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Hoyle's Games Modernized

Chapter 4: CRIBBAGE.
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About This Book

This manual compiles rules, laws, and practical guidance for a wide range of parlor, card, board, and table games, covering whist, bridge (including auction bridge), poker variants, baccarat, cribbage, backgammon, chess openings and endgames, billiards, pool and snooker, roulette and related games. Each game entry provides equipment and terminology, detailed rules and scoring, exemplified play, strategic hints, and when relevant, official laws and maxims. Chapters include diagrams, example hands and notation, and new or modernized variants. The volume serves as a reference for players seeking authoritative rules, scoring conventions, and concise instructional advice across traditional recreational games.

If a combination, duly scored, is broken up, one or more cards must be substituted, either from the cards upon the table or from the hand of the player, to entitle him to a fresh score. There is an apparent exception to this rule in the fact that, if a player has declared two independent marriages in the same suit, and all four cards are on the table simultaneously, he may make two more declarations of marriage with the same cards. In truth, however, this merely follows the rule. King 1 (already "married" to queen 1) may again be married to queen 2; and king 2 (already married to queen 2) to queen 1 in like manner.

A player who has two or more declarations to score may elect which he will score first, the other remaining in abeyance; e.g. a player having declared Four Kings, including the king of spades, and subsequently declaring Bézique (the king of spades still remaining on the table) would ipso facto become entitled to score a Marriage, royal or ordinary, as the case might be. We will suppose the former. In such a case, he would say, "I score forty, and forty for marriage to score." This declaration should be repeated, by way of reminder, after each trick, till actually scored. If, in the meantime, the player becomes entitled to score some other combination, he may, on winning a trick, score the latter in preference to the one previously declared, still keeping this in reserve. The mere fact of having declared a given combination "to score" does not preserve the right to score it, if in the meantime the declarant either plays one of the cards composing it or makes use of them to score some higher declaration of the same class.

The last nine tricks are played like the last eight in the ordinary game; but the winner of the last trick, instead of 10, scores 50.

How the Score is dealt with.

The game is complete in one deal, and is won by the player who scores most points, according to the foregoing table, exclusive of brisques. These latter are only taken into account where the scores are otherwise equal. If, after the addition of the brisques, the scores are still equal, the game is drawn.

There is one other case in which the brisques are reckoned. The score of 1000 points is known as the "Rubicon," and a player not reaching this score is "rubiconed." In this case, also, each player adds in his brisques; and if the score of the loser is thereby brought up to 1000, he "saves the rubicon."

Assuming that the rubicon is saved, the score of the loser is deducted from that of the winner, fractions of a hundred being disregarded in both cases. To the difference are added 500 points for game, and the total is the value of the game, the stakes being usually so much per hundred points. If it happen that the difference between the two scores is less than 100, it is reckoned at that figure, making, with the 500 for game, 600. Thus, if the respective scores are, A, 1510; B, 1240; A wins 1500 - 1200 + 500 = 800. If A's score were 1550, and B's 1520, A would win 100 + 500 = 600.

If B is rubiconed, the value of the game is computed after a different method. The points made by him (still disregarding fractions of a hundred) instead of being subtracted from, are added to the score of the winner, who is further entitled to 1000 for the game and 300 for brisques.[12] Thus, if A has won 1320, and B 620, the value of A's game will be 1300 + 600 + 1000 + 300 = 3200.

If the rubiconed player has scored less than 100, that amount (100) is added to the score of the other player, as well as the 1000 for game and 300 for brisques, as before mentioned.

THE LAWS OF RUBICON BÉZIQUE.
Shuffling.

1.—Rubicon Bézique is played with four packs of thirty-two cards, shuffled together.

2.—Each player has a right to shuffle the pack. The dealer has the right of shuffling last.

3.—The pack must not be shuffled below the table, nor in such manner as to expose the faces of the cards.

Cutting.

4.—A cut must consist of at least five cards, and at least five must be left in the lower packet.

5.—The cards rank as follows, both in cutting and in playing: ace (highest), ten, king, queen, knave, nine, eight, seven (lowest).

6.—The player who cuts the higher card has choice of deal, seats and markers. The choice determines both seats and markers during the play.

7.—If, in cutting for deal, a player expose more than one card, he must cut again.

8.—The cut for deal holds good even if the pack be incorrect.

9.—If, in cutting to the dealer, or in reuniting the separated packets, a card be exposed, or if there be any confusion of the cards, there must be a fresh cut.

Dealing.

