Cribbage the card game




















Play Cribbage online against your friends. A multiplayer card game traditionally for two players, that involves playing and grouping cards in combinations which gain points. Cribbage has several distinctive features: the cribbage board used for score keeping, the crib, box, or kitty, a separate hand counting for the dealer, two distinct scoring stages the play and the show , aces low, and a unique scoring system including points for groups of cards that total fifteen.

Cribbage is a Trump style Card game for free. This free Cribbage app lets you play the classic card game Cribage Online anywhere without needing your wooden Cribbage pegging board.

The playing cards are large so Grandpa will have no trouble playing his favorite board game. All the scoring is automatic using the built-in Cribbage calculator including a breakdown of the point details. You can even play right there on the site. You both need to friend each other, so exchange IDs so you both can invite each other.

Inviting by ID will also allow you send notification invites to each other while offline. In the s Cribbage was invented by Sir John Suckling.

Cribbage is a combination of luck and skill. Luck can be managed by creating hands that are statistically highest on average. Over many rounds and games well played hands will come out ahead. The pegging stage of Cribbage is highly based on skill. The player has more control over the hand after discarding two cards of their choice. Four 5s is a Double Royal Pair. The Double Royal Pair worth 12 points by itself and has the possibility of scoring many more points if the 5th card combines well, such as a 10 valued card.

To learn Cribbage there can be a learning curve. The best way to learn is to find an experience player that can walk you through the game.

This card is the "starter. The starter is not used in the play phase of Cribbage , but is used later for making various card combinations that score points. The Play. After the starter is turned, the non-dealer lays one of his cards face up on the table. The dealer similarly exposes a card, then non-dealer again, and so on - the hands are exposed card by card, alternately except for a "Go," as noted below.

Each player keeps his cards separate from those of his opponent. As each person plays, he announces a running total of pips reached by the addition of the last card to all those previously played.

Example: The non-dealer begins with a four, saying "Four. The kings, queens and jacks count 10 each; every other card counts its pip value the ace counts one. The Go. During play, the running total of cards may never be carried beyond If a player cannot add another card without exceeding 31, he or she says "Go" and the opponent pegs 1.

After gaining the Go, the opponent must first lay down any additional cards he can without exceeding Besides the point for Go, he may then score any additional points that can be made through pairs and runs described later. If a player reaches exactly 31, he pegs two instead of one for Go. The player who called Go leads for the next series of plays, with the count starting at zero. The lead may not be combined with any cards previously played to form a scoring combination; the Go has interrupted the sequence.

The person who plays the last card pegs one for Go, plus one extra if the card brings the count to exactly The dealer is sure to peg at least one point in every hand, for he will have a Go on the last card if not earlier. The object in play is to score points by pegging. In addition. Fifteen: For adding a card that makes the total 15 Peg 2. Pair: For adding a card of the same rank as the card just played Peg 2.

Note that face cards pair only by actual rank: jack with jack, but not jack with queen. Triplet: For adding the third card of the same rank. Peg 6. For adding the fourth card of the same rank Peg Run Sequence : For adding a card that forms, with those just played:. For a sequence of three Peg 3. For a sequence of four. Peg 4. For a sequence of five. Peg 5. Peg one point more for each extra card of a sequence. Note that runs are independent of suits, but go strictly by rank; to illustrate: 9, 10, J, or J, 9, 10 is a run but 9, 10, Q is not.

It is important to keep track of the order in which cards are played to determine whether what looks like a sequence or a run has been interrupted by a "foreign card. The dealer pegs 2 for 15, and the opponent pegs 2 for pair, but the dealer cannot peg for run because of the extra seven foreign card that has been played. Example: Cards are played in this order: 9, 6, 8, 7.

The dealer pegs 2 for fifteen when he plays the six and pegs 4 for run when he plays the seven the 6, 7, 8, 9 sequence. The cards were not played in sequential order, but they form a true run with no foreign card. Counting the Hands. When play ends, the three hands are counted in order: non-dealer's hand first , dealer's hand second , and then the crib third.

