Cribbage Deluxe: Customize Your Cards, Backgrounds, and Peg Boards
Introduction
Cribbage is a card game that originated in England in the 17th century. It was invented by Sir John Suckling, a poet and gambler, who based it on an older game called Noddy. Cribbage is one of the few card games that uses a special board for scoring, which makes it unique and distinctive. Cribbage is also one of the most popular card games in the English-speaking world, especially in the United States, Canada, and Great Britain. Cribbage is a game of skill and strategy, where you try to score points by forming combinations of cards and pegging them on the board. Cribbage can be played by two or more players, but it is best played by two.
In this article, I will show you how to play cribbage, as well as some tips and tricks to improve your game. Whether you are a beginner or an expert, you will find something useful and interesting in this article. So grab a deck of cards, a cribbage board, and a friend, and let's get started!
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The Basics
The Deck
Cribbage is played with a standard 52-card deck. The cards are ranked from high to low as follows: K (king), Q (queen), J (jack), 10, 9, 8, 7, 6, 5, 4, 3, 2, A (ace). The suits are irrelevant in cribbage, except for scoring a flush (see below). The cards have different values depending on how they are used in the game. For counting purposes, the face cards (K, Q, J) are worth 10 points each, and the ace is worth one point. For making combinations, such as pairs or runs, the cards have their numerical rank, with ace being the lowest and king being the highest.
The Board
The cribbage board is a wooden or plastic board with holes arranged in rows or tracks. There are usually two tracks for each player, plus one extra track for keeping track of games won. Each track has 121 holes, corresponding to the number of points needed to win a game. There are also some extra holes for holding pegs when not in use.
Each player has two pegs of the same color. One peg is called the front peg and the other is called the rear peg. The front peg shows the current score of the player, while the rear peg shows the previous score. The pegs are moved along the holes as points are scored. The front peg is always moved first, followed by the rear peg, so that the distance between them shows the number of points scored in that turn. The pegs are moved in a zigzag fashion from one end of the board to the other, and then back again. The first player to reach or pass the final hole with the front peg wins the game.
The Deal
To begin the game, the players cut the deck to decide who will be the first dealer. The player who cuts the lowest card deals first. The ace is the lowest card, and the king is the highest. If there is a tie, the players cut again. The deal then alternates between the players for each hand.
The dealer shuffles the deck and deals six cards face down to each player. The players then look at their cards and decide which four to keep and which two to discard to the crib. The crib is a separate hand that belongs to the dealer for that hand, and is used for scoring at the end of the hand. The discarded cards are placed face down in front of the dealer.
The Crib
The crib is a special hand that belongs to the dealer for each hand. It consists of four cards: two from the dealer and two from the non-dealer (also called the pone). The crib is used for scoring at the end of the hand, after both players have shown their hands. The crib can be an advantage or a disadvantage for the dealer, depending on the cards that are discarded and the starter card that is revealed.
When discarding cards to the crib, both players should try to balance their own hand with the potential of the crib. The dealer should try to make a strong crib, while the pone should try to make a weak crib. Generally, it is better to discard low cards, pairs, or cards of the same suit to the crib, as they are more likely to form combinations with the starter card. It is also better to avoid discarding 5s or 10s, as they can give away easy points to the opponent.
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The Starter
After both players have discarded their cards to the crib, the non-dealer cuts the deck and reveals the top card. This card is called the starter or the cut card. This card is used for scoring both the hands and the crib, along with the four cards in each hand. The starter card is placed face up on top of the deck, and the rest of the deck is set aside and not used for the rest of the hand.
If the starter card is a jack, the dealer scores two points immediately. This is called "two for his heels" or "his nibs". The dealer moves his front peg two holes ahead on the board to indicate this score.
The Play
The Counting Phase
After the starter card is revealed, the play begins. The non-dealer plays one card face up on the table, announcing its value. The dealer then plays one card face up on the table, adding its value to the previous card and announcing the total. The players take turns playing one card at a time, adding the value of each card to the running total and announcing it. The face cards are worth 10 points each, and the ace is worth one point. The suits are irrelevant in this phase.
The play continues until either one of the players cannot play a card without exceeding 31, or both players have played all their cards. The player who plays the last card that does not exceed 31 scores one point for "go" or "last card". If the last card exactly makes 31, the player scores two points instead of one. The player then moves his front peg accordingly on the board.
If one or both players still have cards left after reaching 31, a new count begins from zero. The player who did not play the last card in the previous count plays the first card in the new count. The play continues as before, until all cards are played.
The Scoring Phase
During the counting phase, both players can score points for playing certain combinations of cards. These points are scored as soon as they occur, and are separate from the points scored for the hands and the crib. The possible combinations and their points are as follows: - Pair: Two cards of the same rank, such as two 7s or two kings. A pair is worth two points. - Pair Royal: Three cards of the same rank, such as three 8s or three queens. A pair royal is worth six points. - Double Pair Royal: Four cards of the same rank, such as four 9s or four jacks. A double pair royal is worth 12 points. - Run: Three or more consecutive cards of any suit, such as 3-4-5 or 10-J-Q. A run is worth one point for each card in the run. For example, a run of four cards is worth four points. - Fifteen: Any combination of cards that adds up to 15, such as 5-10, 7-8, or A-2-3-9. A fifteen is worth two points. - Flush: Four cards of the same suit in the hand, or five cards of the same suit including the starter card. A flush in the hand is worth four points, and a flush with the starter card is worth five points. Note that a flush cannot be scored during the counting phase, only during the show phase. If a player scores more than one combination in a single play, he scores all the points for each combination. For example, if a player plays a 5 on a 10-J-Q, he scores two points for fifteen, four points for a run of four, and two points for a pair, for a total of eight points. The Crib Phase
After both players have played and scored all their cards in the counting phase, the dealer reveals and scores the crib. The crib is scored in the same way as the hands, except that a flush in the crib must include the starter card. The dealer moves his front peg accordingly on the board.
The Show
The Hands
After the crib is