cribbage

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Cribbage board with 120 holes and three lanes
Traditional English cribbage board with 60 holes

Cribbage (pronounced: Kribbidsch) is a card game for two players (there are also variants for three and four players). The game is played with a 52-card poker hand. You also need a cribbage board on which each player counts his points with the help of two pens.

Emergence

Cribbage originated in England in the 17th century and is still one of the most popular card games in the English-speaking world. Game researcher David Parlett describes it as the only card game that is purely English in origin. Outside of the English-speaking world, however, cribbage has not yet found widespread use. Like all card games, cribbage was initially - at a time when paper was precious - a game of the nobility that goes back to an older game called "Noddy". From the 18th century, however, cribbage became the epitome of the British pub game.

Character and aim of the game

Cribbage is not one of the "trickery games", but one of the so-called "adding" card games: The players lay out their cards one after the other and add up the value of the cards in the game, whereby a certain total value must not be exceeded - with cribbage this is 31. During the addition, the players try to score points that are scored for certain combinations (“pairs”, “sequences”, certain total values ​​etc.). The aim is to be the first to achieve 121 points in several game rounds. A special feature is that you can score points not only when laying out, but also with the best possible hand in hand, which is evaluated separately after the actual game round.

Game preparation

The ranking of the cards: Ace (low), 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King (high).

The values ​​of the cards: Ace = 1; Eye cards 2 to 10 count what they show; Face cards (jack, queen, king) = 10.

The cribbage board is used to count the points during the game round and when evaluating. Each player uses two pens, which are inserted alternately: the front pin shows the current score, the rear pin - to check - the previous score. When a player scores points, the back pin is placed in front of the other as many holes as possible and now shows the new score.

On the typical English cribbage board, each player has 60 holes. The board must therefore be run down twice for the required victory points. In America and Canada, 120-hole boards are particularly common. For inexperienced players they are an advantage, as you can easily guess your way around on a 60-hole board.

Scheme of how points are counted for an English board with 60 holes

The game round

Deal six cards

Withdrawal decides who gives first. Both players cut a card, whoever draws the lower one is the first dealer. The dealer shuffles, lets the other player - "forehand" - cut (that is, the hand is shifted in half) and then deals six cards face down and alternately. The rest of the sheet is put aside face down. After each game round, all cards are put back together. Then forehand is the new dealer, and so always alternating until the end of the game (121 points). If you play several games, the first dealer changes. (If you play a total of three games, the dealer is determined by taking off in the third game.)

Two cards in the manger

Each player now chooses 2 of his six cards, which are discarded face down. These four cards together form the crib ("crib", hence the name of the game) and belong to the respective dealer of the game round. The crib is only evaluated after the game round. Since the manger only brings points for the dealer, the forehand will throw bad cards as possible. The dealer, on the other hand, can also deposit good cards here.

The start card

The dealer now asks forehand to take off again. (Forehand shifts the sheet in half.) The dealer then takes the top card and places it face up on the pile. This upside down card is called the start card. It is not used in the game round, remains on the stack and only becomes important at the end, when the cards are evaluated.

The laying out

The players take turns laying out their cards. More precisely: each player places his cards in a row in front of him. If player A lays his cards from left to right, player B best lays his cards parallel to them from right to left. For inexperienced players in particular, it can be helpful to zip the two rows of cards into one another in order to have a better view of the sequence of cards. (Experienced players do not do this, but the separating cribbage board is between them.)

Forehand comes out, so places the first card. When playing, the value of all cards in play is always announced. Because the following applies: The total value of the cards played must not exceed 31.

When player A plays his first card, for example a 4, he says, “Four.” Now when player B plays a 3, he says, “Seven.” Player A may place a jack and say, “Seventeen,” Player B a 2: "Nineteen" - and so on.

