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		<title>Jcbarr: Rules summary for the Draft Cribbage game page (private alpha)</title>
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		<updated>2026-10-24T15:53:34Z</updated>

		<summary type="html">&lt;p&gt;Rules summary for the Draft Cribbage game page (private alpha)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Draft Cribbage&amp;#039;&amp;#039;&amp;#039; is &amp;quot;Cribbage meets Gin&amp;quot; for 2–4 players. There is no deal: you &amp;#039;&amp;#039;&amp;#039;draft&amp;#039;&amp;#039;&amp;#039; cards Gin-Rummy-style from the deck and two face-up discard piles, trying to assemble the best &amp;#039;&amp;#039;&amp;#039;4-card Cribbage hand&amp;#039;&amp;#039;&amp;#039;. One player &amp;#039;&amp;#039;&amp;#039;knocks&amp;#039;&amp;#039;&amp;#039; to end the round, and everyone scores their hand against a shared up-card. First to &amp;#039;&amp;#039;&amp;#039;121 points&amp;#039;&amp;#039;&amp;#039; wins (or 61, as a table option).&lt;br /&gt;
&lt;br /&gt;
== Components and setup ==&lt;br /&gt;
&lt;br /&gt;
* One standard 52-card deck. The Cribbage board is just the score track.&lt;br /&gt;
* Each round, the dealer shuffles and turns the top two cards face up, one onto &amp;#039;&amp;#039;&amp;#039;each of the two discard piles&amp;#039;&amp;#039;&amp;#039;. If those two cards &amp;#039;&amp;#039;&amp;#039;add to 15 or form a pair&amp;#039;&amp;#039;&amp;#039;, the dealer scores &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039; at once.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Every player starts with an empty hand.&amp;#039;&amp;#039;&amp;#039; Play begins with the player to the dealer&amp;#039;s left and goes clockwise. The dealer rotates each round.&lt;br /&gt;
&lt;br /&gt;
Card values for &amp;#039;&amp;#039;&amp;#039;fifteens&amp;#039;&amp;#039;&amp;#039;: Ace = 1, 2–9 face value, 10/J/Q/K = 10. For &amp;#039;&amp;#039;&amp;#039;runs&amp;#039;&amp;#039;&amp;#039; the order is A-2-3 … 10-J-Q-K, with the Ace &amp;#039;&amp;#039;&amp;#039;low only&amp;#039;&amp;#039;&amp;#039; (no K-A-2).&lt;br /&gt;
&lt;br /&gt;
== Your turn: the draft ==&lt;br /&gt;
&lt;br /&gt;
You &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; act on your turn; there is no pass. What you may do depends on your hand size.&lt;br /&gt;
&lt;br /&gt;
=== Fewer than 4 cards ===&lt;br /&gt;
&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Draw 2 from the deck&amp;#039;&amp;#039;&amp;#039;, then &amp;#039;&amp;#039;&amp;#039;discard any one card&amp;#039;&amp;#039;&amp;#039; from your hand onto a discard pile; or&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Take the top card of either discard pile&amp;#039;&amp;#039;&amp;#039;, and discard nothing.&lt;br /&gt;
&lt;br /&gt;
Either way your hand grows by one card, so it takes four turns to build a hand from nothing.&lt;br /&gt;
&lt;br /&gt;
=== Exactly 4 cards ===&lt;br /&gt;
&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Draw 1 from the deck&amp;#039;&amp;#039;&amp;#039;, then discard any card (the one you just drew is allowed); or&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Take the top card of either discard pile&amp;#039;&amp;#039;&amp;#039;, then discard a &amp;#039;&amp;#039;&amp;#039;different&amp;#039;&amp;#039;&amp;#039; card (you may not put back the card you just took); or&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Knock&amp;#039;&amp;#039;&amp;#039; (see below), once &amp;#039;&amp;#039;&amp;#039;every&amp;#039;&amp;#039;&amp;#039; player holds 4 cards.&lt;br /&gt;
&lt;br /&gt;
You stay at 4 cards.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
&lt;br /&gt;
* Discards go face up on top of one of the &amp;#039;&amp;#039;&amp;#039;two&amp;#039;&amp;#039;&amp;#039; discard piles.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If a discard pile is empty, you must discard onto it.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Discard bonus:&amp;#039;&amp;#039;&amp;#039; after you discard, if the &amp;#039;&amp;#039;&amp;#039;top cards of the two piles&amp;#039;&amp;#039;&amp;#039; add to 15 or form a pair, you score &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;. Only the two visible tops count, and only when you &amp;#039;&amp;#039;add&amp;#039;&amp;#039; a card: uncovering a match by drawing from a pile scores nothing.&lt;br /&gt;
&lt;br /&gt;
If the deck runs low, deck draws that need more cards than remain become unavailable; drawing from the piles is always possible.&lt;br /&gt;
&lt;br /&gt;
== Knocking ==&lt;br /&gt;
&lt;br /&gt;
Once &amp;#039;&amp;#039;&amp;#039;all&amp;#039;&amp;#039;&amp;#039; players hold 4 cards, you may knock on your turn: &amp;#039;&amp;#039;&amp;#039;draw as usual&amp;#039;&amp;#039;&amp;#039; (from the deck or a pile), then discard your card &amp;#039;&amp;#039;&amp;#039;face down&amp;#039;&amp;#039;&amp;#039; onto one of the two piles. The round ends immediately.&lt;br /&gt;
