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and should he place them on the pack, and omit scoring for them, whether hand or crib he must not mark for them after ward.

Method of playing five card Cribbage.

The Cribbage board is so universally known, that it is unnecessary here to describe it, and the sixty-one points, or holes marked thereon, which constitute the game.

At the commencement of the game the parties cut for deal. The person cutting the lowest cribbage card is dealer, and the non-dealer scores three points, which is called three for the last, and may be marked at any period of the game. The deal is made by dealing one card alternately until each party has five.

Each player then proceeds to lay out two of the five cards for the crib, which always belong to the dealer. This done, the non-dealer cuts the remainder of the pack, and the dealer turns up the uppermost. This card, whatever it may be, is reckoned by each party in hand or crib. If a knave, the dealer scores two points to his game.

After laying out and cutting as above mentioned, the eldest hand plays a card, which the other endeavours to pair, or to find one, the points of which, reckoned with the first, will make 15; then the non-dealer plays another card, trying to make a pair, pair royal, flush, where allowed of, or 15, provided the cards already played have not exceeded that number, and so on alternately till the points of the cards played make 31, or the nearest possible number under that.

When the player whose turn it is to play has no card which will make 31, or come in under that number, he says "Go" if his adversary then plays and makes 31, he takes two points; if under 31, he takes one for the end-hole or last play; and besides, the last player has often opportunities to make pairs, or sequences. Such cards as remain after this are not to be played; but each party having, during play, scored his points, gained, in the manner as hereafter directed, proceeds, the non-dealer first, then the dealer, to count and take for his hand and crib, as follows, reckoning his cards every way they possibly can be varied, and always including the turned-up card.

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double pair royal, or 4 of a sort

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12 points.

sequence of any sort, according to the No.

. flush according to the No.

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knave or knoddy, of the same suit as was turned up, 1 point; but when turned up, it is not to be reckoned again, nor is any thing to be taken for it when played.

Maxims for laying out the Crib Cards.

It is always highly necessary, in laying out cards for the crib, that every player should consider not only his own hand, but also whom the crib belongs to, and what is the state of the game; because what might be proper in one situation would be extremely imprudent in another.

If you should happen to possess a pair royal, be sure to lay out the other two cards, for either your own or your adversary's crib; except you hold two fives with the pair royal in that case it would be extremely injudicious to lay them out for your adversary's crib, unless the cards you retain ensure your game, or your adversary being so near home, that the crib becomes of no importance.

It is generally right to flush your cards in hand, whenever you can; as it may assist your own crib, or baulk your opponent's.

Endeavour always to retain a sequence in your hand, and particularly if it is a flush.

Always lay out close cards, such as a three and four, a five and six, for your own crib, unless it breaks your hand.

As there is one card more to count, in the crib, at five card cribbage, than there is in hand, be sure to pay great attention to the crib. as the probability of eckoning more points for the crib than hand is five to bur.

For your own crib, always lay out two cards of the ame suit, in preference to two of different suits, as this vill give you the chance of a flush in the crib.

Never lay out cards of the same suit for your adverary's crib.

Endeavour always to baulk your opponent's crib.

The best cards for this purpose are, a king, with an ace, six, seven, eight, nine, or ten; or a queen, with an ace, six, seven, eight, or nine; or any cards not likely to form a sequence.

A king is generally esteemed the greater baulk; as, from its being the highest card in the pack, no higher one can come in to form a sequence.

Never lay out a knave for your adversary's crib, when you can possibly avoid it, as it is only three to one, but the card turned up is of the same suit, by which he will obtain a point.

Even though you should hold a pair royal, never lay out for your adversary's crib, a two and three, a five and six, a seven and eight, or a five and any tenth card. Whenever you hold such cards, observe the stage of your game, and particularly if it is nearly ended, whether your adversary is nearly out, or within a moderate show, and it is your deal. When this is the case, you must retain such cards as will, in playing, prevent your adversary from making pairs or sequences, &c. and enable you to win the end-hole, which will often prevent your opponent from winuing the game.

Odds of the Game.

The number of points to be expected from the cards in hand are estimated at rather inore than four, and under five; and those to be gained in play are reckoned two to the dealer, and one to the adversary, making in all about six on the average, throughout the game; the probability of those in the crib, are estimated at five; so that each player ought to make sixteen in two deals, and so in the same proportion to the end of the game, by which it appears that the dealer has somewhat the advantage, supposing the cards to run equal, and the players well matched. By attending to this calculation any person may judge whether he is at home or not, and thereby play his game accordingly; either by making a grand push when he is behind and holds good cards, or by endeavouring to baulk his adversary when his hand proves indifferent.

Calculations for laying Wagers.

Before you bet, be careful to ascertain who has the deal, and pay particular attention to the situation of the

pegs.

In favour of the Dealer.

Each party being 5 holes going up is

at 10 holes

15 ditto

20 ditto

25 ditto

30 ditto

36 ditto

40 ditto

45 ditto

50 ditto

Each party being 55 holes going up is

at 60 holes

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2 to 1

When the dealer wants 3, and his adversary 4, 5 to 4 In all situations of the game, till within 15

of the end, when the dealer is five points ahead

But when 16 of the end

3 to 1

8 to 1

If the dealer wants 6, and the adversary 11, 10 to 1 If the dealer is 10 ahead, it is

And near the head of the game

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4 to 1

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21 to 20

When the dealer wants 16, and his oppo.}

nent 11

Against the Dealer.

When both players are at 56 holes each, is

57
58

When the dealer wants 20, and his opponent 17,

When the dealer is 5 points behind previous

to turning the top of the board

When he is 31, and his opponent 36
When he is 36, and his opponent 41

Even Betting.

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In all points of the game, till within 20 of the end, if

the non dealer is three ahead.

The dealer wanting 14, and his opponent 9.

ditto

11,

ditto 7.

And also when at 59 holes each player.

Three or four hand Cribbage

Differs only from the preceding, as the parties put out but one card each to the crib, and when thirty-one, or as near as can be, have been made, then the next eldest hand leads, and the players go on again in rotation with any remaining cards, till all are played out, before they proceed to show.

Six-Card Cribbage

Is so exactly similar to five-card cribbage, that any person playing one well, must play the other so. It consists of pairs, sequences, flushes, &c, and the points are reckoned and marked precisely in the same manner, except that at the beginning of the game, the nondealer is not to score any holes for the last, and all the cards must be played out: that is, when either party has made the end hole, the remaining cards in hand must be played, scoring for the pairs or fifteens they may form. When last player you should endeavour to retain close cards in hand, as they may enable you to acquire four points in playing

The dealer is supposed to have some trifling advantage.

The dealer may expect twenty five points by his hand crib, and next hand. Thus at his second deal, if his peg is in the twenty fifth hole of the board, he has his complement of points; the same at his third deal, if he is within eleven points of the game.

If the non dealer by his first hand attain the eleventh hole in the board, he will have the best of the game; for he is entitled to expect he shall make his second deal, with his front peg in the thirty-sixth hole, by which he will probably win the game, by his hand, crib, and next hand.

If you are dealer, and your adversary has above his complement of points, you must play your game accordingly. Thus, if you have good cards, endeavour to make as many points as possible by pairing, fifteens, &c. On the contrary, if your cards are indifferent, you must play off to prevent your adversary from obtaining points.

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