10.—The dealer must deal the cards by one at a time, giving the top card to his adversary, the next card to himself, and so on; or by three at a time, giving the top three cards to his adversary, the next three to himself, and so on; until each player has nine cards. The undealt cards (called the "stock") are to be placed face downward, in one packet, in the middle of the table, to the left of the dealer.

11.—If the dealer deal the cards wrongly, he may rectify the error, with the permission of his adversary, prior to either player having taken up any of his cards.

12.—If, after the deal, and before the dealer has played to the first trick, it be discovered that either player has more than nine cards there must be a fresh deal. If it be similarly discovered that either player has less than nine cards, the deal may be completed from the top of the stock by mutual agreement, otherwise there must be a fresh deal.

13.—If the dealer expose a card belonging to his adversary or to the stock, the non-dealer has the option of a fresh deal. If the dealer expose any of his own cards, the deal stands good.

14.—If a faced card be found in the pack before the play of the hand has begun, there must be a fresh deal.

Carte Blanche.

15.—If a player have a hand dealt him without king, queen or knave, he may declare carte blanche before playing a card. Carte blanche must be shown by counting the cards, one by one, face upward, on the table.

16.—If, after playing a card, a player who has declared carte blanche draw a card other than king, queen or knave, he is entitled to declare another carte blanche on showing the card drawn to his adversary; and so on after every card drawn, until he draws a king, queen or knave.

Playing.

17.—If a player play with more than nine cards he is rubiconed; but the amount to be added to his adversary's score is not to exceed nine hundred, exclusive of the thirteen hundred for a rubicon game.

18.—If both players play with more than nine cards, the game is null and void.

19.—If a player play with less than nine cards, the error cannot be rectified. He is liable to no penalty; his adversary wins the last trick.

20.—If both players play with less than nine cards, the deal stands good, and the winner of the last trick scores it.

21.—If one player play with more than nine cards, and the other with less than nine, the deal stands good. The player with more than nine cards is rubiconed (as provided in Law 17), and neither player scores the last trick.

22.—If a faced card be found in the stock after the play of the hand has begun, it must be turned face downward, without altering its place in the stock.

23.—A card led in turn may not be taken up after it has been played to. A card played to a trick may not be taken up after the trick has been turned, or after another card has been drawn from the stock; but if two or more cards be played together, all but one may be taken up; and cards accidentally dropped may be taken up.

24.—A card led out of turn must be taken up, unless it has been played to. After it has been played to, it is too late to rectify the error.

25.—A player who wins a trick containing a brisque should at once take up all the played cards on the table, and turn them face downward near himself. If he fail to do so, his adversary is entitled, as soon as he has won a trick, to take up all the played cards on the table. Tricks turned may not be looked at (except as provided in Law 27).

26.—The stock may be counted, face downwards, at any time during the play. A player counting the stock should be careful not to disturb the order of the cards.

27.—A player may not count the brisques in his tricks so long as more than twelve cards remain in the stock.

Drawing.

28.—If the winner of a trick see two cards when drawing from the stock, he must show the top card to his adversary.

29.—If the loser of a trick draw the top card of the stock and see it, he must restore the card drawn in error, and must show the next card to his adversary; but, if the loser of a trick draw the top card, and the winner draw the next card and see it, it is too late to rectify the error, and the players retain the cards erroneously drawn.

30.—If the loser of a trick, after the winner has drawn, see two cards when drawing from the stock, his adversary has choice of the two cards of the following draw, and is entitled to look at both before choosing. If he choose the second card, he need not show it.

31.—If a player see several cards when drawing from the stock, his adversary has choice of the two cards of the following draw, and then of the cards of the next draw; and so on, as long as any card which has been seen remains undrawn; and he is entitled to look at the cards before choosing.

32.—If there be an odd number of cards in the stock, the last card is not drawn.

Declaring.

33.—Declared cards must be placed face upward on the table separate from the tricks, and (except in the case of carte blanche) must remain there until played, or until the stock is exhausted.

34.—If a declared card be played, and a card which restores any scoring combination or combinations be substituted, these combinations may be declared again.

35.—If a player declare more than one marriage in the same suit, he may declare a fresh marriage whenever he plays one of the declared cards, so long as a king and queen remain on the table.

36.—A player who has declared marriage may afterwards add the ace, ten, and knave of the same suit as the marriage, and declare sequence; or he may declare sequence without first declaring the marriage.

37.—A king or queen, once declared in sequence, cannot be afterwards used to form part of a marriage; but a player, having declared sequence, may declare marriage with a fresh king and queen of the same suit.

