316 lines
10 KiB
Plaintext
316 lines
10 KiB
Plaintext
.\"
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.\" @(#)cribbage.n 1.1 94/10/31 SMI (from Berkeley)
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.\"
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.so macro
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.na
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.PH "CRIBBAGE"
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.sp 2
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.ce
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from
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.sp
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.ce
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.ul
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According to Hoyle
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.sp 2
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.PG
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Cribbage is believed to have been invented by Sir John Suckling (1609-1642).
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Probably it is an elaboration of an older game, Noddy. The original game was
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played with hands of five cards; the modern game gives each player six. That
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is virtually the only change from Suckling's directions.
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.HP "Players."
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Two. There are variants for three and four players, described later.
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.HP "Cards."
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The pack of 52. The cards in each suit rank: K (high), Q, J, 10, 9, 8,
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7, 6, 5, 4, 3, 2, A. The
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.ul
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counting values
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are: K, Q, J, 10, each 10 (wherefore these are called
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.ul
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tenth cards);
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ace, 1; each other card, its index value.
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.HP "Cribbage Board".
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Indispensable to scoring (unless you have a computer!, ed.) is the device
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known as the
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.ul
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cribbage board.
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This is a rectangular panel, long and narrow, in which are
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four rows of 30 holes each. (See illustration.) At one end, or in the center,
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are two or four additional holes, called
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.ul
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game holes.
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The board is placed between the two players, and each keeps his own score on
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the two rows of holes nearest himself. Each is supplied with two
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.ul
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pegs.
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Before the first hand, the pegs are placed in the game holes. On
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making his first score, the player advances one peg an appropriate number
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of holes (one per point) away from the
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.ul
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game end
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of the board. The second score is recorded by placing the second peg an
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appropriate distance ahead of the first. For each subsequent score, the
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rear peg is jumped ahead of the other, the distance between the two pegs
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always showing the amount of this last score.
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.PG
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The traditional mode of scoring is down (away from the game end) the
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outer row, and up the inner row. "Once around" is a game of 61 points.
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"Twice around" is a game of 121 points.
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.HP "Preliminaries."
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Cards are drawn; the lower deals first. If cards of equal rank are drawn,
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both players draw again. Dealer has the right to shuffle last. Nondealer
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cuts, and must leave at least four cards in each packet.
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.HP "Dealing."
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Each player receives six cards, dealt one at a time face down, beginning
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with the nondealer. The turn to deal alternates. The dealer has an
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advantage.
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.HP "Laying Away."
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After seeing his hand, each player
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.ul
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lays away
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two cards face down. The four cards laid away, placed in one pile, form the
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.ul
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crib.
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The crib counts for the dealer. Nondealer therefore tries to lay away
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.ul
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balking cards --
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cards that are least likely to create a score in the crib.
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.HP "The Starter."
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After both hands have laid away, nondealer lifts off a packet from the top
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of the
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.ul
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stock
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(the rest of the pack). Again, each packet must contain at least four cards.
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Dealer turns up the top card of the lower packer, which is then placed on
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top of the stock when the packets are reunited. The card thus turned up is
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called
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.ul
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1 the starter.
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If it is a jack, dealer immediately pegs 2, called
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.ul
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2 for his heels.
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.HP "The Play."
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Nondealer begins the play by laying a card from his hand face up on the
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table, announcing its counting value. Dealer then shows a card, announcing
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the total count of the two cards. Play continues in the same way, by
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alternate exposure of cards, each player announcing the new total count.
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The total may be carried only to 31, no further. If a player adds a card
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that brings the total exactly to 31, he pegs 2. If a player is unable to
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play another card without exceeding 31, he must say "Go," and his opponent
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pegs 1, but before doing so, opponent must lay down any additional cards he
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can without exceeding 31. If such additional cards bring the total to
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exactly 31, he pegs 2 instead of 1.
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.PG
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Whenever a
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.ul
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go
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occurs, the opponent of the player who played the last card must lead for a
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new count starting at zero. Playing the last card of all counts as a go.
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(Since nondealer makes the opening lead, dealer is bound to peg at least
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1 in play.)
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.PG
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Besides pegging for 31 and go, the player may also peg for certain
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combinations made in play, as follows:
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.sp 2
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.ti +4
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.ul
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Fifteen.
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.IP
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Making the count total 15 pegs 2.
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.EP
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.sp 2
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.ti +4
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.ul
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Pair.
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.IP
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Playing a card of same rank as that previously played pegs 2. Playing
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a third card of the same rank makes
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.ul
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pair royal
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and pegs 6. Playing the fourth card of the same rank makes
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.ul
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double pair royal
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and pegs 12.
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.PG
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The tenth cards pair strictly by rank, a king with a king, a queen with a
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queen, and so on. (King and jack do not make a pair, although each has
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the counting value 10.)
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.EP
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.sp 2
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.ti +4
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.ul
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Run.
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.IP
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Playing a card which, with the two or more played immediately previously,
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makes a sequence of three or more cards, pegs 1 for each card in the
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.ul
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run.
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Runs depend on rank alone; the suits do not matter. Nor does the score
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for run depend upon playing the cards in strict sequence, so long as
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the three or more last cards played can be arranged in a run.
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.ul
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Example:
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7, 6, 8 played in that order score 3 for run; 5, 2, 4, 3 played in that order
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score 4 for run.
