80.  Cribbage


The game of Cribbage differs from all other games by its immense variety of chances. It is played with the full pack of cards, often by four persons, but it is a better game for two. There are also different modes of playing—with five, six, or eight cards; but the best games use those with five or six cards.

Night is not Dark to the Good.


81.  Terms Used in Cribbage


  1. Crib.—The crib is composed of the cards thrown out by each player, and the dealer is entitled to score whatever points are made by them.
  1. Pairs are two similar cards, as two aces or two kings. Whether in hand or play they reckon for two points.
  1. Pairs-Royal are three similar cards, and reckon for six points, whether in hand or play.
  1. Double Pairs-Royal are four similar cards and reckon for twelve points, whether in hand or play. The points gained by pairs, pairs-royal, and double pairs-royal, in playing, are thus effected:—Your adversary having played a seven and you another, constitutes a pair, and entitles you to score two points; your antagonist then playing a third seven, makes a pair-royal, and he marks six; and your playing a fourth is a double pair-royal, and entitles you to twelve points.
  1. Fifteens.—Every fifteen reckons for two points, whether in hand or play. In hand they are formed either by two cards—as a five and any tenth card, a six and a nine, a seven and an eight, or by three cards, as a two, a five, and an eight, two sixes and a three. If in play, such cards as together make fifteen are played, the player whose card completes that number, scores two points.
  1. Sequences are three or four more successive cards, and reckon for an equal number of points, either in hand or play. In playing a sequence, it is of no consequence which card is thrown down first; as thus:—your adversary playing an ace, you a five, he a three, you a two, then he a four—he counts five for the sequence.
  1. Flush.—When, the cards are all of one suit, they reckon for as many points as there are cards. For a flush in the crib, the turned-up card must be of the same suit as those put out.
  1. Nob.—The knave of the suit turned up reckons for one point; if a knave be turned up, the dealer marks two.
  1. End Hole.—The point scored by the last player, if he make under thirty-one; if he make thirty-one exactly, he marks two.
  1. Last.—Three points taken at the commencement of the game of five-card cribbage by the non-dealer.

Nor is Day Bright to the Wicked.


82.  The Accepted Laws of Cribbage.


  1. The players cut for deal. The ace is lowest in cutting. In case of a tie, they cut again. The holder of the lowest card deals.
  1. Not fewer than four cards is a cut; nor must the non-dealer touch the pack after he has cut it.
  1. Too many or too few cards dealt constitutes a misdeal, the penalty for which is the taking of two points by the non-dealer.
  1. A faced card, or a card exposed during the act of dealing necessitates a new deal, without penalty.
  1. The dealer shuffles the cards and the non-dealer cuts them for the "start."
  1. If the non-dealer touch the cards (except to cut them for the turn-up) after they have been cut for the start, he forfeits two points.
  1. In cutting for the start, not fewer than three cards must be lifted from the pack or left on the table.
  1. The non-dealer throws out for the crib before the dealer. A card once laid out cannot be recalled, nor must either party touch the crib till the hand is played out. Either player confusing the crib cards with his hand, is liable to a penalty of three points.
[In three and four-hand cribbage the left-hand player throws out first for the crib, then the next; the dealer last. The usual and best way is for the non-dealer to throw his crib over to the dealer's side of the board; on these two cards the dealer places his own, and hands the pack over to be cut. The pack is then at the right side of the board for the next deal.]
  1. The player who takes more points than those to which he is entitled, either in play or in reckoning hand or crib, is liable to be "pegged;" that is, to be put back as many points as he has over-scored, and have the points added to his opponent's side.
[In pegging you must not remove your opponent's front peg till you have given him another. In order "to take him down,'' you remove your own back peg and place it where his front peg ought to be, you then take his wrongly placed peg and put it in front of your own front, as many holes as he has forfeited by wrongly scoring.]
  1. No penalty attaches to the taking of too few points in play, hand, or crib.
  1. When a player has once taken his hand or crib, he cannot amend his score.
  1. When a knave is turned up, "two for his heels" must be scored before the dealer's own card be played, or they cannot be taken.
  1. A player cannot demand the assistance of his adversary in reckoning hand and crib.
  1. A player may not, except to "peg him," touch his adversary's pegs, under a penalty of two points. If the foremost peg has been displaced by accident, it must be placed in the hole behind the peg standing on the board.
  1. The peg once holed cannot be removed by either player till another point or points be gained.
  1. The player who scores a game as won when, in fact, it is not won, loses it.
  1. A lurch—scoring the whole sixty-one before your adversary has scored thirty-one—is equivalent to a double game, if agreed to previous to the commencement of the game.
  1. A card that may be legally played cannot be withdrawn after it has been once thrown face upwards on the table.
  1. If a player neglect to score his hand, crib, or any point or points of the game, he cannot score them after the cards are packed or the next card played.
  1. The player who throws up his cards and refuses to score, forfeits the game.
  1. If a player neglect to play when he can play a card within the prescribed thirty-one, he forfeits two holes.
  1. Each player's hand and crib must be plainly thrown down on the table and not mixed with the pack, under penalty of the forfeiture of the game.
The player who refuses to abide by the rules, loses the game. Bystanders must not interfere unless requested to decide any disputed point.