38.—Bézique combinations may be declared separately, and may be afterwards united to form a superior combination; or single, double, or triple bézique may be added to any already declared combination, to form a superior one; or, double, triple, or quadruple bézique may be at once declared, without having been previously declared separately. Bézique cards once declared in a superior bézique combination cannot be afterwards used to form part of an inferior one; but they may be used to form part of equal or superior combinations with a substituted card, or with added cards, or with both.

39.—A player who has cards on the table with which he might form a scoring combination, is not bound to declare it.

Scoring.

40.—A player declaring—

Carte Blanche scores 50
Marriage in trumps " 40
Marriage in plain suits " 20
Sequence in trumps " 250
Sequence in plain suits " 150
Bézique " 40
Double Bézique " 500
Triple Bézique " 1500
Quadruple Bézique " 4500
Four Aces " 100
Four Kings " 80
Four Queens " 60
Four Knaves " 40

41.—The first marriage scored makes the trump suit. If no marriage his been scored, the first sequence scored makes the trump suit.

42.—A player can only score a declaration on winning a trick and before drawing, except in the case of carte blanche, which is scored before playing, and independently of winning a trick.

43.—Only one declaration can be scored at a time; but if a player declare a carte blanche which contains four aces, he may also score four aces if he win the trick, notwithstanding that he has already scored carte blanche.

44.—If the winner of a trick have two or more declarations to score, he may choose which he will first score. On winning another trick, he may similarly choose which of the remaining declarations he will score, or he may make and score a fresh declaration, and leave any unscored declarations still to score on winning another trick.

45.—A player who has a declaration to score should repeat after every trick what he has to score. He may score it at any time on winning a trick, and before drawing.

46.—If a player who has a declaration to score play a card of the combination before scoring it, he loses the score.

47.—If a player have a marriage to score, and, on winning a trick, add to the marriage the ace, ten, and knave of the suit, and score sequence, he loses the score for the marriage.

48.—If a player have an inferior bézique combination to score, and, on winning a trick, add to the bézique combination cards which form a superior bézique combination, and score the superior combination, he loses the score for the inferior one.

49.—A player who has a declaration to score is not bound to score it.

50.—If a player erroneously score a declaration which does not constitute a scoring combination, and the error be not discovered before a card of the next trick has been played, the score marked stands good; and so on for all subsequent scores similarly marked before the discovery of the error.

51.—If an error in marking the score be proved, it may be corrected at any time during the game.

52.—No declaration can be scored after the stock is exhausted.

The Last Nine Tricks.

53.—The winner of the last trick adds fifty to the score.

54.—The winner of the last trick is bound to score it (except as provided in Law 21).

55.—If, during the play of the last nine tricks, a player fail to follow suit when able, or fail to win the card led when able—on detection of the error, the card erroneously played, and all cards subsequently played, must be taken up and replayed.

Computing the Game.

56.—The brisques (aces and tens) score ten each to the player having them in his tricks; but the brisques are only taken into account as provided in Laws 60 and 61.

57.—The winner of the game deducts the score of the loser from his own (excluding fractions of a hundred), and the difference, with five hundred added for the game, is the number of points won. If the difference between the scores be less than a hundred, the winner adds a hundred to the score of five hundred for the game.

58.—If the loser fail to score a thousand, he is rubiconed. The winner, whether his score reach a thousand or not, adds the score of the loser to his own (excluding fractions of a hundred) and the sum, with thirteen hundred added for the game, is the number of points won.

59.—If a player who is rubiconed has scored less than a hundred, the winner adds a hundred to his score, in addition to the score of thirteen hundred for the game.

60.—If the loser of a game fail to score a thousand, but have in his tricks a sufficient number of brisques to bring his total score to a thousand, he is not rubiconed. Each player adds his brisques to his score, and the game is computed as provided in Law 57.

61.—If the scores be so nearly equal that the brisques must be taken into account in order to decide who wins the game, and the loser be not rubiconed, each player adds his brisques to the score, and the game is then computed as provided in Law 57; but if the loser be rubiconed, the brisques, though taken into account in order to decide who wins the game, are not added to the scores, and the game is computed as provided in Law 58. In the case of a tie after adding the brisques, the game is null and void.

Incorrect Packs.

62.—If a pack be discovered to be incorrect, redundant, or imperfect, the deal in which the discovery is made is void. All preceding deals stand good.

63.—If a card or cards which complete the pack be found on the floor, the deal stands good.

Changing Cards.

64.—Before the pack is cut to the dealer, a player may call for fresh cards at his own expense. He must call for four fresh packs.

65.—Torn or marked cards must be replaced, or fresh packs called for at the expense of the two players.

Bystanders.

