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The Rules of
Cribbage
Cribbage has been enjoyed
for centuries. It obviously offers the players an opportunity for fun
and challenge. There is opportunity for luck as well as opportunity to
exercise one’s skills in discarding and play. Although the game is not
difficult to learn it is important to be aware of the basic rules before
beginning. Here you will learn the basics and with practice you will learn
strategies and develop skills.
Dealing: The
deck is cut to see who will deal. The player that cuts the lowest card
deals. For a game with two players six cards are distributed to each.
Each player will then discard two cards to form the crib. If there are
three players five cards are dealt to each and each player discards one
card into the crib. The player to the right of the dealer will then cut
the deck and throw one card into the crib. If a Jack comes up the dealer
scores two points. The only time this is not true is within the last three
holes (119, 120, or 121).
Pegging Points:
It is now time for the non-dealer to play any card from their hand face
up, calling out its value as he makes the play. The dealer will then do
the same, calling out the total of the two cards. The players will continue
in this manner until one reaches 31 - one must not exceed 31. If a player
cannot make a play without exceeding 31 he must call ‘go’, which instructs
his opponent to continue playing as many cards as possible without going
over 31. A player that reaches 31 exactly pegs two points. When neither
can play anymore cards a new count is started. This count will be led
in the same order of plays.
Once a player removes
his hand from a peg (after scoring/recording points) his score cannot
be changed unless he scored himself too many points. Pegging is also done
during the play when combinations are made. For example, if your play
makes the total count 15 you will score two points.
If you create a pair
by matching the card(s) played by your opponent you will score two points.
For three of a kind
you will score six points.
Four of a kind is
worth 12 points.
Points are also scored
for sequences of cards – regardless of the order in which they are played.
For example, 9, 10, 8 would score three points for the last player. If
the next player follows with a 6 and you play a 7 you will score 5 points.
If a 7 or Jack is played instead of the 6, 4 points will be scored.
To score your hand,
four points are awarded if all cards are of the same suit. An additional
point is credited if the turned up card is also the same suit. If the
same suit is in the crib and the turn up card points are awarded accordingly.
The hand is not counted until all cards have been played. The person to
the left of the dealer counts first. The count follows in a clockwise
direction. The dealer always counts last.
Counting Your Hand:
When counting, any combination that adds up to 15 is worth two pints.
Any run will be worth 1 point per each card in the run. If you turn up
a 6 and you have 4,5,6,7, you will then have a double run. Runs do not
have to be in the same suit. You will also have “15,2” and a ‘Pair” for
2 points. If all the cards in your hand are the same suit you should count
1 point for each card. But the crib must also have the turn up card the
same suit.
Points:
2 of a kind = 2 points
3 of a kind = 6 points
4 of a kind = 12 points
1,2,3 in a run, (cards must be in an uninterrupted sequence, but it is
not necessary that they are played in consecutive order) = 3 points
1,2,3,4 in a run, (sequence) = 4 points
1,2,3,4,5 in a run (sequence) = 5 points
In any run 1 point is scored per card.
2 points are scored for any cards that add up to 15. 8+7=15, 9+6=15,
etc. 4+5+6=15, 10+5=15, J+5=15, Q+5=15, K+5=15
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