https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Twenty9oh7&feedformat=atomBoard Game Arena - User contributions [en]2022-08-20T02:18:25ZUser contributionsMediaWiki 1.34.1https://en.doc.boardgamearena.com/index.php?title=Gamehelpladyandthetiger&diff=9613Gamehelpladyandthetiger2021-10-04T18:43:15Z<p>Twenty9oh7: /* Doors */</p>
<hr />
<div>==Summary==<br />
Lady and the Tiger is a collection of five different games with similar contents.<br />
<br />
==Doors==<br />
* At the start of each round, shuffle the 4 door cards together and deal 1 to each player. Each player looks at their card which contains two traits: color (red or blue) and role (lady or tiger).<br />
<br />
<br/><br />
* One player is the collector, the other player is the guesser. The collector goes first.<br />
<br />
<br/><br />
* On the collector's turn, take 1 card from the 4 displayed and place it face up in front of you. The display will refill to 4 face up cards immediately.<br />
<br />
<br/><br />
* If after collecting a card from those displayed you have a set of 4 cards with a matching trait that is shared with one of your identity traits, reveal your identity and earn 6 gems. The round ends.<br />
<br />
<br/><br />
* On the guesser's turn, discard a card from the display and refill immediately. Then you may guess one of the traits of the collector's identity (color or role) or you may try to guess both of the collector's identity traits (color and role).<br />
<br />
<br/><br />
* The guesser earns 1 gem if they correctly guess 1 trait, but they receive 5 gems if they correctly guess both traits. Be wise in your guess because if you are incorrect, the collector earns 4 gems.<br />
<br />
<br/><br />
* The round ends after a guess has been completed, but a guesser may also earn 2 gems for having discarded a set with the collector's cards. The round ends and the guesser receives 3 points if the deck is depleted before the collector can collect a set of 4 cards matching one of their traits.<br />
<br />
<br/><br />
* The wild color card counts as both colors and the wild role card counts as both roles.<br />
<br />
<br/><br />
* The first player with 10 gems wins.</div>Twenty9oh7https://en.doc.boardgamearena.com/index.php?title=Gamehelpladyandthetiger&diff=9612Gamehelpladyandthetiger2021-10-04T18:15:36Z<p>Twenty9oh7: /* Doors */</p>
<hr />
<div>==Summary==<br />
Lady and the Tiger is a collection of five different games with similar contents.<br />
<br />
==Doors==<br />
* At the start of each round, shuffle the 4 door cards together and deal 1 to each player. Each player looks at their card which contains two traits: color (red or blue) and role (lady or tiger).<br />
<br />
<br />
* One player is the collector, the other player is the guesser. The collector goes first.<br />
<br />
<br />
* On the collector's turn, take 1 card from the 4 displayed and place it face up in front of you. The display will refill to 4 face up cards immediately.<br />
<br />
<br />
* If after collecting a card from those displayed you have a set of 4 cards with a matching trait that is shared with one of your identity traits, reveal your identity and earn 6 gems. The round ends.<br />
<br />
<br />
* On the guesser's turn, discard a card from the display and refill immediately. Then you may guess one of the traits of the collector's identity (color or role) or you may try to guess both of the collector's identity traits (color and role).<br />
<br />
<br />
* The guesser earns 1 gem if they correctly guess 1 trait, but they receive 5 gems if they correctly guess both traits. Be wise in your guess because if you are incorrect, the collector earns 4 gems.<br />
<br />
<br />
* The round ends after a guess has been completed, but a guesser may also earn 2 gems for having discarded a set with the collector's cards. The round ends and the guesser receives 3 points if the deck is depleted before the collector can collect a set of 4 cards matching one of their traits.<br />
<br />
<br />
* The wild color card counts as both colors and the wild role card counts as both roles.<br />
<br />
<br />
* The first player with 10 gems wins.</div>Twenty9oh7https://en.doc.boardgamearena.com/index.php?title=Gamehelpladyandthetiger&diff=9611Gamehelpladyandthetiger2021-10-04T18:14:09Z<p>Twenty9oh7: </p>
<hr />
<div>==Summary==<br />
Lady and the Tiger is a collection of five different games with similar contents.<br />
<br />
==Doors==<br />
* At the start of each round, shuffle the 4 door cards together and deal 1 to each player. Each player looks at their card which contains two traits: color (red or blue) and role (lady or tiger).<br />
<br />
* One player is the collector, the other player is the guesser. The collector goes first.<br />
<br />
* On the collector's turn, take 1 card from the 4 displayed and place it face up in front of you. The display will refill to 4 face up cards immediately.<br />
<br />
* If after collecting a card from those displayed you have a set of 4 cards with a matching trait that is shared with one of your identity traits, reveal your identity and earn 6 gems. The round ends.<br />
<br />
* On the guesser's turn, discard a card from the display and refill immediately. Then you may guess one of the traits of the collector's identity (color or role) or you may try to guess both of the collector's identity traits (color and role).<br />
<br />
* The guesser earns 1 gem if they correctly guess 1 trait, but they receive 5 gems if they correctly guess both traits. Be wise in your guess because if you are incorrect, the collector earns 4 gems.<br />
<br />
* The round ends after a guess has been completed, but a guesser may also earn 2 gems for having discarded a set with the collector's cards. The round ends and the guesser receives 3 points if the deck is depleted before the collector can collect a set of 4 cards matching one of their traits.<br />
<br />
* The wild color card counts as both colors and the wild role card counts as both roles.<br />
<br />
* The first player with 10 gems wins.</div>Twenty9oh7https://en.doc.boardgamearena.com/index.php?title=Gamehelpladyandthetiger&diff=9610Gamehelpladyandthetiger2021-10-04T18:09:13Z<p>Twenty9oh7: /* Doors */</p>
<hr />
<div>==Summary==<br />
Lady and the Tiger is a collection of five different games with similar contents.<br />
<br />
==Doors==<br />
* At the start of each round, shuffle the 4 door cards together and deal 1 to each player. Each player looks at their card which contains two traits: color (red or blue) and role (lady or tiger).<br />
* One player is the collector, the other player is the guesser. The collector goes first.<br />
* On the collector's turn, take 1 card from the 4 displayed and place it face up in front of you. The display will refill to 4 face up cards immediately.<br />
* If after collecting a card from those displayed you have a set of 4 cards with a matching trait that is shared with one of your identity traits, reveal your identity and earn 6 gems. The round ends.<br />
* On the guesser's turn, discard a card from the display and refill immediately. Then you may guess one of the traits of the collector's identity (color or role) or you may try to guess both of the collector's identity traits (color and role).<br />
* The guesser earns 1 gem if they correctly guess 1 trait, but they receive 5 gems if they correctly guess both traits. Be wise in your guess because if you are incorrect, the collector earns 4 gems.<br />
* The round ends after a guess has been completed, but a guesser may also earn 2 gems for having discarded a set with the collector's cards. The round ends and the guesser receives 3 points if the deck is depleted before the collector can collect a set of 4 cards matching one of their traits.<br />
* The wild color card counts as both colors and the wild role card counts as both roles.<br />