66.—If a bystander call attention to any error or oversight, and thereby affect the score, he may be called on to pay all stakes and bets of the player whose interest he has prejudicially affected.



BLIND HOOKEY.

The players, of whom there may be any number, cut for deal, the lowest having the preference. The pack is then shuffled by the player on the dealer's right hand, and afterwards, if he so please, by the dealer himself, after which it is cut by the right-hand player. The two halves are then re-united, and the pack is passed to the player on the left of the dealer, who cuts from the top a small quantity of cards (not less than four, nor more than his due proportion of the pack). The pack is then passed to the next player, who cuts a similar portion, and so on round the circle, the cards left belonging to the dealer. No one looks at his cards, but makes his stake on pure speculation; hence the name "blind" hookey. The dealer then turns up his cards, and shows the bottom one; the other players do the same. Each player holding a higher card than that of the dealer receives the amount of his stake; all below or equal pay the dealer. This is repeated until a hand occurs in which the dealer is a loser all round, when the deal is at an end, and the next player deals.

A second method is as under: The cards having been shuffled and cut, the dealer cuts them into three portions. Two of these are for the company, the third for himself. The other players place their stakes on whichever two packets they please, the rejected packet being taken by the dealer.[13] The stakes having been made, the cards are turned up, and the players receive or pay as the bottom cards of their packets prove to be higher or lower than that of the dealer.



CRIBBAGE.

Cribbage is primarily a game for two players, though it may also be played by three, or even four persons; in the latter case, two playing against two, as at Whist. Of the two-handed game there are three varieties, known, from the number of cards dealt to each player, as "five-card," "six-card," and "seven-card" cribbage. The number of points to be made in the first case is 61; in the second, 121; and in the third, 181. If the loser has made less than half the specified number of points, he is "lurched," and pays double the agreed stake.

Cribbage Board.

The score is marked by means of pegs of ivory or bone, on a special board, as depicted above. It will be observed that there is on either side of the board a double row of holes, thirty in each, divided, for convenience in counting, into sets of five. The board is placed cross-wise between the players, and both start from the same end (which should be that to the left of the first dealer), each travelling up the outer and down the inner row (once round in the "five-card," twice in the "six-card," and thrice in the "seven-card" game), terminating with the "game-hole" at the end from which they started. In scoring, the hinder peg for the time being is advanced the requisite number of points beyond the foremost.

We will commence with the five-card game.

The pack of fifty-two cards is used, and the players cut for deal, the lowest dealing. For this and for "sequence" purposes, the cards rank in regular order from ace (lowest) up to king (highest), but in counting court cards count as tens.

The pack having been shuffled, the non-dealer cuts, and his opponent deals, one at a time, five cards to each player. Meanwhile the non-dealer scores three holes, known as "three for last," and regarded as a set-off for the advantage of first deal. The undealt portion of the pack is placed face downwards between the players. Each player now "lays out" two of his cards (placed face downwards to the right hand of the dealer) to form what is called the "crib." The principles which govern the "lay out" will be discussed later.

The crib having been laid out, the non-dealer cuts, by lifting off the upper half of the pack. The dealer turns up the card left uppermost and places it on the top of the pack. This card is known as the "start." Should it chance to be a knave, the dealer is entitled to "two for his heels," and scores two points.

The score depends partly upon the course of play, and partly upon the player's holding certain combinations of cards. These latter are scored at the close of the hand.

The scores which may be made in course of play are as under:—

Pairs.—A player playing a similar card to the card last played by his adversary (as a king to a king, or a seven to a seven) is entitled to score two for a pair.[14]

Pairs-royal.—If the first player in the case last supposed can follow with a third card of the same description, he scores six for a pair-royal.

Double Pairs-royal.—If the second player replies with a fourth card of the same description, he scores twelve for a double pair-royal.

Sequences, or Runs.—Three or more cards of any suit but forming a regular numerical succession (as two, three, four; knave, ten, nine), count one for each card to the last player. The sequence need not be played in regular order, so long as the cards exposed for the time being form an unbroken series. Thus, suppose that A plays a five, and B a four. If A now plays either a six or a three, he is entitled to score a run of three (three points). We will suppose that he plays a three. If B can play either a six or a two, he will be entitled to score four; and if A can then add another card at either end, he will score five. Suppose, again, that A has played a five and a three, and B a two and a six. If A now plays a four, he is entitled to score five for the complete sequence. The highest number that can be scored for a sequence is seven, for ace, two, three, four, five, six, seven. Ace, king, queen, do not count as a sequence.

