Two-handed five-card cribbage was formerly considered the most scientific game, but this verdict has now been reversed in favour of the six-card game. In six-card cribbage both hands and crib contain four cards, and 121 holes are scored.
The players cut for deal, the lowest dealing. If more than one game is played, the winner of the last game deals. The cards rank from king (highest) to the ace (lowest). At the two-handed five-card game, the non-dealer scores three holes (called “three for last”) at any time during the game, but usually while the dealer is dealing the first hand. This is not part of the six-card game, which we take as our example.
The dealer deals six cards to each, singly. The undealt cards are placed face downwards on the table. The players then look at their hands and “lay out,” each putting two cards face downwards on the table, on the side of the board nearest to the dealer, for the “crib.” A player must not take back into his hand a card he has laid out if the cards have been covered, nor must the crib be touched during the play of his hand.
After laying out, the non-dealer (when more than two play, the player to the dealer’s left) cuts the pack, and the dealer turns up the top card of the lower packet, called the “start,” or “turn-up.” If this is a knave, the dealer marks two “for his heels.” This score is forfeited if not marked before the dealer plays a card.
The non-dealer plays first by laying face upwards on the table on his side of the board any card from his hand; the dealer then does the same, and so on alternately. When more than two play, the player to the leader’s left plays the second card, and so on. As soon as the first card is laid down the player calls out the number of pips on it; if a picture card, ten. When the second card is laid down, the player calls out the sum of the pips on the two cards played, and so on until all the cards are played, or until neither player can play without passing the number thirty-one. If one player has a card or cards that will come in and the other has not, he is at liberty to play them; at the six-card game he must play as long as they can come in, and he can score runs or make pairs, &c., with them. If one player’s cards are exhausted, the adversary plays out his own, and can score with them. When more than two play, the player next in rotation is bound to play, and so on until no one can come in. At the two-handed five-card game, when neither can come in the play stops; at the other games the cards are played turned down, and the remainder of the cards are played in rotation, and so on until all are played out.
The object of the play is to make pairs, fifteens, sequences, and the “go,” and to prevent the adversary from scoring.
Pairs.—If a card is put down of the same denomination as the one last played, the player pairing scores two holes. If a third card of the same denomination is next played, a “pair royal” (abbreviated to “prial”) is made, and the maker scores six holes. If a fourth card of the same denomination is next played, twelve holes are scored for the “double pair royal.” Kings pair only with kings, queens with queens, and so with knaves and tens, notwithstanding that they all count ten in play.
Fifteens.—If either player during the play reaches fifteen exactly, by reckoning the values of all the played cards, he marks two.
Sequences.—If during the play of the hand three or more cards are consecutively played which make an ascending or descending sequence, the maker of the sequence marks one hole for each card forming the sequence or run. King, queen, knave and ten reckon in sequence in this order, notwithstanding that they are all tenth cards in play; the other cards according to the number of their pips. The ace is not in sequence with king, queen. If one player obtains a run of three, his adversary can put down a card in sequence and mark four, and so on. And, if there is a break in the sequence, and the break is filled up during the play, without the intervention of a card not in sequence, the player of the card that fills the break scores a run. Thus the cards are played in this order: A-4, B-3, A-2, B-ace, A gets a run of three, B a run of four. Had B’s last card been a five, he would similarly have scored a run of four, as there is no break. Had B’s last card been a four, he would have scored a run of three. The cards need not be played in order. Thus the cards being played in this order, A-4, B-2, A-5, B-3, A-6, A-4, B-2, A-5, B-3, A-5, B-6, B takes a run of four for the fourth card played, but there is no run for any one else, as the second five intervenes. Again, if the cards at six-card cribbage are thus played, A-4, B-2, A-3, B-ace, A-5, B-2, A-4, B-ace, A takes a run of three, B a run of four, A a run of five. B then playing the deuce has no run, as the deuce previously played intervenes.
The “go,” end hole or last card is scored by the player who approaches most nearly to thirty-one during the play, and entitles to a score of one. If thirty-one is reached exactly, it is a go of two instead of one. After a go no card already played can be counted for pairs or sequences.