* The first player with 10 gems wins.</div>Twenty9oh7https://en.doc.boardgamearena.com/index.php?title=Gamehelprestinpeace&diff=8006Gamehelprestinpeace2021-04-20T13:23:37Z<p>Twenty9oh7: /* Psychic Cards */</p>
<hr />
<div>==Objective==<br />
Play ghost cards to gain the majority of mansions, or forfeit them to gain powerful psychic assistants.<br />
<br />
==Gameplay==<br />
Ten cards are placed in a line, each one with a random mansion token (yellow for manor, pink for castle) on it. The first nine cards are psychics.<br />
<br />
Each player starts with a hand of five cards.<br />
<br />
The game is played over 10 rounds, each corresponding to one of the ten cards, left to right.<br />
<br />
* On your turn, play any number of cards from your hand onto your side of that round's card. (Psychic card effects apply instantly.)<br />
* At the end of your turn, if the total on your side of the value is higher than your opponent, it is your opponent's turn.<br />
* If it is not the case, you must withdraw from the mansion and your opponent wins it.<br />
<br />
At the end of each round:<br />
* Whoever won the mansion takes the manor/castle token.<br />
* Whoever withdrew takes that round's psychic card and adds it to their hand, and may play a card face-down to the 10th round card.<br />
* Each player draws 2 ghost cards.<br />
<br />
The 10th round isn't played like the others: instead, players reveal the face-down cards they have set aside there, to see who wins it.<br />
<br />
==End of Game==<br />
* You win instantly if you get 4 manors (yellow) or 3 castles (pink).<br />
* If none of the winning conditions are met after the 10th round, the player who won the 10th round wins the game. (If tied, most mansions wins; if still tied, the game ends in a draw.)<br />
<br />
==Psychic Cards==<br />
'''NOTE: when a Psychic card applies to a group of cards, it includes the cards played beforehand and after that Psychic card.'''<br />
===Level 0===<br />
* ''You won't have it'': Get the psychic card of the round no matter what.<br />
* ''Auntie, Are You There?'': Search your deck for any ghost card and immediately put it into play.<br />
* ''Reveal Yourself!'': Works as a ghost card worth 1. Also you can look at opponent's hand until the end of the round.<br />
* ''Lady in White'': Works as a ghost card worth 2.<br />
* ''Sir Nicholas'': Works as a ghost card worth 3.<br />
* ''Tripped'': The next card played by your opponent is randomly drawn from their hand.<br />
* ''Postponed Wedding'': Works as a ghost card worth 3 but can only be played in the last round.<br />
* ''Acro-bats'': All your even-numbered cards are +1 for this round.<br />
* ''Ghosssssst'': All your odd-numbered cards are +1 for this round.<br />
<br />
===Level 1===<br />
* ''Poltergeist'': Name a value. All cards of that value are +2 for this round.<br />
* ''Be Gone!'': Discard a card in play from the opponent.<br />
* ''You Don't Scare Me'': All opponent's 1 and 2 are not counted for this round.<br />
* ''Now or Never'': Works as a ghost card worth 4. However, it will be worth -2 in the last round.<br />
* ''Two's More Fun'': Opponent cannot play cards 1 by 1 for this round.<br />
<br />
===Level 2===<br />
* ''Still Me'': If you win this round, you can transfer a card in play to the next round.<br />
* ''Double Vision'': Copy a ghost card in this round.<br />
* ''Wraith to the Bottom'': Name a value. Opponent's cards of that value are -2 (min 0) for this round.<br />
* ''I'll Be Back'': Return a card in a previous round to your deck.<br />
* ''Ghost of Christmas Yet to Come'': Put the first card in your deck to play.<br />
<br />
===Level 3===<br />
* ''Let's Meet at the End'': Choose a player to return a random card in the 10th round to his hand.<br />
* ''Bloody Mary'': Works as a ghost card worth 6. However, you must discard 2 ghost cards from your hand.<br />
* ''Playing Dead'': You immediately lose this round. However, you can take back a card played in this round.<br />
* ''Ghostly Goldfish'': Works as 2 ghost cards worth 1.<br />
* ''Private Lounge, Ghost Only'': Opponent cannot play any psychic cards in this round.<br />
<br />
===Level 4===<br />
* ''They Were Never Seen Again'': Name 2 values. Nobody can play ghost cards of these 2 values until the end of the round.<br />
* ''I Pity the Ghoul!'': Name a value. All ghost cards of that value are +3 for this round.<br />
* ''Creepy Lull'': The round ends immediately with a tie. The mansion is transferred to the next round. The psychic card is discarded.<br />
* ''House Swap'': Switch 2 mansions from the following rounds.<br />
* ''We're Worthless'': All other cards are now worth 1 and lose their effects.</div>Twenty9oh7https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&diff=5762Gamehelpdungeonroll2020-09-29T17:36:01Z<p>Twenty9oh7: </p>
<hr />
<div>==Objective==<br />
The objective of the game is to use your companions to fight different monsters. The game consists of 3 delves.<br />
<br />
==Player's Turn==<br />
The adventurer roll all 7 party dices to determine his companions.<br />
<br />
===Monster Phase===<br />
* Roll a number of dungeon dices equals to the level (up to 10) as the monsters.<br />
* Set aside all dragons: they cannot be rerolled.<br />
* The adventurer can use a scroll to reroll any number of party dices and dungeon dices.<br />
* The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.<br />
* The adventurer can use his hero's ability (specialty or ultimate ability).<br />
* If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.<br />
<br />
===Loot Phase===<br />
* A thief or a champion can be used to open any number of chests. Other companions can only open a chest.<br />
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.<br />
* Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.<br />
<br />
===Dragon Phase===<br />
* If there are 3 or more dragons in the lair, the dragon arrives.<br />
* A dragon needs 3 different types of companions to be defeated.<br />
* If the dragon is not defeated, the adventurer flees and gain no experience.<br />
* If the dragon is defeated, the adventurer gains a treasure and 1 experience.<br />
<br />
===Regroup Phase===<br />
* The adventurer can choose between retire and seek glory.<br />
* If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.<br />
* If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dices. The number of dungeon dices also increases by 1.<br />
* If the level dice is at 10, the adventurer has cleared the dungeon and must retire.<br />
<br />
==Companions==<br />
* A cleric can defeat a goblin, an ooze or any number of skeletons.<br />
* A fighter can defeat a skeleton, an ooze or any number of goblins.<br />
* A mage can defeat a goblin, a skeleton or any number of oozes.<br />
* A thief can defeat a monster or used to open any number of chests.<br />
* A champion can defeat any number of a type of monsters or open any number of chests.<br />
<br />
==Treasures==<br />
They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.<br />
<br />
* Vorpal Sword: Use as a fighter.<br />
* Talisman: Use as a cleric.<br />
* Scepter of Power: Use as a mage.<br />
* Thieves' Tools: Use as a thief.<br />
* Scroll: Use as a scroll.<br />
* Ring of Invisibility: Return all dungeon dices to the active supply, but do not collect any treasures.<br />
* Dragon Scales: Each pair is worth 2 additional experiences.<br />
* Elixir: Use as a potion.<br />
* Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon's lair.<br />
* Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused is worth 2 points instead of 1.<br />
<br />
==Hero Powers==<br />
Heros are avatars that represents adventurers. All heros begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (Use as many times as you like) and ultimate ability (Use once per delve).<br />
<br />
===Basic Heros===<br />
* Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)<br />
<br />
* Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)<br />
<br />
* Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)<br />
<br />
* Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice + 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)<br />
<br />
* Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)<br />
<br />
* Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice + champions defeat extra monster (master specialty), discard all dragons (ultimate)<br />
<br />
* Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)<br />
<br />
* Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dices in dragon's lair (master ultimate)<br />
<br />
===Hero Pack 1===<br />
* Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)<br />
<br />
* Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)<br />
<br />
* Dwarf/Berkerser: Start with 5 dices and reroll when champion defeats 2+ monsters (specialty), discard 1 monster for each champion and reroll all champions (novice ultimate), revive 4 companions but cannot retire unless defeating a dragon (master ultimate)<br />
<br />
* Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)<br />
<br />
* Scout/Dungeoneer: Assign dungeon dices to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)<br />
<br />
* Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)<br />
<br />
* Tracker/Ranger: Reroll 1 goblin once per level (specialty), discard 1 monster of any type (novice ultimate), discard 1 monster of each type (master ultimate)<br />
<br />
* Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master specialty), discard all dragon dices (ultimate)<br />
<br />
===Promo===<br />
<br />
* Guild Leader/Guild Master: Start with 8 dices (specialty), set 1 party/dungeon dice (novice ultimate), set 1 party and dungeon dice (master ultimate)<br />
<br />
* Time Traveller/Time Lady: Set 1 dice of each type and 1 champion (specialty), discard 1 treasure to defeat a dragon (novice ultimate), discard 1 treasure or scroll to defeat a dragon (master ultimate)<br />
<br />
==End of Game==<br />
The game ends after each player has had 3 delves. The player with the highest total experience is the winner! In the case of a tie, the tied player with the fewest treasure tokens is the winner. If still tied, the tied players rejoice in a shared victory.<br />
<br />
When playing with solo mode. Play three rounds with the normal rules and go for the best score. Ranking of scores is as follows:<br />
<br />
{| class="wikitable"<br />
! width=30% | Points<br />
! width=50% | Title<br />
|-<br />
|0-15<br />
|Dragon fodder<br />
|-<br />
|16-23<br />
|Village Hero<br />
|-<br />
|24-29<br />
|Seasoned Explorer<br />
|-<br />
|30-34<br />
|Champion<br />
|-<br />
|35+<br />
|Hero of Ages<br />
|}</div>Twenty9oh7https://en.doc.boardgamearena.com/index.php?title=Gamehelpcribbage&diff=5474Gamehelpcribbage2020-09-06T14:00:27Z<p>Twenty9oh7: </p>
<hr />
<div>==The deal==<br />
Cribbage uses a standard 52-card deck of cards. The jokers are removed; the suits are equal in status. The players cut for first deal, with the player cutting the lowest card (the ace counts as one, and is the lowest card) dealing first. If the cutters tie, the cards are re-shuffled and re-cut. Cards are dealt so that each player ends up with four cards after the crib is formed, and the crib should also have four cards. For two players, each is dealt six cards. For 3 players, each is dealt 5 cards and 1 card is dealt to the crib. For 4 players, each player is dealt 5 cards and the players sitting opposite each other are on a team.<br />
<br />
==The crib==<br />
Once the cards have been dealt, each player chooses four cards to retain, discarding the other one or two face-down to form the "crib" that will be used later by the dealer. At this point, each player's hand and the crib will contain exactly four cards.<br />
<br />
===Example crib===<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Cards dealt<br />
!Discarded<br />
!Hand<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; <span style="color:red">6 &hearts;</span> &ensp; 8 &clubs; &ensp;<br />
| &ensp; <span style="color:red">8 &diams;</span> &ensp; 8 &clubs; &ensp;<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp; K &clubs; &ensp; 7 &clubs; &ensp;<br />
| &ensp; 10 &spades; &ensp; K &clubs; &ensp;<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;7 &clubs; &ensp;<br />
|- style="border-top: solid black 2px;"<br />
!Crib<br />
|colspan="3" style="text-align: center;"| &ensp; 10 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; K &clubs; &ensp; 8 &clubs; &ensp;<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
==The starter==<br />
After the crib is laid away, the non-dealer (pone) cuts the undealt portion of the deck, and the dealer reveals the top card of the bottom section, called "the starter" or "the cut", placing it on top of the deck face up. If this card is a Jack, the dealer scores two points for "his heels". The starter is not used in "the play" phase of the game, but is used later for making various card combinations that score points during "the show".<br />
<br />
==The play==<br />
"The play" (often called "pegging") starts with non-dealer (pone). Each player lays one card in turn onto the table so that it is visible, stating the cumulative value, or ''count,'' of the cards played so far. (For example, the first player lays a 4 and says "four", the next lays a 7 and says "eleven", and so on). Face cards are worth ten; aces are worth one. The other players continue to lay cards in turn without exceeding 31 until no cards can be played. The count must not exceed 31, so a player who cannot lay a card without bringing the count above 31 passes by saying "Go". The remaining player must lay a card if able to do so without exceeding 31. The last player to lay a card scores one point for the "Go" or two points if 31 is reached exactly. The count is then reset to zero and play resumes, starting with the player who passed by saying "Go". Players repeat this process until all cards have been played.<br />
<br />
<br/><br />
<br />
In addition to scoring one or two points for the last card, players can score additional points during "the play" according to the following rules:<br />
* '''Fifteen''' <br />
** For adding a card that makes a cumulative total of exactly fifteen, '''score 2 points'''<br />
* '''Run (sequence)'''<br />
** For completing a run of three cards, regardless of the order in which they are laid (''e.g. a 6, then a 4, then a 5 is a run of three even though they were not laid in order''), '''score 3 points'''<br />
** For completing a run of four, '''score 4 points'''<br />
** For each extra card of a run, '''score 1 additional point''' <br />
** ''Note that runs are independent of suits, but go strictly by rank (9, 10, J or J, 9, 10 is a run, but 9, 10, Q is not)''. Aces are always counted as one and can be a run of (A, 2, 3) but never (Q, K, A)<br />
* '''Pairs'''<br />
** For laying a card of the same rank as the previous card, '''score 2 points'''<br />
** For laying a third card of the same rank, or "triplet", '''score 6 points''', because triplets make 3 sets of distinct pairs each worth 2 points <br />
** For laying a fourth card of the same rank, or a "double pair", '''score 12 points''',because double pair make 6 sets of distinct pairs each worth 2 points <br />
<br />
<br />
If a card completes more than one scoring combination, then all combinations are scored. <br />
<br />
<br />
===Example of "the play"===<br />
<br />
{| class="wikitable" style="float:left"<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;7 &clubs; &ensp;<br />
|}<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Card<br />
!Cumulative<br />
!Points Earned<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">J &hearts;</span> &ensp;||&emsp; &ensp;10||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; 5 &spades; &ensp;||&emsp; &ensp; 15||2 points (fifteen exactly)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp;7 &clubs; &ensp;||&emsp; &ensp; 22||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; <span style="color:red">6 &hearts;</span> &ensp;||&emsp; &ensp; 28||3 points (run: 5, 6, 7)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||"Go"||||<br />