Fifteen or Thirty-one.—A player whose card makes, with those already exposed, the number fifteen, scores two. If either player makes thirty-one, he scores two in like manner. If, when the cards on the table approach thirty-one, the player whose turn it is can go no further without passing that number, he says, "Go." His opponent then plays any other card or cards up to that limit. If they make thirty-one exactly, he scores two; if not, he scores one for "last card," i.e. the last card played. This (at five-card cribbage) terminates the hand.

The hand being over, the players, beginning with the non-dealer, proceed to "show," i.e. turn up their cards, and reckon how many points they may contain conjointly with the turn-up card, which is regarded as belonging, for this purpose, to the hand of each player, as also to the "crib" of the dealer. The first point noted is the fifteens they may contain, two points being reckoned for each, and the cards being combined in every possible way to make that number. Thus three fives and a ten or court card make (apart from their value under other aspects) four fifteens (technically spoken of as "fifteen eight"[15]), each of the fives forming one fifteen with the ten, and the three fives united forming another.

The next thing to be noted is the presence of any pairs, pair-royal, or double pair-royal. Thus, in the case supposed, the player, after claiming "fifteen eight," would go on to say "and six for a pair-royal, fourteen."

If all the three cards in the hand are in sequence (independent of suit), three points are reckoned for this, or if the three form a sequence with the turn-up card, four.

If three of the cards are in sequence, and the fourth is a duplicate of one of them, such fourth card is regarded as making a fresh sequence with the other two, the "double run," as it is called, scoring six points. Besides this, the holder is entitled to two for his "pair" (the two duplicate cards), bringing the total value (irrespective of "fifteens") up to eight.

Where (as in crib at five-card, or hand or crib at six-card Cribbage) five cards have to be reckoned, it may happen that three are in sequence, and that the other two are duplicates of one of them. In this case they constitute a treble run of three (nine points) and a pair-royal (six points), total fifteen.

If the three cards of the hand are all of one suit, the player scores three points for a flush. If the turn-up is of the same suit, four points.

If the hand chance to contain a knave of the same suit as the turn-up card, the holder is entitled to score one point, "for his nob."

The non-dealer having scored his points, as above indicated, the dealer proceeds to score any points, first in his hand, and then in the crib, in like manner. There is only one distinction, viz., that, in counting crib, a flush is not reckoned unless the "start" is of the same suit as the rest. In this case the flush is worth five points (one for each card).

The following table indicates the method of counting some of the more important combinations (including the start) of the hand at five-card Cribbage:—

Four fives (Fifteen eight and a double pair-royal) 20
Three fives and a ten (Fifteen eight and a pair-royal) 14
Two fives, a four, and a six Fifteen-four, pair, and
double run of three
Two fours, a five, and a six
Two sixes, a four, and a five
12
Three threes and a nine Fifteen six and a pair-royal
Three sixes and a nine
Three sixes and a three
Three sevens and an eight
Three eights and a seven
Three nines and a six
Three sevens and an ace
12
Two eights, a six (or nine), and a seven Fifteen four, pair, and
double run of three
Two sevens, a six, and an eight
Six, five, and two fours
13
Two fives and two tens or court cards of like
denomination (Fifteen eight and two pairs)
12
Two nines and two sixes (Fifteen eight, and two pairs) 12
Two fives, a ten, and a court card (Fifteen eight
and a pair
)
10
Two sixes, a seven, and an eight (Fifteen two, pair,
and double run of three
)
10
A five and any three court cards in sequence, or
ten, knave, queen (Fifteen six and run of three)
9
A five and three court cards, or a ten and court
cards, in sequence (Fifteen six and run of three)
9
Any sequence of three cards, with a duplicate of
one of them, but no "fifteen" (Pair and double
run of three)
8

Where the four cards of the hand (or all four of the crib, and the start) are of the same suit, the value of the flush (four or five, as the case may be) must be added. Where either includes a knave of the same suit as the start, one "for his nob" will be scored in addition.

A study of the foregoing table should be a material aid to the player in discarding for "crib." If he is dealer, he desires the crib to be as productive as possible; if non-dealer, the reverse. On the other side, he desires to retain such cards as shall be likely to score best in his hand, and these two objects frequently clash. It is therefore, important to know which to prefer.

We will first examine the question from the dealer's point of view. Both hand and crib belong to him, but the hand consists (including the start), of four cards only, while the crib has five. The possible combinations of five cards are so numerous that space will only permit us to give examples of a few leading hands. The highest possible score is twenty-nine, which is made by three fives and a knave, with a fourth five, of the same suit as the knave, turned up by way of start.[16]

The mode of reckoning is as follows: the four fives, in four combinations of three, score fifteen eight. Each of them again scores a fifteen in conjunction with the knave, making eight more. To these are added twelve for the double pair-royal, and "one for his nob," making twenty-nine.