If a player cannot play a card without exceeding the total value of 31, he says: “Pass.” (“Go.”) The other player can then continue to play alone. If he also has to pass (or reaches exactly 31), the first phase of the game round is over. A second phase of the game round begins and the count starts again from zero. It comes out who said “pass” first. The player lays out, starts counting again and again must not exceed 31. This goes on until all the cards are played.

Score points during the game round

You get points for the following cards and card combinations. The points are immediately staked on the board.

  • Jack as a starting card : If a jack is revealed as a starting card, the dealer may immediately stake 2 points. They say: "Two for his heels" - "two for the heels."
  • 15 : If you increase the total value of the played cards to 15 when playing with your card, you get 2 points. They say: “Fifteen two” - “fifteen, two.” So: fifteen eyes makes two points.
  • 31 : If you increase the total value to 31 with your card, you get 2 points. They say: "Thirty-one makes two." ("31 for 2".)
  • Pair ( "pair"): If you play a card of the same rank as the immediately preceding (King on King, Ace of Ace), you get 2 points. (King and 10 or King and Jack do not make a pair!)
  • Drilling ( "Pair Royal", "Three of a Kind"): If you play immediately after a pair of a third card of the same rank, you get 6 points.
  • Vierling ( "Double Pair Royal", "Four of a Kind"): If you play a fourth card of the same rank, you get 12 points.
  • Follow ( "Run"): A sequence consists of at least three cards, which shall take precedence each other (regardless of color ), for example 9-10-Jack, 2-3-4 or Bube Dame king. Note that the ace is at the bottom; Queen-King-Ace is therefore not a triple sequence. A player who completes a sequence scores as many points as the sequence has cards.

Important to the last point: It doesn't matter in which order the cards are placed! Only no card may interrupt the sequence. For example, the cards are played as follows: 4–2–3–5–6. The player of the 3 gets 3 points for a triple success, the player of the 5 gets 4 points for a quadruple, and the player of the 6 gets 5 points. Another example: 4–2–3–4–3. The player in the first 3 receives 3 points for the sequence 4–2–3. The player of the second 4 receives 3 points for the sequence 2–3–4. The player of the second 3 does not get a point because the 3 does not complete a sequence. Another example: 4–2–6–5–3. The last 3 scores 5 points for completing a five-a-side. No point is scored beforehand.

  • Last card ("Last Card"): No player can play any more without exceeding the total value of 31, or when all cards have been played, the one who played last receives 1 point for "last card". One also says: “One for go” if the opponent said “pass” beforehand. “One for last card” or “one for passing” usually comes down to the same thing.

Attention: You can only get either 1 point for “last card” or 2 for “31”. When you reach the exact value of 31 you only stake out two points - you don't get an additional point for “last card”. It should also be noted that combinations from the first phase are no longer valid in the second phase.

The evaluation

After the round of the game, the players take the cards they played back, lay them face up in front of them and determine the points that they have in hand.

The start card is now included in the evaluation (but remains on the stack). The hand to be evaluated therefore consists of a total of 5 cards.

The specialty of the evaluation is that each card can be combined several times.

After Forehand has evaluated her hand and staked the points, it is the dealer's turn. His hand in hand is scored (along with the starting card) and the points are staked. Then the dealer reveals the four cards in the manger and scores them too (again together with the start card).

Score points when evaluating

Points are awarded for the following combinations:

  • 15 : Cards that add up to the value 15 are scored with 2 points (7–8 or Ace – 4 – Jack or Ace – 2–3–9).
  • Pair : Two cards of the same rank are scored with 2 points (king and king; but not queen and king!).
  • Three of a Kind : Since each card can be combined several times, a three of a kind consists of three pairs. So gets 6 points.
  • Four of a kind : Since each card can be combined several times, a four of a kind consists of six pairs. So gets 12 points.
  • Sequence : A sequence consists of at least 3 cards that follow each other in rank (regardless of suit), for example 9-10 Jack, 2-3-4 or Jack-Queen-King. A sequence gives as many points as the sequence has cards. A triple sequence means 3 points.