|- style="background-color: #1a3; border-bottom: solid black 3px;"<br />
|'''Alice'''||&ensp; 2 &spades; &ensp;||&emsp; &ensp; 30||1 point (for "Go" < 31)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">6 &diams;</span> &ensp;||&emsp; &ensp; 6||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; 4 &spades; &ensp;||&emsp; &ensp; 10||<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">4 &hearts;</span> &ensp;||&emsp; &ensp; 14||3 points (pair & last card)<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
<br />
==The show==<br />
Once the play is complete, each player in turn receives points based on the cards in their hand. Starting with the non-dealer, players' scores are calculated. The starter card turned up at the beginning of play serves as a fifth card shared in common by all hands; thus each player’s score is based on their own four cards along with the starter card. Scoring combinations are the following:<br />
* '''Fifteen'''<br />
**For each separate combination of two or more cards totaling exactly fifteen, '''score 2 points'''<br />
* '''Runs'''<br />
** For a run of three consecutive cards (regardless of suit), '''score 3 points'''<br />
** For a run of four consecutive cards, '''score 4 points'''<br />
** For a run of five consecutive cards, '''score 5 points'''<br />
* '''Pairs'''<br />
** For a pair of cards of a kind, '''score 2 points'''<br />
** For three cards of a kind, '''score 6 points'''<br />
** For four cards of a kind, '''score 12 points'''<br />
* '''Flush'''<br />
** For a flush, where all four cards in the hand are of the same suit, '''score 4 points''', this is the only rule that does not apply to the Crib hand<br />
** For a flush when the starter card is also of that suit, '''score 5 points'''<br />
** For holding the Jack of the same suit as the starter card, '''score 1 point'''<br />
<br />
Common combinations are often scored as a group. For example, a run of three cards with an additional card matching one of the three in value, e.g., 2–2–3–4, is termed a "double run", and scores eight according to the above rules, three for each of the runs and two for the pair. Even more valuable are "triple runs" (three three-card straights including a three-of-a-kind, e.g., 2–2–2–3–4, that score fifteen) and "double-double runs" (four three-card straights including pairs, e.g., 2–3–3–4–4, that score sixteen). Combined runs may also include fifteen-twos. A 24 hand, a large commonly seen, can comprise a double-double run and four fifteen-twos. Two examples are 4–4–5–5–6 and 6–7–7–8–8.<br />
<br />
The dealer's hand is scored last and then the cards in the crib are revealed. These cards, in conjunction with the starter card, are scored by the dealer as an additional hand. The rules for scoring the crib are the same as scoring a hand, with the exception of the flush; a four-card flush in the crib is scored only if it is the same suit as the starter card (for a total of five points).<br />
<br />
===Example scoring during "the show"===<br />
<br />
{| class="wikitable" style="float:left"<br />
!Starter<br />card<br />
|&ensp; <span style="color:red">5 &hearts;</span> &ensp;<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp; 7 &clubs; &ensp;<br />
|-<br />
!Crib<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; K &clubs; &ensp; 8 &clubs; &ensp;<br />
|}<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Cards<br />
!Points<br />
!Scoring Action<br />
|- style="background-color: #991;"<br />
!rowspan="5"|Bob<br />
| &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp;||2||Combination equal to fifteen<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;||2||Another combination of fifteen<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">4 &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">6 &diams;</span> &ensp; 7 &clubs; &ensp;||4||Sequence of four for a run<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">J &hearts;</span> &ensp;||1||Jack same suit as the starter card<br />
|-<br />
|'''Total'''||'''9'''||<br />
|- style="background-color: #1a3;"<br />
!rowspan="4"|Alice<br />
| &ensp; <span style="color:red">6 &hearts;</span> &ensp; 5 &spades; &ensp; 4 &spades; &ensp;||2||Combination equal to fifteen<br />
|- style="background-color: #1a3;"<br />
|&ensp; <span style="color:red">6 &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; 4 &spades; &ensp;||2||Another combination of fifteen<br />
|- style="background-color: #1a3;"<br />
|&ensp; 4 &spades; &ensp; &ensp; 5 &spades; &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">6 &hearts;</span> &ensp;||8||Two 3-card runs and a pair<br />
|-<br />
|'''Total'''||'''12'''||<br />
|- style="background-color: #1a3;"<br />
!rowspan="4"|Alice<br />(crib)<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">5 &hearts;</span> &ensp; ||2||Combination equal to fifteen<br />
|- style="background-color: #1a3;"<br />
| &ensp; K &clubs; &ensp; <span style="color:red">5 &hearts;</span> &ensp; ||2||Another combination of fifteen<br />
|- style="background-color: #1a3;"<br />
| &ensp; <span style="color:red">8 &diams;</span> &ensp; 8 &clubs; &ensp; ||2||Pair of cards of same rank<br />
|-<br />
|'''Total'''||'''6'''||<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
After the dealer's crib is scored, the second player becomes dealer. Similar to the first round, the next round starts with the deal.<br />
<br/><br />
<br />
==Winning the Game ==<br />
When a player reaches the target score of 121, the game ends immediately ends with that player the winner. This can occur at any time during the cut, the play or the show. If during the show the non-dealer (pone) hand gives a point total that sets the score to 121 (or higher), the show phase ends, the dealer does not get to count their hand nor crib.<br />
Example: The game can end on a cut of a Jack ("his heels") for the dealer. <!-- Should there be any mention of the pegging board? On here it is just a visualization of the score that is shown by your gamer ID, so it may not be worth explaining, but may be helpful to explain what the board represents? --></div>Twenty9oh7https://en.doc.boardgamearena.com/index.php?title=Gamehelpcribbage&diff=5473Gamehelpcribbage2020-09-06T13:54:46Z<p>Twenty9oh7: /* Basic Gameplay */</p>
<hr />
<div>==The deal==<br />
Cribbage uses a standard 52-card deck of cards. The jokers are removed; the suits are equal in status. The players cut for first deal, with the player cutting the lowest card (the ace counts as one, and is the lowest card) dealing first. If the cutters tie, the cards are re-shuffled and re-cut. Cards are dealt so that each player ends up with four cards after the crib is formed, and the crib should also have four cards. For two players, each is dealt six cards. For 3 players, each is dealt 5 cards and 1 card is dealt to the crib. For 4 players, each player is dealt 5 cards and the players sitting opposite each other are on a team.<br />
<br />
==The crib==<br />
Once the cards have been dealt, each player chooses four cards to retain, discarding the other one or two face-down to form the "crib" that will be used later by the dealer. At this point, each player's hand and the crib will contain exactly four cards.<br />
<br />
===Example crib===<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Cards dealt<br />
!Discarded<br />
!Hand<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; <span style="color:red">6 &hearts;</span> &ensp; 8 &clubs; &ensp;<br />
| &ensp; <span style="color:red">8 &diams;</span> &ensp; 8 &clubs; &ensp;<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp; K &clubs; &ensp; 7 &clubs; &ensp;<br />
| &ensp; 10 &spades; &ensp; K &clubs; &ensp;<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;7 &clubs; &ensp;<br />