Two fives, two fours, and a six Fifteen eight, two
pairs, and a run
of three four
times repeated
Two fives, two sixes, and a four
Two fours, two sixes, and a five
Two sevens, two eights, and a nine
24
Four threes and a nine (Fifteen twelve and a
double pair-royal
)
24
Three fives, a four, and a six (Fifteen eight, a pair-royal,
and run of three thrice repeated
)
23
Three fours, a five, and a six Fifteen six, a
pair-royal, and
run of three
thrice repeated
Three sixes, a four, and a five
Three sevens, an eight, and a nine
Three eights, a seven, and a nine
21
Four twos and a nine Fifteen eight and a double
pair-royal
Four threes and a six
20
Two sixes, two sevens, and an eight Fifteen four, two pairs,
and run of three four
times repeated
Two sevens, an eight, and two nines
Two eights, a seven, and two nines
20
Three tens, or court cards of like
denomination, and two fives
Fifteen twelve,
pair-royal, and
pair
Three threes and two nines
Three sevens and two aces
20
Three threes and two sixes[17] (Fifteen ten, pair, and
pair-royal
)
18
Three fours, three, and five (Fifteen two, pair-royal,
and run of three thrice repeated
)
17
Three tenth cards in sequence and two fives (Fifteen
twelve, pair, and run of three
)[18]
17
Any three cards in sequence, with duplicates of
two of them, but no "fifteen" (Two pairs and
run of three four times repeated
)
16
Any three cards in sequence, with one of them
thrice repeated, but no "fifteen" (Pair-royal
and run of three thrice repeated
)
15

As for combinations of minor value, their name is legion.

With four cards only, the general average is very much lower, as will have been seen from the table on p. 39.

A comparison of the foregoing tables show that the crib at five-card Cribbage is likely to be much more important than the hand, and this furnishes us with a safe principle for the guidance of the player in laying out. In the case of the dealer, he should lay out for crib such cards as are most likely to form valuable combinations, even though he may, to some extent, sacrifice the scoring value of his hand. Conversely, it is to the interest of the non-dealer to lay out such cards as are likely to "baulk the crib," as it is termed, even though he may to some extent injure his own hand in doing so. On close examination of the tables, it will be found that the cards most likely to help the crib are pairs. If the other three cards chance to be in sequence, they are worth, standing alone, three only, but the addition of duplicates of either of the series will bring their value (for runs and pair-royal) up to fifteen, independently of any other points they may contain. Or suppose, with six as start, that the dealer has thrown out a four and a five, these are worth five only; but if the non-dealer had been rash enough to throw out a pair, either of fours or sixes, the score would run up to twenty-one. If the non-dealer had thrown out a pair of fives, it would have been twenty-three.

Next to a pair, two cards forming a fifteen, or two cards in sequence, are most likely to help the crib, and should therefore be preferred by the dealer, and eschewed by the non-dealer—the more so, if they chance to answer both conditions—e.g. a seven and eight. Next to cards in sequence come cards only one or two points apart, as the cards of the opposite player may fill up the gap, and convert them into sequence cards. Of single cards, a five is the most likely to score, inasmuch as there are sixteen tenth cards to four of any other denomination, and the chances of its forming part of one or more fifteens are therefore considerable. The cards which are least likely to make for crib are king and ace, inasmuch as nothing save queen, knave can convert a king into a sequence card, and nothing save a two and three can convert the ace into a sequence card. The best cards for the non-dealer to throw out are therefore a king or ace, and some second card so far removed from the first that the two cannot form part of the same sequence. King or queen, with nine, eight, seven, six, or ace, are good "baulking" cards; likewise two or ace, with seven, eight, nine, or ten. The non-dealer should never throw out a knave if he can help it, as the start may cause it to score a point for "nob." In like manner, the non-dealer should avoid laying out two cards of the same suit, as he thereby runs the risk of a flush in crib.

