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
-
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.
-
Pairs are two similar cards, as two aces or two kings.
Whether in hand or play they reckon for two points.
-
Pairs-Royal are three similar cards, and reckon for six
points, whether in hand or play.
-
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.
-
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.
-
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.
-
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.
-
Nob.—The knave of the suit turned up reckons for one
point; if a knave be turned up, the dealer marks two.
-
End Hole.—The point scored by the last player, if he
make under thirty-one; if he make thirty-one exactly, he marks two.
-
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.
-
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.
-
Not fewer than four cards is a cut; nor must the non-dealer
touch the pack after he has cut it.
-
Too many or too few cards dealt constitutes a misdeal, the
penalty for which is the taking of two points by the non-dealer.
-
A faced card, or a card exposed during the act of dealing
necessitates a new deal, without penalty.
-
The dealer shuffles the cards and the non-dealer cuts them for
the "start."
-
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.
-
In cutting for the start, not fewer than three cards must be
lifted from the pack or left on the table.
-
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.]
-
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.]
-
No penalty attaches to the taking of too few points in play,
hand, or crib.
-
When a player has once taken his hand or crib, he cannot amend
his score.
-
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.
-
A player cannot demand the assistance of his adversary in
reckoning hand and crib.
-
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.
-
The peg once holed cannot be removed by either player till
another point or points be gained.
-
The player who scores a game as won when, in fact, it is not
won, loses it.
-
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.
-
A card that may be legally played cannot be withdrawn after
it has been once thrown face upwards on the table.
-
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.
-
The player who throws up his cards and refuses to score,
forfeits the game.
-
If a player neglect to play when he can play a card within the
prescribed thirty-one, he forfeits two holes.
-
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
-
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.
-
iNo person can beg more than once in each hand, except by mutual
agreement.
-
Each player must trump or follow suit on penalty of the
adversary scoring one point.
-
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.
-
When a trump is played, it is allowable to ask your adversary if
it be either high or low.
-
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
- High.—For the highest trump
out, the holder scores one point.
-
Low.—For the lowest trump out, the original holder
scores one point, even if it be taken by the adversary.
-
Jack.—For the knave of trumps the holder scores one. If
it be won by the adversary, the winner scores the point.
-
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.
-
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
-
Make your knave as soon as you can.
-
Secure your tens by playing any small cards, by which you may
throw the lead into you adversary's hand.
-
Win your adversary's best cards when you can, either by
trumping or with superior cards.
-
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
-
This game is played by any number of persons,
from three, but five or seven make the best game.
-
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.
-
The left-hand adversary shuffles or makes the pack, and the
player to the right of the dealer cuts previous to the deal.
-
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.
-
A card too many or too few is a misdeal.
-
The stakes being settled beforehand, the dealer puts into the
pool his three halfpence, pence, or sixpences, and the game
proceeds:
-
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.
-
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.
-
For a misdeal the dealer is looed.
-
For playing out of turn or looking at the miss without taking
it, the player is looed.
-
If the first player possess two or three trumps, he must play
the highest, or be looed.
-
With ace of trumps only, the first player must lead it, or be
looed.
-
The player who looks at his own cards, or the miss out of his
turn, is looed.
-
The player who looks at his neighbour's hand, either during the
play or when they lie on the table, is looed.
-
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.
-
The player who throws up his cards after the leading card is
played, is looed.
-
Each player who follows the elder hand must head the trick if he
can, or be looed.
-
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
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
Any player with five cards of a suit (a flush) looes all the
players who stand in the game.
-
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