83.  Five-Card Cribbage.


In this the sixty-one points or holes on the cribbage-board mark the game. The player cutting the lowest card deals; after which, each player lays out two of the five cards for the crib, which belongs to the dealer. The adversary cuts the remainder of the pack, and the dealer turns up and lays upon the crib the uppermost card, the turn-up. If it be a knave, he marks two points. The card turned up is reckoned by both in counting their hands or crib. After laying out, the eldest hand plays a card, which the other should endeavour to pair, or find one, the pips of which, reckoned with the first, will make fifteen; then the non-dealer plays another card, and so on alternately, until the pips on the cards played make thirty-one, or the nearest possible number under that.


84.   Counting for Game in Cribbage.


When he whose turn it is to play cannot produce a card that makes thirty-one, or comes under that number, he says, "Go," and his antagonist scores one, or plays any card or cards he may have that will make thirty-one, or under. If he can make exactly thirty-one, he takes two points; if not, one. Such cards as remain after this are not played, but each player then counts and scores his hand, the non-dealer first. The dealer then marks the points for his hand, and also for his crib, each reckoning the cards every way they can possibly be varied, and always including the turned-up card.


cards points
For every fifteen 2
Pair, or two of a sort 2
Pair-royal, or three of a sort 6
Double pair-royal, or four ditto 12
Knave of the turned-up suit 1
Sequences and flushes whatever their number.



85.  Examples of Hands in Cribbage


cards count
Two sevens, two eights, and a nine 24
Two eights, a seven, and two nines 20
Two nines, a six, seven, and eight 16
Two sixes, two fives, and a four 24
Two sixes, two fours, and a five 24
Two fives, two fours, and a six 24
Two threes, two twos, and an ace 16
Two aces, two twos, and a three 16
Three fives and a tenth card 14
Three fours and a seven 12
Three twos and a nine 8
Six, seven, eight, and two aces the ragged 13
6 + 1 and 8 15-2
6 + 1 and 8 16-4
6 + 1 + 1 + 7 15-6
7 + 8 15-8
the pair of aces
and the sequence 5

13
Three sixes and a nine 12
Three sevens and an eight 12
Three eights and a seven 12
Three nines and a six 12
Three threes and a nine 12
Three sixes and a three 12
Three sevens and an ace 12
Two tens (pair) and two fives 12
Two tenth cards (not a pair)
and two fives

10
Two nines and two sixes 12
Two eights and two sevens 12
Two sixes and two threes 8
Two fives, a four, and a six 12
Two fours, a five, and a six 12
Two sixes, a four, and a five 12
Two threes and two nines 8
Two nines, a seven, and an eight 10
Two eights, a seven, and a nine 12
Two sevens, an eight, and a nine 12
Two sixes, a seven, and an eight 10
Two sixes, a three, and a nine 8
A seven, eight, nine, ten, and knave 7
A six, seven, eight, nine, and ten 9
A six, seven, eight, and nine 8
A six, five, and two sevens 8
Any double sequence of three cards and a pair
(as knave, queen, and two kings).

6
Any sequence of three cards and a fifteen 5
Any sequence of four cards and a fifteen
(as seven, eight, nine and ten)
6
Any sequence of six cards 6
Any sequence of four cards and a flush 8
Any flush of four cards and a fifteen 6
Any flush of four cards and a pair 6


The highest number that can be counted from five cards is 29—made from four fives and a knave; that is, three fives and a knave of the suit turned up, and a five on the pack—for the combinations of the four fives, 16; for the double pair-royal, 12; his nob, 1-29.

Rustle is not Industry.


86.  Maxims for laying out the Crib Cards.


In laying out cards for the crib, the player should consider not only his own hand, but also to whom the crib belongs, as well as the state of the game; for what might be right in one situation would be wrong in another. Possessing a pair-royal, it is generally advisable to lay out the other cards for crib, unless it belongs to the adversary. Avoid giving him two fives, a deuce and a trois, five and six, seven and eight, five and any other tenth card. When he does not thereby materially injure his hand, the player should for his own crib lay out close cards, in hope of making a sequence; or two of a suit, in expectation of a flush; or cards that of themselves reckoned with others will count fifteen. When the antagonist be nearly up, and it may be expedient to keep such cards as may prevent him from gaining at play. The rule is to baulk your adversary's crib by laying out cards not likely to prove of advantage to him, and to lay out favourably for your own crib. This applies to a stage of the game when it may be of consequence to keep in hand cards likely to tell in play, or when the non-dealer would be either out by his hand, or has reason for thinking the crib of little moment. A king and a nine is the best baulk, as none can form a sequence beyond it; king or queen, with an ace, six, seven, eight, or nine, are good ones to put out. Low cards are generally the most likely to gain at play; the flushes and sequences, particularly if the latter be also flushes, are eligible hands, as thereby the player will often be enabled either to assist his own crib, or baulk that of the opponent; a knave should never be put out for his crib, if it can be retained in hand.


