« ZurückWeiter »
The Game of Cribbage differs from all other games by its immense variety of chances. It is reckoned useful to young people in the science of calculation. It is played with the whole pack of cards, generally by two persons, and sometimes by four. There are also different modes of playing, that is, with five, six, or eight cards; but the games principally played are those with five and six cards.
Terms used in the Game of Cribbage.
Crib, the cards thrown away by each party, and whatever points are made by them, the dealer is entitled to Score. Pairs, are two similar cards, as two aces, or two kings. They reckon for two points, whether in hand or playing. Pairs royal, are three similar cards, and reckon for six points, whether in hand or playing. Double pairs royal, are four similar cards, and reckon for twelve points, whether in hand or playing. 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 antagomist 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 playing. In hand they are formed either by two cards, such 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, &c. And in plaving thus; if such cards are played as make together fifteen, the two points are to be scored towards the game. Sequences, are three. four, or more successive cards, and reckon for an equal number of points, either in hand or playing. 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, is when the cards are all of one suit, and reckons for as many points as cards. For a flush in the crib, the card turned up must be of the same suit as those in hand. End-hole, is gained by the last player, and reckons one point when under thirty-one, and for two points when thirty-one. To obtain either of these points is considered a great advantage.
Laws of the Game of Cribbage.
1. In dealing, the dealer may discover his own cards if he pleases, but not those of his adversary. If he does, that adversary is entitled to mark two points, and call a fresh deal if he pleases. 2. If the dealer gives his adversary too many cards, the adversary may score two points, and also demand another deal; provided he detects the error previous to his taking up his cards. 3. When any player is observed to have in his hand more than the proper number of cards, in that case the person who discovers it may mark four points to his game, and call a new deal, if he thinks proper. 4. If the dealer gives himself more cards than he is entitled to, the adversary may score two points to his game, and either call a fresh deal, or draw the extra cards from the dealer's hand. 5. If either party meddle with the cards, from the time they are dealt until they are cut for the turn up card, his adversary is entitled to score two points. 6. If any player scores more than he is entitled to, the other party has a right to put him back as many points as were so scored, and to score the same number to his own game. 7. If either party touches even his own pegs unneSessarily, the adversary may score two points to his game. 8. If either party take out his front peg, he must place the same behind the other. 9. Either party scoring a less number of points than are his due, loses or takes them as agreed upon before playing. 10. Each player has a right to pack his own cards, and should he place them on the pack, and omit scoring for them, whether hand or crib he must not mark for them afterward.
JMethod 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 alread 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.
For every 15, . . . . . . . . . . . 2 points. . . pair, or two of a sort . . . 2 point: . . pair royal, or three of a sort . 6 points. . . double pair royal, or 4 of a sort 12 points. . . sequence of any sort, according to the No. . . flush according to the No.
. . . . . 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 anything to be taken for it when played.
JMaxims 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. t 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 our. For your own crib, always lay out two cards of the ame suit, in preference to two of different suits, as this will give you the chance of a flush in the crib. Never lay out cards of the same suit for your adverarv's crib. ndeavour 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, whetner your adversary is nearly out, or within a moderate silow, and it is your deal. When this is the case, you nust 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 winning the game.
Odds of the Game.
The number of points to be expected from the cards in hand are estimated at rather more 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 gaine; 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 gaine, 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.