|- style="border-top: solid black 2px;"<br />
!Crib<br />
|colspan="3" style="text-align: center;"| &ensp; 10 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; K &clubs; &ensp; 8 &clubs; &ensp;<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
==The starter==<br />
After the crib is laid away, the non-dealer (pone) cuts the undealt portion of the deck, and the dealer reveals the top card of the bottom section, called "the starter" or "the cut", placing it on top of the deck face up. If this card is a Jack, the dealer scores two points for "his heels". The starter is not used in "the play" phase of the game, but is used later for making various card combinations that score points during "the show".<br />
<br />
==The play==<br />
"The play" (often called "pegging") starts with non-dealer (pone). Each player lays one card in turn onto the table so that it is visible, stating the cumulative value, or ''count,'' of the cards played so far. (For example, the first player lays a 4 and says "four", the next lays a 7 and says "eleven", and so on). Face cards are worth ten; aces are worth one. The other players continue to lay cards in turn without exceeding 31 until no cards can be played. The count must not exceed 31, so a player who cannot lay a card without bringing the count above 31 passes by saying "Go". The remaining player must lay a card if able to do so without exceeding 31. The last player to lay a card scores one point for the "Go" or two points if 31 is reached exactly. The count is then reset to zero and play resumes, starting with the player who passed by saying "Go". Players repeat this process until all cards have been played.<br />
<br />
<br/><br />
<br />
In addition to scoring one or two points for the last card, players can score additional points during "the play" according to the following rules:<br />
* '''Fifteen''' <br />
** For adding a card that makes a cumulative total of exactly fifteen, '''score 2 points'''<br />
* '''Run (sequence)'''<br />
** For completing a run of three cards, regardless of the order in which they are laid (''e.g. a 6, then a 4, then a 5 is a run of three even though they were not laid in order''), '''score 3 points'''<br />
** For completing a run of four, '''score 4 points'''<br />
** For each extra card of a run, '''score 1 additional point''' <br />
** ''Note that runs are independent of suits, but go strictly by rank (9, 10, J or J, 9, 10 is a run, but 9, 10, Q is not)''. Aces are always counted as one and can be a run of (A, 2, 3) but never (Q, K, A)<br />
* '''Pairs'''<br />
** For laying a card of the same rank as the previous card, '''score 2 points'''<br />
** For laying a third card of the same rank, or "triplet", '''score 6 points''', because triplets make 3 sets of distinct pairs each worth 2 points <br />
** For laying a fourth card of the same rank, or a "double pair", '''score 12 points''',because double pair make 6 sets of distinct pairs each worth 2 points <br />
<br />
<br />
If a card completes more than one scoring combination, then all combinations are scored. <br />
<br />
<br />
===Example of "the play"===<br />
<br />
{| class="wikitable" style="float:left"<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;7 &clubs; &ensp;<br />
|}<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Card<br />
!Cumulative<br />
!Points Earned<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">J &hearts;</span> &ensp;||&emsp; &ensp;10||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; 5 &spades; &ensp;||&emsp; &ensp; 15||2 points (fifteen exactly)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp;7 &clubs; &ensp;||&emsp; &ensp; 22||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; <span style="color:red">6 &hearts;</span> &ensp;||&emsp; &ensp; 28||3 points (run: 5, 6, 7)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||"Go"||||<br />
|- style="background-color: #1a3; border-bottom: solid black 3px;"<br />
|'''Alice'''||&ensp; 2 &spades; &ensp;||&emsp; &ensp; 30||1 point (for "Go" < 31)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">6 &diams;</span> &ensp;||&emsp; &ensp; 6||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; 4 &spades; &ensp;||&emsp; &ensp; 10||<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">4 &hearts;</span> &ensp;||&emsp; &ensp; 14||3 points (pair & last card)<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
<br />
==The show==<br />
Once the play is complete, each player in turn receives points based on the cards in their hand. Starting with the non-dealer, players' scores are calculated. The starter card turned up at the beginning of play serves as a fifth card shared in common by all hands; thus each player’s score is based on their own four cards along with the starter card. Scoring combinations are the following:<br />
* '''Fifteen'''<br />
**For each separate combination of two or more cards totaling exactly fifteen, '''score 2 points'''<br />
* '''Runs'''<br />
** For a run of three consecutive cards (regardless of suit), '''score 3 points'''<br />
** For a run of four consecutive cards, '''score 4 points'''<br />
** For a run of five consecutive cards, '''score 5 points'''<br />
* '''Pairs'''<br />
** For a pair of cards of a kind, '''score 2 points'''<br />
** For three cards of a kind, '''score 6 points'''<br />
** For four cards of a kind, '''score 12 points'''<br />
* '''Flush'''<br />
** For a flush, where all four cards in the hand are of the same suit, '''score 4 points''', this is the only rule that does not apply to the Crib hand<br />
** For a flush when the starter card is also of that suit, '''score 5 points'''<br />
** For holding the Jack of the same suit as the starter card, '''score 1 point'''<br />
<br />
Common combinations are often scored as a group. For example, a run of three cards with an additional card matching one of the three in value, e.g., 2–2–3–4, is termed a "double run", and scores eight according to the above rules, three for each of the runs and two for the pair. Even more valuable are "triple runs" (three three-card straights including a three-of-a-kind, e.g., 2–2–2–3–4, that score fifteen) and "double-double runs" (four three-card straights including pairs, e.g., 2–3–3–4–4, that score sixteen). Combined runs may also include fifteen-twos. A 24 hand, a large commonly seen, can comprise a double-double run and four fifteen-twos. Two examples are 4–4–5–5–6 and 6–7–7–8–8.<br />
<br />
The dealer's hand is scored last and then the cards in the crib are revealed. These cards, in conjunction with the starter card, are scored by the dealer as an additional hand. The rules for scoring the crib are the same as scoring a hand, with the exception of the flush; a four-card flush in the crib is scored only if it is the same suit as the starter card (for a total of five points).<br />
<br />
===Example scoring during "the show"===<br />
<br />
{| class="wikitable" style="float:left"<br />
!Starter<br />card<br />
|&ensp; <span style="color:red">5 &hearts;</span> &ensp;<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp; 7 &clubs; &ensp;<br />
|-<br />
!Crib<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; K &clubs; &ensp; 8 &clubs; &ensp;<br />
|}<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Cards<br />
!Points<br />
!Scoring Action<br />
|- style="background-color: #991;"<br />
!rowspan="5"|Bob<br />
| &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp;||2||Combination equal to fifteen<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;||2||Another combination of fifteen<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">4 &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">6 &diams;</span> &ensp; 7 &clubs; &ensp;||4||Sequence of four for a run<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">J &hearts;</span> &ensp;||1||Jack same suit as the starter card<br />
|-<br />
|'''Total'''||'''9'''||<br />
