Enquire Within Upon Everything The Great Victorian Era Domestic
Chapter 73
table and not mixed with the pack, under penalty of the forfeiture of the game.
The player who refuses to abide by the rules, loses the game. Bystanders must not interfere unless requested to decide any disputed point.
83. Five-Card Cribbage.
In this the sixty-one points or holes on the cribbage-board mark the game. The player cutting the lowest card deals; after which, each player lays out two of the five cards for the crib, which belongs to the dealer. The adversary cuts the remainder of the pack, and the dealer turns up and lays upon the crib the uppermost card, the turn-up. If it be a knave, he marks two points. The card turned up is reckoned by both in counting their hands or crib. After laying out, the eldest hand plays a card, which the other should endeavour to pair, or find one, the pips of which, reckoned with the first, will make fifteen; then the non-dealer plays another card, and so on alternately, until the pips on the cards played make thirty-one, or the nearest possible number under that.
84. Counting for Game in Cribbage.
When he whose turn it is to play cannot produce a card that makes thirty-one, or comes under that number, he says, "Go," and his antagonist scores one, or plays any card or cards he may have that will make thirty-one, or under. If he can make exactly thirty-one, he takes two points; if not, one. Such cards as remain after this are not played, but each player then counts and scores his hand, the non-dealer first. The dealer then marks the points for his hand, and also for his crib, each reckoning the cards every way they can possibly be varied, and always including the turned-up card.
Points. For every fifteen 2 Pair, or two of a sort 2 Pair-royal, or three of a sort 6 Double pair-royal, or four ditto 12 Knave of the turned-up suit 1 Sequences and flushes, whatever their number.
85. Examples of Hands in Cribbage.
Two sevens, two eights, and a nine count 24 Two eights, a seven, and two nines " 20 Two nines, a six, seven, and eight " 16 Two sixes, two fives, and a four " 24 Two sixes, two fours, and a five " 24 Two fives, two fours, and a six " 24 Two threes, two twos, and an ace " 16 Two aces, two twos, and a three " 16 Three fives and a tenth card " 14 Three fours and a seven " 12 Three twos and a nine " 8 Six, seven, eight, and two aces the ragged 13 6 + 1 and 8 = 15-2; 6 + 1 and 8 = 16-4; 6 + 1 + 1 + 7 = 15-6; 7 + 8 = 15-8, the pair of aces and the sequence 5 = 13. Three sixes and a nine count 12 Three sevens and an eight " 12 Three eights and a seven " 12 Three nines and a six " 12 Three threes and a nine " 12 Three sixes and a three " 12 Three sevens and an ace " 12 Two tens (pair) and two fives " 12 Two tenth cards (not a pair) and two fives = 10 Two nines and two sixes " 12 Two eights and two sevens " 12 Two sixes and two threes " 8 Two fives, a four, and a six " 12 Two fours, a five, and a six " 12 Two sixes, a four, and a five " 12 Two threes and two nines " 8 Two nines, a seven, and an eight " 10 Two eights, a seven, and a nine " 12 Two sevens, an eight, and a nine " 12 Two sixes, a seven, and an eight " 10 Two sixes, a three, and a nine " 8 A seven, eight, nine, ten, and knave " 7 A six, seven, eight, nine, and ten " 9 A six, seven, eight, and nine " 8 A six, five, and two sevens " 8 Any double sequence of three cards and a pair (as knave, queen, and two kings). " 6 Any sequence of three cards and a fifteen " 5 Any sequence of four cards and a fifteen (as seven, eight, nine and ten) counts 6 Any sequence of six cards " 6 Any sequence of four cards and a flush " 8 Any flush of four cards and a fifteen " 6 Any flush of four cards and a pair " 6
The highest number that can be counted from five cards is 29--made from four fives and a knave; that is, three fives and a knave of the suit turned up, and a five on the pack--for the combinations of the four fives, 16; for the double pair-royal, 12; his nob, 1-29.
[RUSTLE IS NOT INDUSTRY.]
86. Maxims for laying out the Crib Cards.
In laying out cards for the crib, the player should consider not only his own hand, but also to whom the crib belongs, as well as the state of the game; for what might be right in one situation would be wrong in another. Possessing a pair-royal, it is generally advisable to lay out the other cards for crib, unless it belongs to the adversary. Avoid giving him two fives, a deuce and a trois, five and six, seven and eight, five and any other tenth card. When he does not thereby materially injure his hand, the player should for his own crib lay out close cards, in hope of making a sequence; or two of a suit, in expectation of a flush; or cards that of themselves reckoned with others will count fifteen. When the antagonist be nearly up, and it may be expedient to keep such cards as may prevent him from gaining at play. The rule is to baulk your adversary's crib by laying out cards not likely to prove of advantage to him, and to lay out favourably for your own crib. This applies to a stage of the game when it may be of consequence to keep in hand cards likely to tell in play, or when the non-dealer would be either out by his hand, or has reason for thinking the crib of little moment. A king and a nine is the best baulk, as none can form a sequence beyond it; king or queen, with an ace, six, seven, eight, or nine, are good ones to put out. Low cards are generally the most likely to gain at play; the flushes and sequences, particularly if the latter be aiso flushes, are eligible hands, as thereby the player will often be enabled either to assist his own crib, or baulk that of the opponent; a knave should never be put out for his crib, if it can be retained in hand.
87. Three or Four-Hand Cribbage
differs little from the preceding. They put out but one card each to the crib, and when thirty-one, or the nearest to that has been made, the next eldest hand leads, and the players go on again in rotation, with the remaining cards, till all are played out, before they proceed to show hands and crib. For three-handed cribbage triangular boards are used.
88. Three-Hand Cribbage
is sometimes played, wherein one person sits out, not each game, but each deal in rotation. In this the first dealer generally wins.
89. Six-Card Cribbage.
The two players commence on an equality, without scoring any points for the last, retain four cards in hand, and throw out two for crib. At this game it is of advantage to the last player to keep as close as possible, in hope of coming in for fifteen, a sequence, or pair, besides the end hole, or thirty-one. The first dealer is thought to have some trifling advantage, and each player may, on the average, expect to make twenty-five points in every two deals. The first non-dealer is considered to have the preference, when he gains ten or more the first hand, the dealer not making more than his average number.
90. Eight-Card Cribbage
is sometimes played. Six are retained in hand, and the game is conducted on the same plan as before.
91. All Fours
is usually played by two persons; not unfrequently by four. Its name is derived from the four chances, called _high, low, Jack, game_, each making a point. It is played with a complete pack of cards, six of which are to be dealt to each player, three at a time; and the next card, the thirteenth, is turned up for the trump by the dealer, who, if it prove a knave, scores one point. The highest card cut deals first. The cards rank the same as at whist--the first to score ten points, wins.
92. Laws of All-Fours.