The Book of Card Games: The Complete Rules to the Classics, Family Favorite and Forgotten Games

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Authors: Nikki Katz
suit.
    Cards played before the total resets to zero (after hitting thirty-one) do not count toward a pair, three of a kind, four of a kind, or run.
    In proper cribbage etiquette, you each announce the running total and any points earned before pegging your score. For example, let’s say you have a hand with 4♣ 5♠ 10♥ 7♥, and your opponent has a hand with 5♦ 6♣ 8♥ and 3♠. You lay down your 4♣ and say “Four.” Your opponent lays down his 6♣ and says “Ten” because now the running total is four plus six. You lay down your 5♠ to make the running total fifteen, which scores you two points for fifteen and say “Fifteen for two.” You peg two points on the cribbage board. You then say, “Run for three,” because you have a run of 4, 5, 6, and peg three additional points. Your opponent now lays down his 5♦, making the running total twenty and scoring two points for creating a pair. He says “Twenty for two” and pegs his two points. He then says “Pair for two” and pegs two additional points. You lay down your 10♥, making the running total thirty and say “Thirty.” Since your opponent cannot lay a card that will push the running total over thirty-one points, and he does not have an ace, he cannot play. He says, “Go.” You score one point by saying “One for the go,” and since you cannot play a card either, the running total starts again at zero and play returns to your opponent. He lays down his 3♠ and says “Three.” You lay down your last card, the 7♥, and say “Ten.” Your opponent lays down his 8♥, to make the final total eighteen points, says “Eighteen for one” because he laid the final card, and pegs one point.
    The best cards to keep are fives, because they form fifteens with tens, jacks, queens, and kings, which are worth extra points. If it’s your crib (deal), try to discard a pair or a sequence in the hopes of getting a run. If it’s your opponent’s crib, discard opposite cards and no fives or tens.
BREAKING DOWN THE POINTS
    After play is over, you each add up the points contained within the combination of your four cards plus the starter card originally turned up by the dealer. Each scoring combination (pairs, three of a kind, four of a kind, and run) scores the points stated. A flush receives four points if the starter card is not of the same suit and five points if it is. A nob (having a hand with a jack of the same suit as the up card) receives one point. You can also receive points that your opponent forgot to claim by calling “muggins” and declaring those points.
    For example, suppose your hand has the cards 5♥ 5♠ 9♠ 10♥ and the starting up card is the J♦. You can form four combinations of fifteen (5♥ 10♥, 5♥ J♦, 5♠ 10♥, 5♠ J♦), a run of three (9♠ 10♥ J♦), and a pair of 5s for a total of thirteen points.
    If you have a pair in a run, the run can be counted twice. Let’s say your hand has the cards 2♦ 4♦ 5♥ 6♠ and the starting up card is 6♦. You have one run of 4♦ 5♥ 6♠ and one run of 4♦ 5♥ 6♦. You also have two combinations of fifteen 4♦ 5♥ 6♠ and 4♦ 5♥ 6♦, and a pair of 6s, for a total of twelve points.
    It is impossible to score nineteen points in a hand. So if you hear a player call out nineteen points, it refers to a worthless hand containing zero points. The player will then move his back peg to the hole right behind his front peg.
    The dealer’s opponent adds up his points first, pegging them on the board, and then the dealer adds up his points and pegs. The dealer then takes the four crib cards, turns them over, and receives points for that hand as well. Any points he earns through those cards are scored and pegged immediately, before the next hand is dealt and played.
Order of Play
    Order of play can become essential toward the end of the game, as each of you gets closer to winning. If you have enough points, you could go out before the dealer, even if the dealer has many

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