This order is important because, toward the end of a game, the non-dealer may "count out" and win before the dealer has a chance to count, even though the dealer's total would have exceeded that of the opponent. The starter is considered to be a part of each hand, so that all hands in counting comprise five cards.

The basic scoring formations are as follows:. Combination Counts. Each combination of cards that totals 15 2. Each pair of cards of the same rank 2. Each combination of three or more 1 cards in sequence for each card in the sequence. Four cards of the same suit in hand 4 excluding the crib, and the starter.

Four cards in hand or crib of the same 5 suit as the starter. There is no count for four-flush in the crib that is not of same suit as the starter. His Nobs. Jack of the same suit as starter in hand or crib 1. In the above table, the word combination is used in the strict technical sense. The total score is An experienced player computes the hand thus: "Fifteen 2, fifteen 4, fifteen 6, fifteen 8, and 8 for double run is Note that the ace is always low and cannot form a sequence with a king.

Further, a flush cannot happen during the play of the cards; it occurs only when the hands and the crib are counted. The highest possible score for combinations in a single Cribbage deal is 29, and it may occur only once in a Cribbage fan's lifetime -in fact, experts say that a 29 is probably as rare as a hole-in-one in golf.

To make this amazing score, a player must have a five as the starter upcard and the other three fives plus the jack of the same suit as the starter - His Nobs: 1 point - in their hand. The double pair royal four 5s peg another 12 points; the various fives used to hit 15 can be done four ways for 8 points; and the jack plus a 5 to hit 15 can also be done four ways for 8 points. Muggins optional.

Each player must count his hand and crib aloud and announce the total. If he overlooks any score, the opponent may say "Muggins" and then score the overlooked points for himself. For experienced players, the Muggins rule is always in effect and adds even more suspense to the game. Game may be fixed at either points or 61 points. The play ends the moment either player reaches the agreed total, whether by pegging or counting one's hand. If the non-dealer "goes out" by the count of his hand, the game immediately ends and the dealer may not score either his hand or the crib.

If a player wins the game before the loser has passed the halfway mark did not reach 31 in a game of 61, or 61 in a game of , the loser is "lurched," and the winner scores two games instead of one. A popular variation of games played to , is a "skunk" double game for the winner if the losing player fails to pass the three-quarter mark - 91 points or more - and it is a "double skunk" quadruple game if the loser fails to pass the halfway mark 61 or more points.

The Cribbage board see illustration has four rows of 30 holes each, divided into two pairs of rows by a central panel. There are usually four or two additional holes near one end, called "game holes.

Note: There are also continuous track Cribbage boards available which, as the name implies, have one continuous line of holes for each player.

The board is placed to one side between the two players, and each player takes two pegs of the same color. The pegs are placed in the game holes until the game begins. Each time a player scores, they advance a peg along a row on their side of the board, counting one hole per point. Two pegs are used, and the rearmost peg jumps over the first peg to show the first increment in score. After another increase in score, the peg behind jumps over the peg in front to the appropriate hole to show the player's new score, and so on see diagram next page.

The custom is to "go down" away from the game holes on the outer rows and "come up" on the inner rows. A game of 61 is "once around" and a game of is "twice around. If a Cribbage board is not available, each player may use a piece of paper or cardboard, marked thus:. Two small markers, such as small coins or buttons, can substitute for pegs for counting in each row. The Crib. Conversely, for the non-dealer, it is best to lay out cards that will be the least advantageous for the dealer.

Laying out a five would be the worst choice, for the dealer could use it to make 15 with any one of the ten-cards 10, J, Q, K. Laying out a pair is usually a poor choice too, and the same goes for sequential cards, such as putting both a six and seven in the crib.

The ace and king tend to be good cards to put in the crib because it is harder to use them in a run. George Beltz November 5, at pm. Log in to Reply. Add Comment Cancel reply. Old Maid Learn the classic kid-and family-favorite card game that turns queens into old maids. Go Fish Learn how to ditch the line and go fish with the kids, via playing cards. Crazy Eights No childhood is complete without many nights featuring Crazy Eights.

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