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Cribbage
An exciting card game that blends strategy, chance, and simple math.
Rules and Instructions
NOTE: To play this game, your Web browser must be
able to run Java applets. This applet runs best on Netscape, Firefox, Opera, and
some versions of Internet Explorer. The game runs slowly
on some computers.
Java applet created by Eric Peterson, 17, Washington, D.C.
Rules and Instructions
This two-player game is played with 52 cards, ranking from King (high) to Ace (low). In this version, the computer is your opponent.
The players take turns dealing the cards. Each player receives six cards. Each player then lays away two of them to reduce his or her hand to four cards. The four cards that are laid aside, two from each player, is called the crib, which belongs to the dealer but is not exposed or used until after the play.
After the crib is laid away, the person who didn't deal the cards cuts the pack to reveal a card. This card is the starter. If the starter is a jack, the dealer scores (or pegs) 2 points at once. The starter is not used in the play.
After the starter is turned up, the non-dealer lays one of his cards face up on the table. The dealer similarly exposes a card, then the non-dealer again, and so on. Each player keeps his cards separate from those of his opponent.
As each person plays, he announces the total reached by the addition of his card to those previously played. For example, if the non-dealer begins with a 4, he says "Four." If the dealer then plays a 9, he says "Thirteen." The kings, queens, and jacks count 10 each. Every other card counts its value (ace being one).
During the play, the running total of cards may never be carried beyond 31. If a player is unable to add another card without exceeding 31, he says "Go" and his opponent pegs 1. But the player gaining the go must also lay down any additional cards he can without exceeding 31. Besides the point for go, he is then entitled to any additional points he can make through pairs and runs. If a player reaches exactly 31, he pegs 2 instead of 1 for go.
The count then restarts at zero. The lead card may not be combined with any cards previously played to form a scoring combination.
Playing the last card of all pegs 1 for go, plus 1 extra if it brings the count to exactly 31.
The object in play is to score points by pegging. In addition to go, a player may score for the following combinations:
Fifteen. For adding a card that makes the total 15, peg 2.
Pair. For adding a card of the same rank as that played last previously, peg 2. (Note that face cards pair only by actual rank, jack with jack, not jack with queen).
Triplet. For adding the third card of the same rank, peg 6.
Four. For adding the fourth card of the same rank, peg 12
Run. For adding a card that forms, with those played last previously, a sequence of three or more, peg 1 for each card in the sequence. Runs are independent of suits, but go strictly by rank. For example, 9-10-J is a run but 9-10-Q is not.
When play ends, the three hands are counted in order: non-dealer's hand (first), dealer's hand, crib (last).
The starter is considered to be part of each hand, so that all hands in the counting comprise five cards. Following are the basic formations of scoring value:
Fifteen. Each combination of cards that totals 15 counts 2.
Pair. Each pair of cards of the same rank counts 2.
Run. Each combination of three or more cards in sequence counts 1 for each card in the sequence.
Flush. Four cards of the same suit in hand (not crib, and not including starter) count 4. Four cards in hand or crib of the same suit as starter count 5. No count for four-flush in crib not of same suit as starter.
His Nobs. Jack of the same suit as starter counts 1.
Note: Each and every combination of two cards that make a pair, or two or more cards that make 15, or three or more cards that make a run, count separately.
The game ends when one player reaches 121 points. Play ends the moment either player reaches the total, whether by pegging or counting his hand.
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