|- style="background-color: #1a3;"<br />
!rowspan="4"|Alice<br />
| &ensp; <span style="color:red">6 &hearts;</span> &ensp; 5 &spades; &ensp; 4 &spades; &ensp;||2||Combination equal to fifteen<br />
|- style="background-color: #1a3;"<br />
|&ensp; <span style="color:red">6 &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; 4 &spades; &ensp;||2||Another combination of fifteen<br />
|- style="background-color: #1a3;"<br />
|&ensp; 4 &spades; &ensp; &ensp; 5 &spades; &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">6 &hearts;</span> &ensp;||8||Two 3-card runs and a pair<br />
|-<br />
|'''Total'''||'''12'''||<br />
|- style="background-color: #1a3;"<br />
!rowspan="4"|Alice<br />(crib)<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">5 &hearts;</span> &ensp; ||2||Combination equal to fifteen<br />
|- style="background-color: #1a3;"<br />
| &ensp; K &clubs; &ensp; <span style="color:red">5 &hearts;</span> &ensp; ||2||Another combination of fifteen<br />
|- style="background-color: #1a3;"<br />
| &ensp; <span style="color:red">8 &diams;</span> &ensp; 8 &clubs; &ensp; ||2||Pair of cards of same rank<br />
|-<br />
|'''Total'''||'''6'''||<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
After the dealer's crib is scored, the second player becomes dealer. Similar to the first round, the next round starts with the deal.<br />
<br/><br />
<br />
==Winning the Game ==<br />
When a player reaches the target score of 121, the game ends immediately ends with that player the winner. This can occur at any time during the cut, the play or the show. If during the show the non-dealer (pone) hand gives a point total that sets the score to 121 (or higher), the show phase ends, the dealer does not get to count their hand nor crib.<br />
Example: The game can end on a cut of a Jack ("his heels") for the dealer.</div>Twenty9oh7https://en.doc.boardgamearena.com/index.php?title=Gamehelpcribbage&diff=5452Gamehelpcribbage2020-09-04T20:20:29Z<p>Twenty9oh7: </p>
<hr />
<div>=Basic Gameplay=<br />
<br />
==The deal==<br />
Cribbage uses a standard 52-card deck of cards. The jokers are removed; the suits are equal in status. The players cut for first deal, with the player cutting the lowest card (the ace counts as one, and is the lowest card) dealing first. If the cutters tie, the cards are re-shuffled and re-cut. Cards are dealt so that each player ends up with four cards after the crib is formed, and the crib should also have four cards. For two players, each is dealt six cards.<br />
<br />
==The crib==<br />
Once the cards have been dealt, each player chooses four cards to retain, discarding the other one or two face-down to form the "crib" that will be used later by the dealer. At this point, each player's hand and the crib will contain exactly four cards.<br />
<br />
===Example crib===<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Cards dealt<br />
!Discarded<br />
!Hand<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; <span style="color:red">6 &hearts;</span> &ensp; 8 &clubs; &ensp;<br />
| &ensp; <span style="color:red">8 &diams;</span> &ensp; 8 &clubs; &ensp;<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp; K &clubs; &ensp; 7 &clubs; &ensp;<br />
| &ensp; 10 &spades; &ensp; K &clubs; &ensp;<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;7 &clubs; &ensp;<br />
|- style="border-top: solid black 2px;"<br />
!Crib<br />
|colspan="3" style="text-align: center;"| &ensp; 10 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; K &clubs; &ensp; 8 &clubs; &ensp;<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
==The starter==<br />
After the crib is laid away, the non-dealer cuts the undealt portion of the deck, and the dealer reveals the top card of the bottom section, called "the starter" or "the cut", placing it on top of the deck face up. If this card is a Jack, the dealer scores two points for "his heels". The starter is not used in "the play" phase of the game, but is used later for making various card combinations that score points during "the show". <br />
<br />
==The play==<br />
"The play" (often called "pegging") starts with non-dealer. Each player lays one card in turn onto the table so that it is visible, stating the cumulative value, or ''count,'' of the cards played so far. (For example, the first player lays a 4 and says "four", the next lays a 7 and says "eleven", and so on). Face cards are worth ten; aces are worth one. The other players continue to lay cards in turn without exceeding 31 until no cards can be played. The count must not exceed 31, so a player who cannot lay a card without bringing the count above 31 passes by saying "Go". The remaining player must lay a card if able to do so without exceeding 31. The last player to lay a card scores two points if 31 is reached exactly; otherwise one point is scored. The count is then reset to zero and play resumes, starting with the player who passed by saying "Go". Players repeat this process until all cards have been played.<br />
<br />
<br/><br />
<br />
In addition to scoring one or two points for the last card, players can score additional points during "the play" according to the following rules:<br />
* '''Fifteen''' <br />
** For adding a card that makes a cumulative total of exactly fifteen, '''score 2 points'''<br />
* '''Run (sequence)'''<br />
** For completing a run of three cards, regardless of the order in which they are laid (''e.g. a 6, then a 4, then a 5 is a run of three even though they were not laid in order''), '''score 3 points'''<br />
** For completing a run of four, '''score 4 points'''<br />
** For each extra card of a run, '''score 1 additional point''' <br />
** ''Note that runs are independent of suits, but go strictly by rank (9, 10, J or J, 9, 10 is a run, but 9, 10, Q is not)''<br />
* '''Pairs'''<br />
** For laying a card of the same rank as the previous card, '''score 2 points'''<br />
** For laying a third card of the same rank, or "triplet", '''score 6 points'''<br />
** For laying a fourth card of the same rank, or a "double pair", '''score 12 points'''<br />
<br />
<br />
If a card completes more than one scoring combination, then all combinations are scored. <br />
<br />
<br />
===Example of "the play"===<br />
<br />
{| class="wikitable" style="float:left"<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;7 &clubs; &ensp;<br />
|}<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Card<br />
!Cumulative<br />
!Points Earned<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">J &hearts;</span> &ensp;||&emsp; &ensp;10||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; 5 &spades; &ensp;||&emsp; &ensp; 15||2 points (fifteen exactly)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp;7 &clubs; &ensp;||&emsp; &ensp; 22||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; <span style="color:red">6 &hearts;</span> &ensp;||&emsp; &ensp; 28||3 points (run: 5, 6, 7)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||"Go"||||<br />
|- style="background-color: #1a3; border-bottom: solid black 3px;"<br />
|'''Alice'''||&ensp; 2 &spades; &ensp;||&emsp; &ensp; 30||1 point (for "Go" < 31)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">6 &diams;</span> &ensp;||&emsp; &ensp; 6||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; 4 &spades; &ensp;||&emsp; &ensp; 10||<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">4 &hearts;</span> &ensp;||&emsp; &ensp; 14||3 points (pair & last card)<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
<br />
==The show==<br />
Once the play is complete, each player in turn receives points based on the cards in their hand. Starting with the non-dealer, players' scores are calculated. The starter card turned up at the beginning of play serves as a fifth card shared in common by all hands; thus each player’s score is based on their own four cards along with the starter card. Scoring combinations are the following:<br />
* '''Fifteen'''<br />