87.  Three or Four-Hand Cribbage


differs little from the preceding. They put out but one card each to the crib, and when thirty-one, or the nearest to that has been made, the next eldest hand leads, and the players go on again in rotation, with the remaining cards, till all are played out, before they proceed to show hands and crib. For three-handed cribbage triangular boards are used.


88.  Three-Hand Cribbage


is sometimes played, wherein one person sits out, not each game, but each deal in rotation. In this the first dealer generally wins.


89.  Six-Card Cribbage


The two players commence on an equality, without scoring any points for the last, retain four cards in hand, and throw out two for crib. At this game it is of advantage to the last player to keep as close as possible, in hope of coming in for fifteen, a sequence, or pair, besides the end hole, or thirty-one. The first dealer is thought to have some trifling advantage, and each player may, on the average, expect to make twenty-five points in every two deals. The first non-dealer is considered to have the preference, when he gains ten or more the first hand, the dealer not making more than his average number.


90.  Eight-Card Cribbage


is sometimes played. Six are retained in hand, and the game is conducted on the same plan as before.


91.  All Fours


is usually played by two persons; not unfrequently by four. Its name is derived from the four chances, called
high, low, Jack, game
, each making a point. It is played with a complete pack of cards, six of which are to be dealt to each player, three at a time; and the next card, the thirteenth, is turned up for the trump by the dealer, who, if it prove a knave, scores one point. The highest card cut deals first. The cards rank the same as at whist—the first to score ten points, wins.


92.  Laws of All-Fours


  1. A new deal can be demanded for an exposed card, too few or too many cards dealt; in the latter case, a new deal is optional, provided it be done before a card has been played, but not after, to draw from the opposing hand the extra card.
  1. iNo person can beg more than once in each hand, except by mutual agreement.
  1. Each player must trump or follow suit on penalty of the adversary scoring one point.
  1. If either player score wrongly it must be taken down, and the adversary either scores four points or one, as may have previously been agreed.
  1. When a trump is played, it is allowable to ask your adversary if it be either high or low.
  1. One card may count all-fours; for example, the eldest hand holds the knave and stands his game, the dealer has neither trump, ten, ace, nor court-card; it will follow that the knave will be both high, low, Jack, and game, as explained by:



93.  Terms used in All-Fours


  1. High.—For the highest trump out, the holder scores one point.
  1. Low.—For the lowest trump out, the original holder scores one point, even if it be taken by the adversary.
  1. Jack.—For the knave of trumps the holder scores one. If it be won by the adversary, the winner scores the point.
  1. Game.—The greatest number that, in the tricks gained, are shown by either player, reckoning:

Four for an ace
Three for a king
Two for a queen
One for a knave
Ten for a ten
The other cards do not count: thus it may happen that a deal may be played without having any to reckon for game.
  1. Begging is when the eldest hand, disliking his cards, uses his privilege, and says, "I beg;" in which case the dealer either suffers his adversary to score one point, saying, "Take one," or gives each player three cards more from the pack, and then turns up the next card, the seventh for trumps. If, however, the trump turned up to be of the same suit as the first, the dealer must go on, giving each three cards more, and turning up the seventh, until a change of suit for trumps shall take place.



94.  Maxims for All-Fours


  1. Make your knave as soon as you can.
  1. Secure your tens by playing any small cards, by which you may throw the lead into you adversary's hand.
  1. Win your adversary's best cards when you can, either by trumping or with superior cards.
  1. If, being eldest hand, you hold either ace, king, or queen of trumps, without the knave or ten, play them immediately, as, by this means, you may chance to win the knave or ten.


95.  Loo


This game is played both Limited and Unlimited Loo; it is played two ways, both with five and three cards. Several may play, but five or seven make the better game.


