Never play a card which will allow the adversary to make a double score, such as a pair and a fifteen, or a sequence and a fifteen at the same time. Such as the following are all bad plays: 9 on 3; 7 on A; 6 on 3, 4, or 5; 5 on 5; 4 on 7; 3 on 9; A on 7. All these expose you to the immediate rejoinder of a double count. Of course, if you have the card to make a pair royal in return, that is another matter, and is playing on, not playing off.
Do not play a card which brings the pip count to 5 or 21 if you can help it; because any tenth card will enable your adversary to peg two holes. Be a little wary about pairing the first card played, unless you have a third of the same denomination. If you have a choice between a pair and a sequence, your decision will depend on whether you are playing off or on. If you are playing off, make the pair, and take no chances of long runs.
Playing On. In this you play to give your adversary a count, hoping to make a better yourself. It is always advantageous to play one of a pair, and to begin with one end of a sequence. If he pairs your first card, you can reply with a pair royal. If he plays to make a sequence, you can sometimes hold him off until you get the score, and he will be unable to continue the run without passing 31. Play one of two cards that form a five, such as 3 and 2; 4 and A. If he plays a tenth card to it, you can peg fifteen. In playing on, you should make all the sequences possible, taking chances of your adversary’s being able to continue the run. If you think he is leading you on, you must be guided by the state of the score as to how much you can risk.
Toward the end, you must reckon pretty closely how many points you can afford to risk your adversary’s making without putting him out. If you have enough in your hand to get out on the show, you should not attempt to make a single point in play. Pair nothing, for he might come out with a pair royal; make no runs, for he might extend them. But if you have not enough to show out, you must take every chance to peg the difference, because if you cannot get out in play and first show, the dealer has not only both hand and crib against you, but the first show on the next deal. In six-card Cribbage, the usual pegging for the play is five holes for the dealer, and four or five for the non-dealer. By adding this expectation to your show, you can see how many you can hope to peg yourself, and how many the dealer will probably be on hand, crib and peg altogether. The hands should average 7 points, and the cribs 5.
FIVE-CARD CRIBBAGE.
In this form of the game only five cards are dealt to each player, one at a time. Two of these are laid out for the crib, and the three remaining are used in play, exactly as in the six-card game.
Three for Last. The non-dealer on the first hand of each game is allowed to peg three holes as a compensation for the advantage his adversary derives from having the first deal. Although the rules allow these three to be pegged at any time during the game, they should be put up immediately, in order to avoid disputes.
There is no further play after a go is declared, or either player has reached 31. The score for 31 is two holes; and for the go, one hole. Great importance is attached to the score for the go at five-card Cribbage, because so little is made in play that every point counts.
The Crib. This is the most important thing in the five-card game, and it is much more important to baulk your adversary’s crib than to preserve your own hand. The best baulking cards are a King with a 10, 9, 8, 7, 6 or A. Never lay out a Jack, nor two cards which form a five, nor any pair, nor any two close cards. In laying out for your own crib, Fives, Sevens and Eights are the best. Any pair, any two cards that make five or fifteen, and any close cards are also good. Keep pairs royal and runs in your hand, and do not forget that a flush of three counts in the hand; but the starter must agree to make a flush in the crib.
Playing Off and On. The pegging in play is usually small; 2 for the dealer, and an average of 1½ for the non-dealer, hence the importance of the go. The average hand is a little less than 5, and the crib about 5. The player is at home if he has pegged 17 in two deals, his own and his adversary’s. He is safe at home if he is 7 ahead, or his adversary is 7 behind.