Note the peculiarity of the multiple combination: a sheet 6-7-7-8 contains two sets of three (the first 7 forms a first set of three with 6 and 8, the second 7 with the same 6 and 8 a second); this sheet also contains two 15s (first 7 with 8, second 7 with 8); also 1 pair, makes a total of 12 points (and for the sake of simplicity, the start card has not yet been taken into account).

A foursome like 9-10 Jack – Queen gives 4 points - which seems a little illogical because you might think that a foursome consists of two threesomes. Nevertheless: The "triple successes" within the four successes do not count.

A five-result gives 5 points.

  • Long suit ("flush"): If all the cards in hand are of the same suit (hearts or diamonds or spades or clubs), you score 4 points. If the starting card is also in this color: 5 points. There are no points for 3 cards plus a starting card of the same suit. The long suit only applies in the crib if all 5 cards are of the same suit. It should also be noted that the color is not taken into account during the game round, but only when evaluating.
  • One for Jack (“One for Jack”): If you have a jack of the same color as the starting card in your hand or in the crib, you receive one point. One also says: "One for his nob" - "one for the head". (In America and Canada also: "One for his nobs" or "nibs".)

In order not to lose the overview, it is advisable to always count the combinations in the same order when evaluating, so: first the fifteen, then the pairs, then the sequences, then the long suit and finally the jack.

The end of the game

The winner is whoever exceeds 120 with his pen first ("peg out") (you do not have to reach exactly 121 points). This can happen both during the game round and during evaluation and even if the dealer only stakes out "two for the heels" (if - see above - the start card is turned over and turns out to be a jack). It is therefore important that the correct order of forehand before dealer is adhered to when evaluating: In a head-to-head race, forehand sometimes has an advantage because it is allowed to evaluate first and thus possibly comes to the finish before the dealer comes to evaluate .

The winner receives one point for the game won. If a player wins a game with a lead of 31 or more points - his opponent does not get off the hook (in England: "lurch"; the player is "left in the lurch"; in America and Canada you win with a "Skunk") - he receives two points. If a player wins a game by 61 or more points, the game counts three times or four times as agreed.

"Spoon"

Töffel is a voluntary but very attractive additional rule: If a player forgets to score points when evaluating his hand or cards in the manger, his opponent can (after the other has announced the wrong score and put it) "Töffel!" ("Muggins ") And book the overlooked points for yourself. By arrangement, this rule can also be used in the game round.

Two exemplary game rounds

1st example: Player A has 2–2 – King – King in hand; Player B: 6-7-8-9. First phase: A plays king, says: "Ten"; B plays 6 - "16"; A plays king - "26"; B says: "Passe"; A plays 2 - "28"; A continues, plays 2, says “30 makes 3”, namely 2 points for the pair (2–2) and 1 for “last card” in this phase (or for the opponent to pass). Second phase: B plays 8 - "8"; A is out of cards, so cannot do anything; B plays 7 - "Fifteen - two" (marks out two points); B plays 9 - "24 makes 3 and 1 for last card". B marks 4 points: 3 for the sequence of three 7–8–9 and 1 for playing the last card.

Example 2: Player A has 5–7–8–10; Player B: 4–5–6–7. First phase: A plays 8; B plays 7 (gets two points for 15); A plays 7 (scores two points for the pair); B plays 6. The total is now 28 and neither of them can lead anymore, so B receives a point for “last card”. Second phase: A starts and plays a 5 that does not result in a triple because the 6 and 7 were played in the previous phase ...

Two exemplary evaluations

Example 1: For a hand of 5–5 jacks and a king plus an 8 as a starting card, you get 10 points: 8 points for four 15s - because both the king and the jack can be combined with both 5s. There are also 2 points for the pair of 5. Aloud you count the whole thing like this: "Fifteen - two, fifteen - four, fifteen - six, fifteen - eight and a pair makes ten." In this case the starting card did not score a point. Different in the next case:

Example 2: The hand 7–8–8 king plus a 9 as a starting card is scored as follows: “Fifteen - two (7 and 8), fifteen - four (7 and second 8), and a pair (8–8 ) makes six, and a sequence of three (7 - the first 8 - 9) makes nine, and another sequence of three (7 - the second 8 - 9) makes twelve. ”So each of the two 8s is part of a 15, a pair and a Episode!

