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Amiga Plus Special 25
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AMIGAplus Sonderheft 25 (2000)(Falke)(DE)(Track 1 of 4)[!].iso
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Spiele
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Cribbage
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Cribbage Rules
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1980-01-04
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|| CRIBBAGE ||
//v1.0 //
Cribbage is one of the oldest card games and is primarily a game for two. It
can, however, be played by three or four.
There are three distinct forms of the game, known respectively as Five-Card,
Six-Card and Seven-Card Cribbage. They differ in the number of cards dealt to
each player. These instructions begin with the Five-Card version which, from
the point of view of tactical interest, is considered by many to be the best
game of the three, in spite of its simplicity. The "*" symbol is displayed
where slightly different rules apply to the Six- and Seven-Card versions, and
explanations may be found near the end of these instructions.
The objective of all forms of Cribbage is to reach a stated number of points
before one's opponent does; at Five-Card Cribbage the game is 61 up *. For
scoring purposes a special board with holes and pegs is ordinarily used. This
makes it possible to see at a glance that one's opponent has scored correctly,
and shows throughout the game the relative positions of the two players.
The players cut for deal and whoever cuts the lower card is the dealer. (For
this purpose the Ace ranks as low). The non-dealer is immediately awarded
three points; these points are called "Three for Last" * and are intended to
compensate the non-dealer for the slight disadvantage which would otherwise
accrue. The dealer deals five cards face down to each player.
Each player looks at his hand and discards two of his five cards; these
discards are set aside and form what is called the Crib. Since the score in
the Crib always accrues to the dealer the principle of discarding is different
for the two players. The non-dealer will throw cards which, so far as he can
judge, are of no advantage to his opponent, while, at the same time, he must
try to retain cards which are of advantage to himself. The dealer, on the
other hand, while also considering the scoring possibilities of his own hand,
will try to secure a useful Crib.
The cards for the Crib having been set aside, the non-dealer cuts the
remainder of the pack to the dealer. The card revealed becomes what is known
as the "Start" and plays an important role later in the game. If the "Start"
happens to be a Jack the dealer is immediately awarded 2 points, and these
are known as "Two For His Heels".
Now begins "The Play" of the cards. Each player will have three cards in his
hand and, beginning with the non-dealer, each in turn lays a card face up on
the table endeavouring to score the maximum number of points.
In the following notes the pip value of a Court card is 10.
//POINTS SCORED IN PLAY//
1 Pairs
A player scores a Pair (2 points) when he plays a card of the same
denomination as that last played by his opponent. For example, suppose the
non-dealer leads off with a Queen; if the dealer puts down a second Queen he
scores 2 points.
2 Pairs Royal
If a third card of the same denomination is played in succession, whoever
has played it scores a Pairs Royal (6 points). The reason why a Pairs Royal
carries 6 points is that, from the three cards of the same denomination,
three pairs can be formed.
3 Double Pairs Royal
If a fourth card of the same denomination is played in succession, whoever
has played it scores a Double Pairs Royal (12 points). From four cards of
the same denomination six pairs can be formed; hence the 12 points.
4 Runs or Sequences
If three cards played in succession can be so arranged to form a sequence of
three, the player of the third of these cards is awarded 3 points for his
Run. Thus, if the first card played is a 3, the second is a 4, and the third
a 5, 3 points are scored when the last-named card is played. But equally
these points are scored if the cards are played in any other order, ie
5,4,3; 5,3,4; 4,5,3 and so on. Runs are not only scored for a sequence of
three cards, but for a sequence of four, five or six. As before, points are
scorable at the conclusion of the Play of any number of cards which can be
arranged in sequence. Hence, it is not necessary for a Run of four to have
been preceded by a Run of three.
5 Fifteen
If two or more cards are so played that their pip count equals fifteen, the
player who plays the last of them scores 2 points. Thus, if the non-dealer
leads off with an 8, the dealer can play a 7, making fifteen, and scoring 2.
If the non-dealer first plays a 6, and the dealer a 5, the non-dealer can
now play a 4, making a Fifteen and a Run of three, and scoring 5 points
altogether.
6 Thirty-one
The pip total of the cards played may not exceed thirty-one. A player
playing a card which makes this exact total scores 2 points. Thus, if the
first three cards are 10,9,6, another 6 may now be played for which he
scores 4 points: 2 for the Thirty-one and 2 for a Pair. Once Thirty-one has
been reached, no further cards are played. *
7 One for Last
A player who cannot play another card without exceeding the permitted total
of thirty-one says "Go". If his opponent can also play no further cards he
also says "Go". If, however, his opponent can play another card, he does so,
scoring "One for Last", unless the play of that card makes the total thirty-
one, when he scores 2 as explained above.
The Play of the hand is now over and the players proceed to what is called
"The Show".
//THE SHOW//
The non-dealer "shows" his hand first; then the dealer. Lastly the dealer
turns up the four cards which have been thrown into his Crib, and that, too,
is "shown", its score accruing to the dealer.
Scoring in the Show is on much the same lines as scoring in Play. For the
purposes of the Show, the "Start" card plays its part in all three scores. It
becomes, that is, an element in both hands and in the Crib.
Suppose, for example, that the non-dealer holds K,5,5, that the dealer holds
7,6,6, that there is a Q,4,3,3 in the Crib, and that the "Start" card is
another 5. For scoring purposes, the hands now are:
Non-dealer -> K,5,5,5 Dealer -> 7,6,6,5 The Crib -> Q,5,4,3,3
In this example the non-dealer's cards, worth only 6 points in themselves, are
now worth 14. Dealer's cards, worth only 2, are now worth 8. The Crib cards,
worth only 2, are now worth 12.
1 Fifteens //(Court cards count as 10 for this purpose).//
As in Play, any combination, whether of two or more cards, which totals
Fifteen counts 2 points. The same card can be counted in more than one
Fifteen, provided that the other components of the Fifteen are different.
Thus, for 10,5,5 and 9,6,6 "Fifteen four" is scored. In each of these
combinations, one card scores twice.
2 Pairs
As in Play, any two cards of the same denomination rank as a Pair and score
2. Thus, a hand consisting of 9,9,6,6 scores 12, for there is "Fifteen
eight" here (each 9 combined with each 6) and also two Pairs.
3 Pairs Royal
As in Play, any three cards of the same denomination rank as a Pairs Royal
and scores 6 points. Thus, a hand containing 9,3,3,3 scores 12 because there
are also three Fifteens here.
4 Double Pairs Royal
As in Play, any four cards of the same denomination rank as a Double Pairs
Royal and scores 12.
5 Runs
Any three or more cards which can be arranged in sequence count as a Run of
three, four, or five. Moreover, as with Fifteens and Pairs, the same card
can be included in two or three Runs. Thus, if in a hand one has 3,3,4,5,
one scores 6 for two Runs of three (plus, of course, 2 for Fifteen and 2
more for a Pair).
6 Flushes
Here is a scoring feature which does not count in the Play. If the three
cards in the hand are all of the same suit, 3 is scored for a Flush. If the
"Start" card is is of the same suit as these three cards, 4 is scored for a
Flush of Four. In the Crib, however, there is no score for four cards of a
suit; the Flush is only scorable where five of a suit appear.
7 His Nob
"One for His Nob" is scored where hand or Crib contains a Jack of the same
suit as that of the "Start" card.
//The highest possible single score (29) in Five-Card Cribbage is obtainab