The first player to cross the finish line, 121 points,
wins the game. Points are scored by combining cards in pairs, runs, and combinations that
add up to 15, during the play and after counting your hand and crib. The Layout
When the game starts your hand of six cards is displayed face up
at the bottom of the screen just above the command bar. Your opponent's hand, the
computer, is displayed face down at the top of the screen. The crib hand, with the two
discards from your opponent, is displayed across the middle of the screen waiting for your
discards. The cribbage board floats above the table at the right of the screen.
At the start of a game each player is dealt six cards
and must immediately discard two, face down, to the crib. The crib is an extra hand that
alternates players between deals. The player with the crib is called the dealer the other
player is called the elder. Points in your hand accumulate from pairs (2 or more of a
kind), runs (3 or more in sequence) and combinations of cards that add to 15. What you
discard to the crib depends on whether you are the dealer or the elder during that round.
At the end of the round the points in the crib go to the dealer.
Deciding which two cards to discard to the crib is an important
part of each hand. You should assess the value of your hand for pairs, runs and
combinations of cards that can total 15 in order to maximize the actual and potential
value of your hand. Generally a hand value between 10 and 20 points is considered good and
7 is about average. For the record the highest scoring single hand is 29 (four 5s and a
J).
Choosing the best discards is a talent that comes with experience. Generally you want to
keep cards that add up to the highest total especially when you are the elder player (you
don't have the crib).
When you are the dealer the points in the crib will go to you at the end of the hand so
you can feel better about discarding pairs or 15's to your crib. You can press the Hint
button to get a hint from the computer about which two cards to discard to the crib. This
hint is based on the cards in your hand and the probability of cards in the computer's
hand.
After the crib has been chosen. You must decide what
card you want to start off with the opening lead. There is no safe opening lead because
you have no idea what your opponent has in their hand. But here are some pointers that can
help you in your decision, remember that if your lead is higher than four, your opponent
may make 15.
The play begins after the starter card is drawn.
Non-dealer plays first by laying one card from their hand to the table and announcing the
total. The dealer plays the next card and announces the total. The idea during play is to
acquire points by making pairs, runs or 15's from the played cards. You want to be careful
also not to lay out cards that are close in rank in order to avoid a run. The maximum
total of played cards is 31. The player that lays a card, which totals exactly 31,
receives 2 points. If a player cannot lay a card that keeps the total at 31 or less he
must announce a "Go" and pass the play. The remaining player must lay out their
remaining cards that keep the total to 31 or less and receives one point for the Go and
two points if he was able to total exactly 31. The play then continues again starting from
zero in this way until all cards are played out. The running total count is displayed at
the bottom of the screen. The player that lays the very last card of the play receives one
point
This option plays a game of duplicate crib. In duplicate
crib you play one game to completion then in the next game you receive the cards that your
opponent was dealt in the previous game and visa versa for your opponent. This method of
play eliminates any luck in the deal. The Starter card is also repeated in the duplicate
game.
If you select duplicate mode during a game the next game will deal the hands that have
occurred in the current game. If the duplicate game requires more hands than were saved
from the previous game then new hands are dealt until someone wins.
If you Quit and Save the current game during a duplicate game the duplicate hands are not
saved when you restart the game.
1 (and Ace)
Seldom a good lead unless you also have a 4. Aces
are valuable for pegging when the count gets up toward thirty-one.
2
Generally good, although this card may be valuable
for pegging later. If you have two 2s and a 3, this is an excellent lead; if your opponent
pairs it you get three of a kind; if your opponent plays a 10 then you get a fifteen.
3
Generally good, if you also have a 2, the 3 is an
even better lead; if your opponent plays a 10, you get a fifteen; if he doesn't, you still
have a deuce for pegging. If you have two 3s and a deuce, the lead is perfect.
4
Probably the best of all leads; doubly good if you
also have an Ace. The 4 can't be made into fifteen and it is not as useful as a 1, 2 or 3
for pegging. Also, any card your opponent plays gives you an opportunity for a fifteen
5
The worst lead of the game because of the high
probability that your opponent has a 10.
6
Generally alright. It is better if you have a nine
because if your opponent plays a nine for fifteen, you can match it, for a pair. STOP
7
Seldom good.
If your opponent plays an 8, you hesitate to play a 6 as that would bring the total to
twenty-one, an open door for your opponent to make thirty-one.
8
Almost as dangerous as a 7.
9
Seldom a good lead. If your opponent plays a 6 for a
fifteen and you pair it the count goes to twenty-one.
10
The most frequent lead. Especially good if the starter card is 5 or you have one in your hand as
that reduces the possibility of your opponent having one to make a fifteen.
If you have a run of any cards, play the
middle one, I.E. if you have J Q K lead with the Q. If your opponent plays with any 10er,
you score. Play Of The Hand After The Initial Lead
There is no simple answer to how you should play
the hand after the opening lead. Just keep these five objectives mind mind as you play the
hand.
1
Play to reach 15, scoring 2 points.
2
Aim to hit 31 and score 2 points.
3
Formation of Matches: - Pairing the previous
card played scores 2 points.
- Making triplets (three of a kind) scores 6 points
- Lining up quadruplets If, after a pairs has been made, another card of the same
rank can be played immediately (provided that no Go or 31 has intervened), the player of
the fourth card scores 12 points.
4
Look for straights: - Three card straight, 3
points
- Four card straight, 4 points
- five card straight, 5 points
- six card straight
*NOTE*-that straights can be scrambled, that is, the cards do not have to be played in
numerical order. The cards could be in 4-2-3 order and it would still be a straight.
5
Play defensive, prevent your opponent from
reaching 15, matches, a straight,31, or the go.
Counting the pointsAfter
the play each player collects their cards from the table. The Elder player counts their
hand first followed by the Dealers hand and then the Dealers crib. The game displays the
card counts for you pointing out which cards contribute to which points. All points are
recorded for you on the peg board. Your pegs move along the red (outside) track, the
computer uses the blue (inside) track. Each player has two pegs that leapfrog over each
other when points are made. The leading peg represents your current score.
End of Game Points
At the end of each game the point difference is
calculated and you win or lose $1 per point. If you beat the computer by 10 points then
you are awarded $10.
If the loser has not scored higher than the Skunk mark (90 points) then the winner is
awarded an extra game on the score card. An example is if you only play one game and you
lose by more than 90 points, then it will show on the score card that you have lost two
games.
During the play points for runs (three or more cards in numerical
sequence) do not have to be laid out in order but do have to be adjacent. For example the
sequence 9,10,J and 10,J,9 are both worth 3 points.
Scoring the points in a hand is a process of adding up the basic points in all
combinations of cards without repeat. For example, three of a kind is really 3 sets of
pairs at 2 points each which equals 6 points.
Cards:
Points Awarded
Total to
15
2
Pair
2
Three
of a Kind
6
Four
of a Kind
12
Run of
three or more
1point each card
Turned
up Jack( A Jack in the hand or the Crib which is of the same suit as the turned up card)
1
Go
1
Four card Flush
4
Five card Flush
5
Jack of the same suit
as the Starter ("Their Nobs", not in the Crib)
1
Total
to 31
2
Common Combinations
Points
Three of a Kind
6
Four of a Kind
12
Double Run (7-6-6-5)
8
Triple Run (7-6-6-6-5)
15
Quadruple Run (7-7-6-6-5) 16
Card Values Value
Ace
1
Face Card 10
2-10
face value
Reference
Frank L. Brown (1985) How to Play Cribbage Well. Publishing Horizons, Inc. Columbus, Ohio.