**For each separate combination of two or more cards totaling exactly fifteen, '''score 2 points'''<br />
* '''Runs'''<br />
** For a run of three consecutive cards (regardless of suit), '''score 3 points'''<br />
** For a run of four consecutive cards, '''score 4 points'''<br />
** For a run of five consecutive cards, '''score 5 points'''<br />
* '''Pairs'''<br />
** For a pair of cards of a kind, '''score 2 points'''<br />
** For three cards of a kind, '''score 6 points'''<br />
** For four cards of a kind, '''score 12 points'''<br />
* '''Flush'''<br />
** For a flush, where all four cards in the hand are of the same suit, '''score 4 points'''<br />
** For a flush when the starter card is also of that suit, '''score 5 points'''<br />
** For holding the Jack of the same suit as the starter card, '''score 1 point'''<br />
<br />
Common combinations are often scored as a group. For example, a run of three cards with an additional card matching one of the three in value, e.g., 2–2–3–4, is termed a "double run", and scores eight according to the above rules, three for each of the runs and two for the pair. Even more valuable are "triple runs" (three three-card straights including a three-of-a-kind, e.g., 2–2–2–3–4, that score fifteen) and "double-double runs" (four three-card straights including pairs, e.g., 2–3–3–4–4, that score sixteen). Combined runs may also include fifteen-twos. A 24 hand, the largest commonly seen, can comprise a double-double run and four fifteen-twos. Two examples are 4–4–5–5–6 and 6–7–7–8–8.<br />
<br />
The dealer's hand is scored last and then the cards in the crib are revealed. These cards, in conjunction with the starter card, are scored by the dealer as an additional hand. The rules for scoring the crib are the same as scoring a hand, with the exception of the flush; a four-card flush in the crib is scored only if it is the same suit as the starter card (for a total of five points).<br />
<br />
===Example scoring during "the show"===<br />
<br />
{| class="wikitable" style="float:left"<br />
!Starter<br />card<br />
|&ensp; <span style="color:red">5 &hearts;</span> &ensp;<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp; 7 &clubs; &ensp;<br />
|-<br />
!Crib<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; K &clubs; &ensp; 8 &clubs; &ensp;<br />
|}<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Cards<br />
!Points<br />
!Scoring Action<br />
|- style="background-color: #991;"<br />
!rowspan="5"|Bob<br />
| &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp;||2||Combination equal to fifteen<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;||2||Another combination of fifteen<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">4 &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">6 &diams;</span> &ensp; 7 &clubs; &ensp;||4||Sequence of four for a run<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">J &hearts;</span> &ensp;||1||Jack same suit as the starter card<br />
|-<br />
|'''Total'''||'''9'''||<br />
|- style="background-color: #1a3;"<br />
!rowspan="4"|Alice<br />
| &ensp; <span style="color:red">6 &hearts;</span> &ensp; 5 &spades; &ensp; 4 &spades; &ensp;||2||Combination equal to fifteen<br />
|- style="background-color: #1a3;"<br />
|&ensp; <span style="color:red">6 &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; 4 &spades; &ensp;||2||Another combination of fifteen<br />
|- style="background-color: #1a3;"<br />
|&ensp; 4 &spades; &ensp; &ensp; 5 &spades; &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">6 &hearts;</span> &ensp;||8||Two 3-card runs and a pair<br />
|-<br />
|'''Total'''||'''12'''||<br />
|- style="background-color: #1a3;"<br />
!rowspan="4"|Alice<br />(crib)<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">5 &hearts;</span> &ensp; ||2||Combination equal to fifteen<br />
|- style="background-color: #1a3;"<br />
| &ensp; K &clubs; &ensp; <span style="color:red">5 &hearts;</span> &ensp; ||2||Another combination of fifteen<br />
|- style="background-color: #1a3;"<br />
| &ensp; <span style="color:red">8 &diams;</span> &ensp; 8 &clubs; &ensp; ||2||Pair of cards of same rank<br />
|-<br />
|'''Total'''||'''6'''||<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
==The end==<br />
After the dealer;s crib is scored, the second player becomes dealer. Similar to the first round, the next round starts with the deal.<br />
<br />
When a player reaches the target score of 121, the game ends with that player the winner. The game can end on a cut of a Jack ("his heels") for the dealer.</div>Twenty9oh7https://en.doc.boardgamearena.com/index.php?title=Gamehelpcribbage&diff=5450Gamehelpcribbage2020-09-04T19:43:05Z<p>Twenty9oh7: Created page with "==The deal== Cribbage uses a standard 52-card deck of cards. The jokers are removed; the suits are equal in status. The players cut for first deal, with the player cutting the..."</p>
<hr />
<div>==The deal==<br />
Cribbage uses a standard 52-card deck of cards. The jokers are removed; the suits are equal in status. The players cut for first deal, with the player cutting the lowest card (the ace counts as one, and is the lowest card) dealing first. If the cutters tie, the cards are re-shuffled and re-cut. Cards are dealt so that each player ends up with four cards after the crib is formed, and the crib should also have four cards. For two players, each is dealt six cards.<br />
<br />
==The crib==<br />
Once the cards have been dealt, each player chooses four cards to retain, discarding the other one or two face-down to form the "crib" that will be used later by the dealer. At this point, each player's hand and the crib will contain exactly four cards.<br />
<br />
===Example crib===<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Cards dealt<br />
!Discarded<br />
!Hand<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; <span style="color:red">6 &hearts;</span> &ensp; 8 &clubs; &ensp;<br />
| &ensp; <span style="color:red">8 &diams;</span> &ensp; 8 &clubs; &ensp;<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp; K &clubs; &ensp; 7 &clubs; &ensp;<br />
| &ensp; 10 &spades; &ensp; K &clubs; &ensp;<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;7 &clubs; &ensp;<br />
|- style="border-top: solid black 2px;"<br />
!Crib<br />
|colspan="3" style="text-align: center;"| &ensp; 10 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; K &clubs; &ensp; 8 &clubs; &ensp;<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
==The starter==<br />
After the crib is laid away, the non-dealer cuts the undealt portion of the deck, and the dealer reveals the top card of the bottom section, called "the starter" or "the cut", placing it on top of the deck face up. If this card is a Jack, the dealer scores two points for "his heels". The starter is not used in "the play" phase of the game, but is used later for making various card combinations that score points during "the show". <br />
<br />
==The play==<br />
"The play" (often called "pegging") starts with non-dealer. Each player lays one card in turn onto the table so that it is visible, stating the cumulative value, or ''count,'' of the cards played so far. (For example, the first player lays a 4 and says "four", the next lays a 7 and says "eleven", and so on). Face cards are worth ten; aces are worth one. The other players continue to lay cards in turn without exceeding 31 until no cards can be played. The count must not exceed 31, so a player who cannot lay a card without bringing the count above 31 passes by saying "Go". The remaining player must lay a card if able to do so without exceeding 31. The last player to lay a card scores two points if 31 is reached exactly; otherwise one point is scored. The count is then reset to zero and play resumes, starting with the player who passed by saying "Go". Players repeat this process until all cards have been played.<br />
<br />
<br/><br />
<br />
In addition to scoring one or two points for the last card, players can score additional points during "the play" according to the following rules:<br />
