Pegging. Neither player is allowed to touch the other’s pegs. If the score is erroneous, the player in fault must be called upon to remedy it himself. A player whose pegs are touched by his adversary can score two holes for penalty. If a player removes his adversary’s front peg, the latter may immediately claim the game. If a player displaces his own front peg, he must place it behind the other. If both players displace their front pegs, as by accident, they may agree to replace them where they believe them to have stood; but if they cannot agree they must call the game void.

Pegging Out. In pegging during the play, the first man to reach his game hole wins, no matter what either may have in hand or crib. If neither can peg out in play, the non-dealer has the first show. If he cannot show out, the dealer proceeds to count his hand and then his crib. If he cannot show out there must be a new deal.

CHEATING. The greatest advantage at Cribbage is to secure good starters, and for this purpose the greek adopts various methods of trimming and marking the cards so that he may secure a starter exactly suited to his hand. After trimming certain cards a trifle longer or shorter than others, the pack to be cut may be presented to the pone in such a manner that he will unconsciously lift them either by the ends or the sides, according to the wish of the dealer, and so uncover a starter exactly suited to the dealer’s hand or crib. When the sharper has the cut, he can of course uncover any card he pleases. With marked edges, the pone can cut down to a card of any desired denomination. Some audacious gamblers make it a rule to get a starter by simply removing the top card and turning up the next one. It is needless to say that the second card has been carefully pre-arranged. Any person who fingers the pack longer than necessary in cutting starters, or who cuts sometimes by the edge and sometimes by the side, will bear watching. Marked cards and second dealing are great weapons in a game where so much depends on a knowledge of the adversary’s hand, and on securing good counting cards for yourself.

SUGGESTIONS FOR GOOD PLAY. In the six-card game the hand is more valuable than the crib, because you know what it contains, whereas the crib is largely speculative. In the five-card game, in which there are only three cards in the hand and four in the crib, it is usual to sacrifice the hand very largely for the possibilities of the crib, because of the much larger scores that can be made with five cards, the starter and four in the crib.

Baulking. In both games it is the duty of the pone to baulk the dealer’s crib as much as possible, by laying out cards which are very unlikely to be worth anything, either in making fifteens or in filling up sequences. Pairs it is impossible to provide against, and the chance of making a flush is remote, but should be avoided if there is any choice. The best baulk is a King and Nine; tenth cards and Aces are also very good cards to lay out. Cards which are at least two pips apart, called wide cards, are better than close cards, as the latter may form sequences. Fives are very bad discards, and so are any cards that form a five or a fifteen.

The Crib. In laying out for his own crib, the dealer should preserve his own hand as much as possible; but other things being equal, the best cards to lay out are pairs, close cards, and cards that form fives, such as Fours and Aces. If these elements can be combined, so much the better. An Eight and a Seven, for instance, are not only close cards, being only one pip apart, but form a fifteen. The same is true of a trey and deuce.

Keeping. In selecting the hand to keep, much depends on the score. Early in the game you want a counting hand; near the end, especially if you have only four or five points to go, you want a pegging hand; that is, one with every card different, so that you can pair several cards, or make fifteens with almost anything that the pone may lead. In keeping a counting hand, much depends on whether it is good in itself, or needs a starter. In reckoning on the possibilities of the starter, it must never be forgotten that there are sixteen tenth cards in the pack, and that they are therefore the most probable starters of all. It is better to keep sequences open at both ends than those open in the middle. With two Sevens and two Eights, either a Six or a Nine will make your hand worth 24; but with two Eights and two Sixes, nothing but a Seven will improve your hand more than 4 points. Sequences are the best to keep, especially those of three cards with a duplicate. After them pairs royal are valuable, and next to them cards which will make a number of fives in various combinations, such as two Threes and two deuces.

Leading. There are two systems of playing, known as playing off, and playing on, and they are selected according to the player’s position in the score. Long experience has shown that in six-card Cribbage the average expectation of the non-dealer for his hand and play is 12 points; and for the dealer, in hand, crib, and play, is 17. This being so, each player having had a deal, their scores should be about 29. If a player is 29 or more, he is said to be at home; and if he is seven or more points ahead of his adversary on even deals, he is said to be safe at home. When a player is safe at home, he should play off; that is, take no chances of scoring himself that might give his adversary a chance to make a still better score. This is usually found in the method of playing sequences. A player who avoids playing cards that might lead up to a run is said to play off. If he invites the run, hoping to make it longer himself, he is said to play on. When a player is behind, it is better for him to play on, and to seize every chance to score, especially with sequences. As it is considered an advantage to be ahead on the first deal, most players prefer a forward game on the opening hand.

Playing Off. In this it is best to play cards on which it is unlikely that your adversary can score. Lead Aces, Twos and Threes, which cannot be made into fifteens. Do not pair his cards unless you have a card which will make you a double pair royal, (without passing 31,) if he should make a pair royal on you. Do not play close cards which he may turn into sequences.