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.EP
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.PG
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Any of the foregoing combinations count, whether the cards are played
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alternately or one player plays several times in succession in consequence
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of a go. But a combination does not score if it is interrupted by a go.
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.HP "Showing."
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After the play, the hands are
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.ul
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shown
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(counted). Nondealer shows first, then dealer's hand, then crib.
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The starter is deemed to belong to each hand, so that each hand includes
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five cards. Combinations of scoring value are as follows:
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.sp 2
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.ti +4
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.ul
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Fifteen.
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.IP
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Each combinations of two or more cards that total fifteen scores 2.
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.EP
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.sp 2
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.ti +4
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.ul
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Pair.
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.IP
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Each pair of cards of the same rank scores 2.
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.EP
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.sp 2
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.ti +4
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.ul
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Run.
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.IP
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Each combination of three or more cards in sequence scores 1 for each card
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in the run.
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.EP
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.sp 2
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.ti +4
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.ul
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Flush.
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.IP
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Four cards of the same suit in hand score 4; four cards in hand or crib
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of same suit as the starter score 5. (No count for four-flush in crib.)
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.EP
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.sp 2
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.ti +4
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.ul
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His Nobs.
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.IP
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Jack of same suit as the starter, in hand or crib, scores 1.
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.EP
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.PG
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It is important to note that every separate grouping of cards that makes
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a fifteen, pair, or run counts separately. Three of a kind,
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.ul
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pair royal,
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counts 6 because three sets of pairs can be made; similarly, four of a
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kind,
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.ul
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double pair royal,
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contain six pairs and count 12.
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.PG
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The highest possible hand is J, 5, 5, 5 with the starter the 5 of the same
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suit as the jack. There are four fifteens by combining the jack with a
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five, four more by combinations of three fives (a total of 16 for fifteens);
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the double pair royal adds 12 for a total of 28; and
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.ul
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his nobs
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adds 1 for a maximum score of 29. (the score of 2 for
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.ul
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his heels
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does not count in the total of the hand, since it is pegged before the play.)
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.PG
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A
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.ul
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double run
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is a run with one card duplicated, as 4-3-3-2. Exclusive of fifteens, a
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double run of three cards counts 8; of four cards, 10. A
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.ul
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triple run
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is a run of three with one card triplicated, as K-K-K-Q-J. Exclusive of
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fifteens, it counts 15. A
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.ul
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quadruple run
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is a run of three with two different cards duplicated, as the example
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8-8-7-6-6 previously given. Exclusive of fifteens, it counts 16.
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.PG
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No hand can be constructed that counts 19, 25, 26 or 27. A time-honored
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way of showing a hand with not a single counting combination is to say
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"I have nineteen."
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.PG
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The customary oder in showing is to count fifteens first, then runs, then
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pairs, but there is no compulsion of law.
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.ul
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Example:
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A hand (with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2,
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fifteen 4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and
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8 is 14."
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.HP "Muggins."
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The hands and crib are counted aloud, and if a player claims a greater
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total than is due him, his opponent may require correction. In some
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localities, if a player claims less than is due, his opponent may say
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"Muggins" and himself score the points overlooked.
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.HP "Scoring."
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The usual
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.ul
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game
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is 121, but it may be set at 61 by agreement. Since the player wins
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who first returns to the game hole by going "twice around," the scores
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must be pegged strictly in order: his heels, pegging in play, non-dealer's
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hand, dealer's hand, crib. Thus, if nondealer goes out on showing his
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hand, he wins, even though dealer might have gone out with a greater
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total if allowed to count his hand and crib.
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.PG
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When the game of 121 is played for a stake, a player wins a single game
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if the loser makes 61 points or more. If the loser fails to reach
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61, he is
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.ul
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lurched,
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and the other wins a double game.
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.HP "Irregularities."
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.ul
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Misdeal.
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There must be a new deal by the same dealer if a card is found faced in the
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pack, if a card is exposed in dealing, or if the pack be found imperfect.
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.PG
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.ul
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Wrong Number of Cards.
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If one hand (not crib) is found to have the wrong number of cards after
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laying away for the crib, the other hand and crib being correct, the
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opponent may either demand a new deal or may peg 2 and rectify the
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hand. If the crib is incorrect, both hands being correct, nondealer
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pegs 2 and the crib is corrected.
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.HP "Error in Pegging."
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If a player places a peg short of the amount to which he is entitled, he
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may not correct his error after he has played the next card or after the
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cut for the next deal. If he pegs more than his announced score,
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the error must be corrected on demand at any time before the cut for the
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next deal and his opponent pegs 2.
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.HP "Strategy."
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The best balking cards are kings and aces, because they have the least
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chance of producing sequences. Tenth cards are generally good, provided
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that the two cards laid away are not too
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.ul
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near
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(likely to make a sequence). When nothing better offers, give two
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.ul
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wide
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cards -- at least three apart in rank.
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.PG
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Proverbially the safest lead is a 4. The next card cannot make a 15.
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Lower cards are also safe from this point of view, but are better
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treasured for go and 31. The most dangerous leads are 7 and 8, but
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may be made to trap the opponent when they are backed with other
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close cards. Generally speaking, play
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.ul
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on
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(toward a sequence) when you have close cards and
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.ul
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off
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when you do not. However, the state of the score is a consideration.
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If far behind, play on when there is any chance of building a score
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for yourself; if well ahead, balk your opponent by playing off unless
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you will surely peg as much as he by playing on.
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