CRIBBAGE

 
This is another game that has been well written about by many experts, but they have all omitted one or two minor, but important points, which if not clarified could cause confusion and arguments.

In it's original form, the game of Cribbage was known as NODDY and is probably one of the oldest card games still in existence today. Cribbage, known simply as Crib, has been popularly accredited to being invented by the English poet and soldier, Sir John Suckling. (1609 - 1642)

Crib is a game for either 2 players or 4 players playing as two sets of partners. A three handed version has been developed but it's popularity is strictly limited.

In the not too distant past, Crib was a firm favourite with servicemen and in pubs and clubs. Like most other card games, it's popularity has waned in favour of watching TV or listening to a "turn" in the club.

The game is played using an ordinary pack of cards with the jokers removed and a CRIB BOARD for scoring on. Scoring could be done on a piece of paper, calculator or even an abacus, but a Crib Board is much more efficient and anyway it is traditional. The Crib Board can also be used as a scoring device for other card games.

The Crib Board, which can be bought quite cheaply at any shop that sells games and things, is usually made from a piece of wood or plastic and even metals like brass or copper and is about 12" long, 2½" wide and ½" thick. Highly expensive ornamental Crib Boards were carved from a variety of materials, including ivory, by master craftsmen in days gone by. No doubt that out in the Far East there are still a number of these gifted craftsmen still carving superb Crib Boards.

There was a time that, for the sake of asking, breweries would supply free of charge, packs of cards and crib boards, which of course advertised the brewery's name. Pubs, clubs and any bona fide organisation were the benefactors of this unprecedented generosity and on occasion, the general public.

The Crib Board had holes drilled in it, of a diameter that would comfortably seat a match. These holes were drilled in the surface of the board in 2 lots of 6 groups of 10 holes with 2 holes on their own at one end. Also drilled into the board end were two holes some 3" deep into which were housed the pegs when not in use. Each group of 10 holes was arranged as two parallel rows of five holes. Therefore, starting at one end in the outside lane, going all the way to the other end and back down the inside lane and going all the way round again and finishing in the single hole on its own, it was possible to score 121 points. 121 is the score required to win one leg at Crib.

When using the Crib Board to score, 2 pegs or matches per player or team are used. On scoring the first points, say 2, the first peg is placed in the second hole up the outside lane. On scoring more points, say 4, the second peg is placed in the fourth hole after the first peg. The first peg is left in place until a third score is made. To peg the next score, the first, or rear, peg is used and placed ahead of the second peg in the appropriate hole. So, every time a score is pegged the rear peg is used and placed the appropriate amount ahead of the leading peg. This leap frogging method ensures that the last score pegged is always displayed and that "mistakes" can be spotted easily.

The rules of play differ only slightly between the 2 and 4 player game. For the 2 player game, each player is dealt 6 cards, 2 of which are set aside to make up the "box" or "crib" of 4 cards. For a 4 player game, each player is dealt 5 cards, one of which is set aside to form the Crib of still 4 cards.

In a 4 player game, the game is played as a partnership of two players who sit opposite each other. A game, in all cases, is the best of three legs and each leg is the first to reach 121 points, or twice round the board plus one.

The partners are selected by choice or chance in a 4 handed game.

The dealer is selected (usually by cutting the cards method) and the Crib always belongs to the dealer. The deal changes after each hand in the two handed game and passes left in the four handed game. There are no trumps or tricks in this game. For the purposes of play and scoring, all pictures count as ten and all other cards at face value, with the Ace as one.

The dealer shuffles the cards and offers the pack to his opponent, to cut. In the case of 4 players, the player on the dealer's right, cuts. The dealer deals six card, one at a time to each player and places the remainder of the pack in the centre of the table and FACE DOWN. The Crib Board is placed between the players and to one side, ready for immediate use.