Strategies

Cribbage strategies fill entire books. Some basic strategies are:

  • Discard: Usually you keep the hand with the highest number of points in your hand. If the manger belongs to the opponent, you will not put any good cards in the manger if possible - no “pair” or two cards worth fifteen; also no “neighboring cards” (3–4 or 9–10), as these could form a sequence together with the start card. Assuming you have sheet 5–6–7–8–8–9, then you would put 5–6 in your own manger, but place 5–9 in the manger of your opponent. When in doubt: discard cards that are far apart.
  • The result: Almost a third of the cards are “tens” (ie have a value of ten). So if possible you will not play a five as your first card - the risk of your opponent making “fifteen-two” is great. Increasing the total value of the cards to twenty-one is also not recommended - there is a risk that the opponent will make “thirty-one-two”. The most harmless thing is to come out with a four. One possibility is playing cards from combinations of cards: the 4 from an ace-4 combination, for example, in the hope that the opponent will place a ten and then place the ace to make “fifteen-two”.
  • Make pair: If possible, do not make a pair at the beginning of the game phase, but only shortly before 31 when the opponent can no longer make three of a kind.
  • Countering: If you have a 4–7 or a 3–9 combination in hand, you can come out with the lower card. Because if the opponent now puts a pair, you can counter with “fifteen-two”. Likewise, one card is a good way to get out of three of a kind in the hope that your opponent will make a pair.
  • "Magic 11": If forehand comes out with a "tens" card, the probability is not low that she only has "tens" values ​​in hand. If the dealer has a combination of cards in hand that results in 11, he preferably lays it down and comes up with “thirty-one-two”.
  • Average values: An average "hand" has 8 points, an average "crib" 4, the average number of points in a "game round" is 3. This means: The average number of points for two game rounds (each player has played once with and without the crib) is 26. If the first dealer achieves these averages, he is in the 9th round in hole 119 and may score first in the 10th; the opponent stands in hole 115 if he achieves all averages and evaluates second, so he will probably lose. Assuming this ideal constellation, this means: The first dealer has a slight advantage over the first forehand. This also means: the first dealer can play defensively (should avoid the risk of “counterattacks”); the first forehand must play offensively (must run the risk of "counterattacks").
  • Start card: Experienced players who - with their average values ​​in mind - try to be in the right place on the fourth “street” (see below) at the right time, also take the start card into account in their game. As soon as it is flipped, you know how many points you have in hand. If you have enough points to get where you want to go, you can play defensively, otherwise you have to play offensively. The start card can also be important when you come out with the first card: "See one play one" is what they say in America, which means: If the start card is a 6, you also come out with a 6, because the probability is now lower that the opponent can make a pair.

