence is filled up, without the intervention of a card not in order, the player completing the sequence pegs one for each card in the sequence. For example, if 2, 3, 5, 6 have been played, and a player plays a 4, he pegs twelve (Run of 3, Run of 4, Run of 5). In playing the cards, each player tries to peg as many points as possible, by making the combinations indicated in the table of scoring combinations. Scoring of Hands Then the dealer does the same, first with his hand and the start and then with the Crib and the start. Note that the non-dealer may win by scoring game, 121, before the dealer can count his hand or Crib. Fifteens in hands or Crib are counted by adding together all the different cards (including the start), the indices of which will make exactly fifteen, without using the same set of cards more than once. As usual, tens and face cards are valued at ten each. Pairs, (two sevens for example) as well as sequences (such as 5-6-7) are scored as in playing the hands. If a sequence contains a pair such as 7-8-9-9, there are two sequences of three using two different combinations 7-8-9 and 7-8-9. In this event, remember that you have a double run of three with a pair that counts 8 points (3 for each run and 2 for a pair). Similarly, A double run of four (such as 4-5-6-7-7) has two runs of four, 4-5-6-7 and 4-5-6-7 with a pair and counts 10 points (4+4+2). Remember that the Start card will give you the fifth card needed for this to work. A triple run of three (such as 2-2-2-3-4) has three runs of three with three pairs and counts 15 points (3+3+3+2+2+2). Finally, a quadruple run of three, (such as 2-2-3-3-4) has four runs of three with two pairs and counts 16 points (3+3+3+3+2+2). A Flush in hand has four cards of the same suit and pegs 4. A hand or Crib containing four cards of the same suit as the Start pegs 5. His Nob: Jack of the same suit as the start in hand, or in Crib, counts one. After the first hand, the deal alternates and the opponent of the first hand now becomes the dealer and has the Crib. Play continues until one player first reaches 121 points and wins the game. Playing Last Cards The Go The Board Both players start at the same end of the board (usually to the left of the Dealer). They move their pegs up the outside row of 30 holes, then down the inside row of 30 holes. The first player to do this twice, plus at least one extra point (121 or more) WINS THE GAME. Four-Player Game
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