Each player looks at their cards and discards 2 cards, FACE DOWN to the crib, which is placed by the dealer's right hand. NO ONE MAY LOOK AT THIS CRIB UNTIL THE HANDS HAVE BEEN PLAYED OUT AND THEIR SCORES PEGGED and even then it is the dealer's privilege to look at the crib. It is bad form for the opponent, or even partner, to attempt to look at the crib.

Once the crib has been set aside, the non-dealer or player to the dealer's right, cuts the cards and the top card after the cut, is turned over by the dealer, whilst the non-dealer replaces the cut portion of the pack and then the dealer places the "cut" card on top of the deck, FACE UP. If a Jack has been turned up, the dealer scores 2 points and usually says, "Two for doing it" whilst pegging the score.

The non-dealer or person to the LEFT of the dealer starts the game by playing a card out of his hand onto the table in front of him, face up and calling out it's value or which picture it is.

The next player plays a card out of his own hand by placing it face up in front of himself, at the same time calling out the total value of the cards played so far, as well as stating how many points scored and for what reason.

The total value of the cards played so far is the total value from BOTH or ALL players.

E.g.
Player A plays a 2 and says, "Two"
Player B plays a 3 and says, "Five"
Player A plays a 4 and says, "Nine for 3 (points) a run of 2 3 4."
Player B plays a 6 and says, "Fifteen for 2" (points)
And so on and so on.

Play continues in turn until the total of the cards played reaches a maximum of 31. This total cannot be "Bust."

If a player plays a card so that the total reaches exactly 31, that player scores 2 points.

If a player plays a card so that the total reaches a figure less than 31 and no other player can play, that player scores 1 point for last card, unless that player's score is within 6 points of winning the leg.

A player must play if able to do so, even if it means playing two or three cards consecutively.

E.g.
Player A plays a K. Total is 10.
Player B plays a A. Total is 11.
Player A plays a Q. Total is 21.
Player B plays a 2. Total is 23.
Player A cannot play because he has a Q and a J left in his hand.
Player B plays a 3. Total is 26.
Player B plays a A. Total is 27 for 4 points.
(3 points for a run of 2 3 1 & 1 point for last card under 31)

When the score reaches 31 or under and the last card has been played and there are still more cards to be played for that hand, the played cards are turned face down. Play continues starting with the player who would normally follow the player who played the last card.

Player A plays a Q. Total is 10.
Player B cannot play - no cards left.
Player A plays a J. Total is 20 for 1 point for last card.

Once all the cards have been played, each player places his cards on the table face up and calculates and pegs the score that those cards add up to. At this stage and for the purposes of scoring, the turned up card on top of the stack is counted as part of each player's hand and crib.

It is bad form to actually pick up the turned up card and place it in your hand or crib to assist in calculating the score. Other players need the card also.

The first person to actually peg their score after the hands have been played out, is the non-dealer or non-dealing partnership. This is extremely important particularly towards the end of a leg as only one person can win.

In some Crib schools, when playing a foursome, the first person to peg their hand is the person to the left of the dealer. The next person to his left then pegs their score, then the person to his left pegs his score and finally the dealer.

Once all the hand's scores have been pegged, the dealer attends to the crib and pegs the points contained therein. It is not necessary to score exactly 121 to win the leg, 121 is the minimum score. However, it is important that the non- dealer pegs his hand score first as both players could be so close to winning that either player's hand score could get them home and only one person can be first home.

Scoring at Crib is a complex affair, but once learned, many players can just glance at a particular hand to KNOW what the score adds up to.

The maximum that can be scored in a hand or crib is 29 and the minimum is NIL. It is impossible to score 19 or 25 or 26 or 27. Some players, when their hand or crib does not score any points, will say that their hand scores 19. (meaning none) This can be somewhat confusing to newcomers to the game but it is all part of the rich tapestry of life.