various

  • 19 points: There is no such score for evaluation. You say "19 points" when you have a zero-point hand.
  • 29 points: The highest possible score for evaluation. You get it when you have three 5's and a jack in hand and the starting card is a 5 of the same color as the jack. The count goes like this: The four 5s can be combined to form four 15s: first 5 with two others, second 5 with two others and so on - makes 8 points. The jack and the 5s can be combined to form another four 15s - makes 8 again. All 5s together form a four of a kind (makes 12). Makes a total of 28. Plus one for the Jack, the jack in the color of the start card. Power 29.
  • Anti-cribbage: entertaining variant of cribbage. The goal is to lose, or more precisely: Whoever crosses the finish line last wins.
  • Captain: Cribbage variant for three players with a normal board with two lanes. One player starts with a 60 hole lead, the other two play together and try to catch up with him.
  • Costly Colors: A cribbage variant from the 18th century, in which the ability to score points has been expanded. Described by David Parlett.
  • Crib: Not only means “crib” in English, but very generally something that has four walls and which you can put something into (your own four walls were and are called “crib” in slang). In German, too, the term “crib” was more broadly defined in the 17th and 18th centuries than it is today. B. also mean a “free meal”, ie a free meal. The verb "to crib" means exactly this: to gain an undeserved advantage, to "dust off". (In England the "crib", the additional hand for the dealer, is also called the "box".)
  • Three Cribbage: Requires a three-lane cribbage board (or two boards). Each player receives five cards, one card from the remaining pile is placed in the manger. Each player places a card in the manger. The player to the left of the dealer evaluates first.
  • Cribbage for four: The game is played with a normal board with two lanes. Two players play crosswise together. Each player receives five cards and puts one in the manger. Very enjoyable variant. Strategies are hardly possible, but high points are scored, which speeds up the game quite a bit.
  • Five-card cribbage: Until the 19th century, cribbage was mostly played with five cards. You still discarded two cards, so you only kept three cards in hand. The game was played up to 61 points.
  • Sir John Suckling : English poet, notorious gambler and adventurer (1609–1642). He is considered the inventor of the game in the cribbage world. However, Suckling did not reinvent the game from scratch. An older game called "Noddy" already shows the most important rules of cribbage (the jack as the starting card was called "Knave Noddy"). Noddy doesn't have a “crib” yet. Suckling may have refined the older game and enriched it with the nativity scene and introduced it in this form at the court of Charles I.
  • Streets: The cribbage board is divided into four "streets". A road consists of thirty holes each. The priorities on the “fourth street” usually differ from those on the first three streets. When and where you are on fourth street can be decisive in the game: If the dealer still needs five holes to reach the goal and forehand seven, then forehand will still win with a high degree of probability, because it is allowed to evaluate first. Experienced players try to influence their position on fourth street through defensive or offensive play.
Standard English Playing Cards, London, circa 1820
  • Two for the hoes: up until the 19th century, the picture cards still showed people in full length (and, moreover, were not labeled with letters). The kings and ladies wore long robes that completely covered their legs. The boys (the "Knaves"), on the other hand, were shown in pantyhose with clearly visible legs and feet. The saying “two for his heels” is most likely due to this. Because if you turned over a face card as a starting card, you recognized the jack immediately by his “heel”. The saying “one for his nob” seems to refer to what you saw at the other end of the map the other way around: “nob” was a 17th century slang expression for “head”.

literature

  • Dan Barlow: Winning Cribbage Tips , CribbageBooks.com 2004.
  • David Parlett : The Oxford Guide to Card Games , Oxford / New York: Oxford University Press 1990.

Cribbage in literature: The two great cribbage chapters in Charles Dickens' novel The Old Curiosity Shop (chapters 57 and 64) are famous . The main character acting there, Mr. Swiveller, is now the namesake for a cribbage computer game.

Trivia

  • It is said that the world owes the invention of the sandwich to the game of cribbage : John Montagu, 4th Earl of Sandwich (1718–1792), British minister and keen cribbage player, is said to have found no time to eat during an hour-long game of cribbage in 1762 and then had his maid put the food in two slices of bread, whereupon a teammate is said to have also asked for a "bread like sandwich".
  • As early as 1919, Fritz Jahn , head of a diaconal educational institution near Stettin and collector of parlor games, tried to make Cribbage known in German-speaking countries. He named the game "pegs" - after the pegs ("pegs") that are used to insert the score. He calls the “crip” “filing”, the “start card” “envelope card”, the “run” “sequence” and the total value “31” “end hole” ".

Individual evidence

  1. ^ Fritz Jahn, "New German edition of the card and arithmetic game Cribbage". Züllchow b. Stettin: Verlag der Züllchower Anstalten, 1919 (16 pages).

Web links

Commons : Cribbage  - collection of images, videos and audio files
Wiktionary: Cribbage  - explanations of meanings, word origins, synonyms, translations