96.  Three-Card Loo


  1. This game is played by any number of persons, from three, but five or seven make the best game.
  1. The cards are cut for deal, the holder of the lowest card being dealer; after which the deal goes round, from left to right. In case of a tie, the players cut again. Ace is lowest, and the court-cards and tens are reckoned of the same value,—namely, ten.
  1. The left-hand adversary shuffles or makes the pack, and the player to the right of the dealer cuts previous to the deal.
  1. The cards take their usual value, ace highest; then king, queen, knave, ten, and so on, down to deuce. The dealer then gives three cards, one at a time, face downwards, to each player; and also dealing an extra hand, or "miss," which may be thrown on the table either as the first or last card of each round.
  1. A card too many or too few is a misdeal.
  1. The stakes being settled beforehand, the dealer puts into the pool his three halfpence, pence, or sixpences, and the game proceeds:
  1. The first player on the left of the dealer looks at his hand, and declares whether he will play or take the miss. If he decide to play, he says, "I play," or "I take the miss;" but he may elect to do neither; in which case he places his cards on the pack, and has nothing further to do with that round. The next player looks at his hand, and says whether he will play or not; and so on, till the turn comes to the dealer, who, if only one player stand the chance of the loo, may either play or give up the stakes.
  1. In the first round it is usual either to deal a single; that is, a round without a miss, when all the players must play; or each player puts into the pool a sum equal to that staked by the dealer in which latter case a miss is dealt.

Never Open the Door to a Little Vice.


97.  Laws of Loo.


  1. For a misdeal the dealer is looed.
  1. For playing out of turn or looking at the miss without taking it, the player is looed.
  1. If the first player possess two or three trumps, he must play the highest, or be looed.
  1. With ace of trumps only, the first player must lead it, or be looed.
  1. The player who looks at his own cards, or the miss out of his turn, is looed.
  1. The player who looks at his neighbour's hand, either during the play or when they lie on the table, is looed.
  1. The player who informs another what cards he possesses, or gives any intimation that he knows such or such cards to be in the hand or the miss, is looed.
  1. The player who throws up his cards after the leading card is played, is looed.
  1. Each player who follows the elder hand must head the trick if he can, or be looed.
  1. Each player must follow suit if he can, or be looed.
The player who is looed pays into the pool the sum agreed.


98.  Mode of Play


  1. When it is seen how many players stand in the round, the elder hand plays a card—his highest trump if he has two or more; if not, any card he chooses. The next plays, and, if he can, follows suit or heads the trick with a trump. If he can do neither, he throws away any card.
  1. And so the round goes on; the highest card of the suit, or the highest trump, winning the trick. The winner of the trick then leads another card.
  1. The game consists of three tricks, and the pool is divided equally among the players possessing them. Thus, if there be three pence, shillings, or half-crowns, in the pool, the tricks are a penny, sixpence, or half-a-crown each. The three tricks may of course be won by a single player, or they may be divided between two or three. Each player who fails to win a trick is looed, and pays into the next pool the amount determined on as the loo.
  1. When played for a determinate stake, as a penny for the deal and three pence for the loo, the game is called Limited Loo. When each player is looed for the sum in the pool, it is Unlimited Loo.
  1. Caution is necessary in playing this game to win. As a general rule, the first player should not take the miss, as the dealer's stake is necessarily to be added to the loo. Nor the miss be taken after two players have "struck in" (declared to play), for the chances are that they possess good leading cards.


99.  Club Law


Another way
of playing Loo is for all the parties to play whenever a club is turned up as trumps. It is merely another mode of increasing the pool.


100.  Five-Card Loo.


  1. In principle it is the same as the other game Loo, only instead of three, the dealer (having paid his own stake into the pool) gives five cards to each player, one by one, face downwards.
  1. After five cards have been dealt to each player, another is turned up for trump; the knave of clubs generally, or sometimes the knave of the trump suit, as agreed upon, is the highest card, and is styled Pam; the ace of trumps is next in value, and the rest on succession, as at Whist. Each player can change all or any of the five cards dealt, or throw up his hand, and escape being looed. Those who play their cards, either with or without changing, and do not gain a trick, are looed. This is also the case with all who have stood the game, when a flush or flushes occur; and each, except a player holding pam, of an inferior flush, must pay a stake, to be given to him who sweeps the board, or divided among the winners at the ensuing deal, according to the tricks made. For instance, if every one at dealing stakes half-a-crown, the tricks are entitled to sixpence a-piece, and whoever is looed must put down half-a-crown, exclusive of the deal; sometimes it is settled that each person looed shall pay a sum equal to what happens to be on the table at the time. Five cards of a suit, or four with pam, make a flush which sweeps the board, and yields only to a superior flush, or the elder hand. When the ace of trumps is led, it is usual to say, "Pam be civil;" the holder of which last-mentioned card must then let the ace pass.
  1. Any player with five cards of a suit (a flush) looes all the players who stand in the game.
  1. The rules in this game are the same as in Three Card Loo.


101.  Put


The game of Put is played with an entire pack of cards, generally by two, but sometimes by four persons. At Put the cards have a value distinct from that in other games. The best card in the pack is a
trois
, or three; the next a
deuce
, or two; then the ace, king, queen, knave, ten in rotation. The dealer distributes three cards to each player, by one at a time; whoever cuts the lowest card has the deal, and five points make the game, except when both parties say, "
I put