During the course of play and when adding up the points in the hand or crib, if two or more cards add up to 15, then 2 points are scored.   2 points are scored for a pair. (two of a kind)
  6 points are scored for a prial. (three of a kind)
12 points are scored for 4 of a kind.
  3 points are scored for a run of 3 cards. (Only during play)
  4 points are scored for a run of 4 cards. (During play and in hand and crib)
  5 points are scored for a run of 5 cards. (During play and in hand and crib)
  6 points are scored for a run of 6 cards. (Only during play)
  7 points are scored for a run of 7 cards. (only during play)
  4 points are scored for a flush of 4 cards. (Hand only)
  5 points are scored for a flush of 5 cards. (Hand and Crib)
A Jack in the hand or the Crib which is of the same suit as the turned up card, scores 1 point.
A run scored during play can be in any order. 1 2 3 4 or 2 4 3 1 or 4 1 3 2 etc.

To a beginner, the scoring can be very confusing and the beginner may try to use the same two or more cards to add up to fifteen but using a different order. This is not the correct way. Once two or more cards have been used to add up to fifteen, then at least one of those cards must be changed before adding up a further fifteen. Thus, if a player's hand contains a 4 of clubs, a 5 of hearts, a 6 of spades and a 5 of clubs, the 4 of clubs, 5 of hearts and 6 of spades add up to fifteen as do 4 of clubs, 5 of clubs and 6 of spades. The 5 of clubs, 6 of spades and 4 of clubs do not add up to fifteen. They have already been used.

EXAMPLES OF SCORING DURING PLAY

A plays a 7. Total 7 for 0 pts.
B plays a 8. Total 15 for 2 pts.
A plays a 9. Total 24 for 3 pts. (For a run 7 8 9)
B plays a 6. Total 30 for 5 pts. (4 pts. for a run of 7 8 9 6 & 1 pt. for last card)

The cards are turned over & play continues.
A plays a 8. Total 8 for 0 pts.
B plays a 7. Total 15 for 2 pts.
A plays a 7. Total 22 for 2 pts. (For a pair of 7's)
B plays a 7. Total 29 for 7 pts. (6 pts, for 3 of a kind & 1 pt. for last card)

 
E.G.
B plays a 6. Total 6 for 0 pts.
A plays a 6. Total 12 for 2 pts. (For a pair of 6's)
B plays a 6. Total 18 for 6 pts. (For 3 of a kind)
A plays a 6. Total 24 for 12 pts. (For 4 of a kind)
B plays a 7. Total 31 for 2 pts. (For last card on 31)

The cards are turned over & play continues.
A plays a 5. Total 5 for 0 pts.
B plays a 5. Total 10 for 2 pts. (For a pair of 5's)
A plays a 5. Total 15 for 9 pts.
          (2 pts. for a 15, 6 pts. for a prial of 5's and 1 pt. for last card under 31)

 
EXAMPLES OF HANDS

H A N D

5C - 5S - 5D - JH
Scores 29 pts.

5C & JH = 15 for 2 pts.
5H & JH = 15 for 2 pts.
5S & JH = 15 for 2 pts.
5D & JH = 15 for 2 pts.
5C 5D & 5H = 15 for 2 pts.
5C 5S & 5D = 15 for 2 pts.
5S 5D & 5H = 15 for 2 pts.
5C 5S & 5H = 15 for 2 pts.
4 of a kind = 12 pts.
Jack of Hearts = 1 pt.

TURNED UP CARD
5 of Hearts

C R I B

4C - 4D - 6S - 6H
Scores 24 pts.

4C 5H 6S = 3 pts for a run.
4C 5H 6H = 3 pts for a run.
4D 5H 6S = 3 pts for a run.
4D 5H 6H = 3 pts for a run.
4C 5H 6S = 15 for 2 pts.
4C 5H 6H = 15 for 2 pts.
4D 5H 6S = 15 for 2 pts.
4D 5H 6H = 15 for 2 pts.
Two 4's = 2 pts.
Two 6's = 2 pts.

 
 

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