In the play of the hand the guiding principle should be to give to the adversary the fewest possible opportunities of scoring. Bearing this in mind, it will be seen that the best card to lead at the outset is an ace, two, three, or four, as the second player cannot make fifteen, and the chance of doing so will revert to the first player. A five, on the other hand, is a very bad lead, inasmuch as, from the greater number of tenth cards in the pack, it gives the second player the best possible opportunity of making fifteen. If the leader holds duplicates of ace, two, three, or four, one of them is a very good lead; for if the second player should pair, the leader will have the opportunity of making a pair-royal. Failing pairs, if the leader hold two cards which together make five, i.e. two and three, or ace and four, it is good to play one of them, when, if the adversary play a tenth card, the leader will be enabled to make fifteen. Likewise, if the leader hold a six and a three, a four and a seven, or a three and a nine, the first card of the couple is a safe lead, for if it is paired, the second will make fifteen. On the other hand, should the second player play a tenth card to the lead, the first player may pair it with perfect safety, for no pair-royal can be made without overpassing the limit, thirty-one.

As regards the second player, he will generally do well to make fifteen if he can. If a low card, i.e. a four or less, has been led, he has no choice, in the majority of cases, but to leave the fifteen to his adversary; but he should carefully avoid playing such a card as will enable the adversary to score not merely the fifteen, but a pair or sequence in addition. On a four led, for instance, it would be very unwise to play either a six or a five, as in such cases respectively, a five or six played by the first player would give him both fifteen and a sequence. On a three it would be equally wrong to play a six; on a seven a four; on a nine a three, or on an ace a seven; for a like card played by the first player would give him both fifteen and a pair. Again, it is in general unwise for second player to play a close card (i.e. next or next but one to the lead), as he thereby gives the adversary the chance of a "run." If he is in a position to continue the run, he may of course play a close card with impunity. The points of "five" and "twenty-one" are to be avoided, as a tenth card played by the adversary will in such case make him fifteen or thirty-one. Similarly, it is bad play to make fourteen or thirty (i.e. one short of fifteen or thirty-one) with an ace; to make thirteen or twenty-nine (two short) with a two; twelve or twenty-eight with a three; eleven or twenty-seven with a four; as in either of such cases, should the adversary be able to pair, he will thereby score four holes. The only exception is where the player chances to hold two deuces or aces, in which case it will be worth while to make twenty-nine or thirty respectively with one of such cards, on the chance of the opponent holding no deuce or ace, in which case the first player will himself gain the advantage of the double score.

Some discretion is needful in pairing the card first led, as the first player may be aiming at a pair-royal, and the temporary gain of two points may be counter-balanced by six to the adversary. Where, however, the player holds two of the card led, it may be paired without hesitation. The chances are much against the dealer's being in a position to make a pair-royal, and if he should, it can be capped (unless the card be over seven) by the double pair-royal of the last player.

A further point to be considered, in deciding whether to make a pair or sequence, is the state of the score. It is calculated that the non-dealer, at five-card cribbage, should make, on an average, six in hand and play; the dealer eleven, or a shade more, in hand, play, and crib. When each has dealt once, they should stand abreast at seventeen to eighteen, and so on throughout the game. The player who has maintained this average is said to be "home," and a player who is in this condition at an advanced state of the game, should run as few risks as possible; should avoid pairing, play wide cards to avoid sequences, and so on. This is known as "playing off." If, on the other hand, he is behind his proper position, his chance of winning will depend, in a great degree, on his making more than the average number of points in play. In such case, he should embrace every opportunity of making a fifteen, a pair, or a sequence, even at the risk of giving opportunities to the enemy. This is known as "playing on." As there are sixteen tenth cards in the pack, and ten out of fifty-two are dealt, the probabilities are in favour of the players holding originally three between them, and this probability should be borne in mind, as the so doing will often help the player to a thirty-one. Suppose that the leader starts with queen, and that the other player has no tenth card, but has a seven and a four, an eight and a three, or a nine and a two. In such case it is good policy to play the seven, eight, or nine. If the first player again plays a tenth card, the second will be enabled, with his small card, to score thirty-one. If the second player have no tenth card in his own hand, the probability of his opponent holding more than one is proportionately increased.

It may be useful to illustrate these elementary principles by the play of a couple of imaginary hands. Let us suppose that A (elder hand) has the queen and six of hearts, nine of clubs, eight of diamonds and seven of spades. And B (dealer) the ace and ten of hearts, ten of clubs, five of spades, and four of diamonds.

It will be observed that A has four cards, six, seven, eight, nine, in sequence, of which either the six and nine or the seven and eight will form a fifteen. His fifth card, the queen, does not and cannot score with either of the others. Obviously the queen should form one card of his lay-out. Of the four remaining, he will naturally keep three in sequence. Which shall he throw out, the six or the nine? The six in one respect is preferable, inasmuch as it cannot be brought into sequence with the queen, whereas the nine might possibly be so. On the other hand, the six is of the same suit as the queen, and might help towards a flush. He decides, therefore, to throw out queen, nine, retaining the six, seven, and eight.