* '''Fifteen''' <br />
** For adding a card that makes a cumulative total of exactly fifteen, '''score 2 points'''<br />
* '''Run (sequence)'''<br />
** For completing a run of three cards, regardless of the order in which they are laid (''e.g. a 6, then a 4, then a 5 is a run of three even though they were not laid in order''), '''score 3 points'''<br />
** For completing a run of four, '''score 4 points'''<br />
** For each extra card of a run, '''score 1 additional point''' <br />
** ''Note that runs are independent of suits, but go strictly by rank (9, 10, J or J, 9, 10 is a run, but 9, 10, Q is not)''<br />
* '''Pairs'''<br />
** For laying a card of the same rank as the previous card, '''score 2 points'''<br />
** For laying a third card of the same rank, or "triplet", '''score 6 points'''<br />
** For laying a fourth card of the same rank, or a "double pair", '''score 12 points'''<br />
<br />
<br />
If a card completes more than one scoring combination, then all combinations are scored. <br />
<br />
<br />
===Example of "the play"===<br />
<br />
{| class="wikitable" style="float:left"<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;7 &clubs; &ensp;<br />
|}<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Card<br />
!Cumulative<br />
!Points Earned<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">J &hearts;</span> &ensp;||&emsp; &ensp;10||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; 5 &spades; &ensp;||&emsp; &ensp; 15||2 points (fifteen exactly)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp;7 &clubs; &ensp;||&emsp; &ensp; 22||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; <span style="color:red">6 &hearts;</span> &ensp;||&emsp; &ensp; 28||3 points (run: 5, 6, 7)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||"Go"||||<br />
|- style="background-color: #1a3; border-bottom: solid black 3px;"<br />
|'''Alice'''||&ensp; 2 &spades; &ensp;||&emsp; &ensp; 30||1 point (for "Go" < 31)<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">6 &diams;</span> &ensp;||&emsp; &ensp; 6||<br />
|- style="background-color: #1a3;"<br />
|'''Alice'''||&ensp; 4 &spades; &ensp;||&emsp; &ensp; 10||<br />
|- style="background-color: #991;"<br />
|'''Bob'''||&ensp; <span style="color:red">4 &hearts;</span> &ensp;||&emsp; &ensp; 14||3 points (pair & last card)<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
<br />
==The show==<br />
Once the play is complete, each player in turn receives points based on the cards in their hand. Starting with the non-dealer, players' scores are calculated. The starter card turned up at the beginning of play serves as a fifth card shared in common by all hands; thus each player’s score is based on their own four cards along with the starter card. Scoring combinations are the following:<br />
* '''Fifteen'''<br />
**For each separate combination of two or more cards totaling exactly fifteen, '''score 2 points'''<br />
* '''Runs'''<br />
** For a run of three consecutive cards (regardless of suit), '''score 3 points'''<br />
** For a run of four consecutive cards, '''score 4 points'''<br />
** For a run of five consecutive cards, '''score 5 points'''<br />
* '''Pairs'''<br />
** For a pair of cards of a kind, '''score 2 points'''<br />
** For three cards of a kind, '''score 6 points'''<br />
** For four cards of a kind, '''score 12 points'''<br />
* '''Flush'''<br />
** For a flush, where all four cards in the hand are of the same suit, '''score 4 points'''<br />
** For a flush when the starter card is also of that suit, '''score 5 points'''<br />
** For holding the Jack of the same suit as the starter card, '''score 1 point'''<br />
<br />
Common combinations are often scored as a group. For example, a run of three cards with an additional card matching one of the three in value, e.g., 2–2–3–4, is termed a "double run", and scores eight according to the above rules, three for each of the runs and two for the pair. Even more valuable are "triple runs" (three three-card straights including a three-of-a-kind, e.g., 2–2–2–3–4, that score fifteen) and "double-double runs" (four three-card straights including pairs, e.g., 2–3–3–4–4, that score sixteen). Combined runs may also include fifteen-twos. A 24 hand, the largest commonly seen, can comprise a double-double run and four fifteen-twos. Two examples are 4–4–5–5–6 and 6–7–7–8–8.<br />
<br />
The dealer's hand is scored last and then the cards in the crib are revealed. These cards, in conjunction with the starter card, are scored by the dealer as an additional hand. The rules for scoring the crib are the same as scoring a hand, with the exception of the flush; a four-card flush in the crib is scored only if it is the same suit as the starter card (for a total of five points).<br />
<br />
===Example scoring during "the show"===<br />
<br />
{| class="wikitable" style="float:left"<br />
!Starter<br />card<br />
|&ensp; <span style="color:red">5 &hearts;</span> &ensp;<br />
|- style="background-color: #1a3;"<br />
!Alice<br />(dealer)<br />
| &ensp; 5 &spades; &ensp; 4 &spades; &ensp; 2 &spades; &ensp; <span style="color:red">6 &hearts;</span> &ensp;<br />
|- style="background-color: #991;"<br />
!Bob<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp; 7 &clubs; &ensp;<br />
|-<br />
!Crib<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">8 &diams;</span> &ensp; K &clubs; &ensp; 8 &clubs; &ensp;<br />
|}<br />
{| class="wikitable" style="float:left"<br />
!Player<br />
!Cards<br />
!Points<br />
!Scoring Action<br />
|- style="background-color: #991;"<br />
!rowspan="5"|Bob<br />
| &ensp; <span style="color:red">J &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp;||2||Combination equal to fifteen<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">6 &diams;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">4 &hearts;</span> &ensp;||2||Another combination of fifteen<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">4 &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">6 &diams;</span> &ensp; 7 &clubs; &ensp;||4||Sequence of four for a run<br />
|- style="background-color: #991;"<br />
| &ensp; <span style="color:red">J &hearts;</span> &ensp;||1||Jack same suit as the starter card<br />
|-<br />
|'''Total'''||'''9'''||<br />
|- style="background-color: #1a3;"<br />
!rowspan="4"|Alice<br />
| &ensp; <span style="color:red">6 &hearts;</span> &ensp; 5 &spades; &ensp; 4 &spades; &ensp;||2||Combination equal to fifteen<br />
|- style="background-color: #1a3;"<br />
|&ensp; <span style="color:red">6 &hearts;</span> &ensp; <span style="color:red">5 &hearts;</span> &ensp; 4 &spades; &ensp;||2||Another combination of fifteen<br />
|- style="background-color: #1a3;"<br />
|&ensp; 4 &spades; &ensp; &ensp; 5 &spades; &ensp; <span style="color:red">5 &hearts;</span> &ensp; <span style="color:red">6 &hearts;</span> &ensp;||8||Two 3-card runs and a pair<br />
|-<br />
|'''Total'''||'''12'''||<br />
|- style="background-color: #1a3;"<br />
!rowspan="4"|Alice<br />(crib)<br />
| &ensp; 10 &spades; &ensp; <span style="color:red">5 &hearts;</span> &ensp; ||2||Combination equal to fifteen<br />
|- style="background-color: #1a3;"<br />
| &ensp; K &clubs; &ensp; <span style="color:red">5 &hearts;</span> &ensp; ||2||Another combination of fifteen<br />
|- style="background-color: #1a3;"<br />
| &ensp; <span style="color:red">8 &diams;</span> &ensp; 8 &clubs; &ensp; ||2||Pair of cards of same rank<br />
|-<br />
|'''Total'''||'''6'''||<br />
|}<br />
<br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br/><br />
<br />
==The end==<br />
After the dealer;s crib is scored, the second player becomes dealer. Similar to the first round, the next round starts with the deal.<br />
<br />
When a player reaches the target score of 121, the game ends with that player the winner. The game can end on a cut of a Jack ("his heels") for the dealer.</div>Twenty9oh7