B's proper course is clearly to throw out the ace of hearts and four of diamonds, retaining the two tens and the five, which are good for six points, viz. fifteen four and a pair, and with a five or ten start would be worth twelve. On the other hand, should there be one or more tenth cards in the crib, the four and ace will give them a scoring value.

The cards are cut, and B turns up the queen of clubs.

A leads the seven of spades, saying, "seven." This is his best lead. If B should play an eight, making fifteen, A will be enabled to continue with the six, and so score a run of three.[19] But B cannot make a fifteen, and it is therefore his best policy to go beyond that point. He plays the ten of hearts, saying, "Seventeen," or more shortly, "'-teen." A has no card which will score, and he therefore plays his highest, as the nearer he gets to thirty-one the fewer chances does he leave his opponent of getting closer to that number. He plays the eight of diamonds, saying, "Twenty-five." B plays the five of spades—"Thirty." "Go," says A. B scores one for last card, and the play of the hand is at an end.

The cards are turned up, and A counts his hand. The start has left him "no better." He scores fifteen two for the seven and eight, and three points for the run—five in all.

B is rather better off. With the start he has fifteen six and a pair—eight in all. In crib the start has helped him considerably. Without it he had fifteen two only—the ace and four combining with the queen of hearts; with the start he has six—fifteen four and a pair. The nine is useless.

A having taken his three points as non-dealer, the score stands eight to fifteen. It is now A's turn to deal, and the cards fall as follows: B has king and eight of hearts, seven of spades, eight of diamonds and three of clubs. And A (dealer) five and nine of diamonds, three of spades, ten of hearts and six of clubs.

B throws out the king of hearts and three of clubs; A, the six of clubs and nine of diamonds. The cards are cut, and the six of diamonds is turned up.

B leads the eight of hearts. This is a safe lead, for, if A scores fifteen, B can pair him; if A pairs, B can make a pair-royal. A, not being able to do either, plays the ten of hearts, making eighteen. This prevents all possibility of B's making fifteen; and should B play a tenth card, A's three will make thirty-one. There is a possibility of B's playing a nine, and so making three for the run, but this risk must be taken. Should he do so, A will in all probability score one for last card; but B, having only a seven and an eight, plays the latter, making twenty-six. This is a shade the better card, inasmuch as it brings the score one point nearer thirty-one. As it happens, the choice was unfortunate, for A, having a five, is able to make thirty-one exactly, scoring two points accordingly.

The cards are shown: B scores fifteen four, a pair, and a run of three twice over—twelve in all. A has in hand fifteen two only; but in crib he has fifteen six and a pair, making eight in all.

The game now stands—A 20, B 27. Both have made their full average in the two deals; but B's seven points ahead give him a decided advantage, and, on the principle already explained he will do well to "play off" during the remainder of the hand.[20]

Six-card Cribbage.

In this form of the game six cards are dealt to each player. Two being laid out for crib, four are still left in hand, and the scores accordingly average very much higher than in the five-card game. The only material difference of procedure is that in the six-card game the scoring of three extra points by the non-dealer is omitted, both players being considered to start on an equal footing; and secondly, that the cards, instead of being thrown down as soon as thirty-one or the nearest possible approach to it, is reached, are played out to the end. The player who failed to score for the "go" leads again, giving the adversary the opportunity to make fifteen, or pair him if he can. Each plays alternately as before, the player of the "last card" scoring "one" for so doing. If there is only one card left after the "go," the leader still scores it as "last card." The general principles laid down as to five-card cribbage apply equally to the six-card game, save that in the latter, as hand and crib consist of the same number of cards, the non-dealer is no longer under the same compulsion to baulk the crib, even to the destruction of his own hand. The two objects—preserving the hand and baulking the opponent's crib—are in this case on the same level, and either may legitimately be preferred, as the nature of the hand may render desirable.

In consequence of the greater facility of scoring, it is customary to play six-card cribbage twice round the board, i.e. to make the game 121 points.

Seven-card Cribbage.

Seven-card cribbage is played in the same manner as the six-card game, save that seven cards are dealt to each player, two being thrown out for crib, and five left in hand, or, with the start, six. With such a largely increased number of possible combinations, very high scores are frequent, and for this reason it is customary to make the game three times round the board, i.e. 181 points.

Three-handed Cribbage.

When three persons play, five cards are dealt to each, one card of each hand being laid out for crib, with one card from the top of the pack to complete it. The start is then cut for in the usual manner. The player to the dealer's left has first lead and first show, and deals in the succeeding hand.