&lt;br /&gt;
* The face-down card &amp;#039;&amp;#039;&amp;#039;covers&amp;#039;&amp;#039;&amp;#039; that pile. The top card of the &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; pile becomes the shared &amp;#039;&amp;#039;&amp;#039;up-card&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* So the knocker &amp;#039;&amp;#039;&amp;#039;chooses which pile supplies the up-card&amp;#039;&amp;#039;&amp;#039;, seeing both tops. This is the game&amp;#039;s central decision. The empty-pile rule still applies: if a pile is empty, the knock must cover it.&lt;br /&gt;
* The knock discard earns no discard bonus.&lt;br /&gt;
&lt;br /&gt;
On BGA, every move has a button in the action bar: pick a card on the table, then confirm. By default knocking asks you to confirm first; you can turn that off in your preferences.&lt;br /&gt;
&lt;br /&gt;
== The show ==&lt;br /&gt;
&lt;br /&gt;
Scoring is &amp;#039;&amp;#039;&amp;#039;sequential&amp;#039;&amp;#039;&amp;#039;, starting with the player to the &amp;#039;&amp;#039;&amp;#039;knocker&amp;#039;s left&amp;#039;&amp;#039;&amp;#039; and going clockwise, so &amp;#039;&amp;#039;&amp;#039;the knocker scores last&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;His heels:&amp;#039;&amp;#039;&amp;#039; if the up-card is a &amp;#039;&amp;#039;&amp;#039;Jack&amp;#039;&amp;#039;&amp;#039;, the knocker, and only the knocker, scores &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039; before the show begins.&lt;br /&gt;
* Each player then scores their 4 hand cards plus the up-card as a 5-card Cribbage hand.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The game ends the instant a player reaches the target.&amp;#039;&amp;#039;&amp;#039; Players later in the order &amp;#039;&amp;#039;&amp;#039;do not score at all&amp;#039;&amp;#039;&amp;#039;. That is the whole risk of knocking: you score last, so knocking while an opponent is close to the finish can lose you the game outright. Knock responsibly.&lt;br /&gt;
&lt;br /&gt;
By default BGA walks through each hand&amp;#039;s scoring in turn; a preference shows everything at once.&lt;br /&gt;
&lt;br /&gt;
== Hand scoring (standard Cribbage) ==&lt;br /&gt;
&lt;br /&gt;
Score every distinct combination; one card may count in many.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Combination !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Each distinct set of cards totalling &amp;#039;&amp;#039;&amp;#039;15&amp;#039;&amp;#039;&amp;#039; || 2&lt;br /&gt;
|-&lt;br /&gt;
| Each &amp;#039;&amp;#039;&amp;#039;pair&amp;#039;&amp;#039;&amp;#039; (three of a kind is 3 pairs, 6; four of a kind is 6 pairs, 12) || 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Run&amp;#039;&amp;#039;&amp;#039; of 3, 4 or 5 consecutive ranks || 1 per card&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Flush&amp;#039;&amp;#039;&amp;#039;: all four &amp;#039;&amp;#039;&amp;#039;hand&amp;#039;&amp;#039;&amp;#039; cards one suit || 4&lt;br /&gt;
|-&lt;br /&gt;
| … and the up-card matches that suit too || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Nobs&amp;#039;&amp;#039;&amp;#039;: a Jack &amp;#039;&amp;#039;&amp;#039;in hand&amp;#039;&amp;#039;&amp;#039; of the up-card&amp;#039;s suit || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;His heels&amp;#039;&amp;#039;&amp;#039;: the up-card is a Jack (knocker only) || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Runs count only at their &amp;#039;&amp;#039;&amp;#039;longest&amp;#039;&amp;#039;&amp;#039;: 2-3-4-5-6 is one run of 5, not every shorter run inside it. A duplicated rank multiplies the run: A-2-2-3 is two runs of 3 plus a pair, 8 points.&lt;br /&gt;
* The flush is &amp;#039;&amp;#039;&amp;#039;hand-anchored&amp;#039;&amp;#039;&amp;#039;: three hand cards plus the up-card never make a flush.&lt;br /&gt;
* The best possible hand is &amp;#039;&amp;#039;&amp;#039;29&amp;#039;&amp;#039;&amp;#039;: J-5-5-5 with the fourth 5 as the up-card, matching the Jack&amp;#039;s suit.&lt;br /&gt;
&lt;br /&gt;
BGA scores every hand automatically and shows the breakdown, so there is no Muggins.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The first player to reach &amp;#039;&amp;#039;&amp;#039;121&amp;#039;&amp;#039;&amp;#039; (or &amp;#039;&amp;#039;&amp;#039;61&amp;#039;&amp;#039;&amp;#039; in a short game) wins on the spot. If a round ends with nobody there, the dealer passes left and a new round is set up from a fresh shuffle.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Build toward 15s and pairs: 5s go with every ten-card, and a pair in hand pairs with any matching up-card.&lt;br /&gt;
* Watch both discard tops. A card that makes 15 or a pair with the other pile&amp;#039;s top is 2 points for whoever discards it.&lt;br /&gt;
* Before you knock, look at both tops: covering one pile picks the other as everyone&amp;#039;s up-card, including your opponents&amp;#039;.&lt;br /&gt;
* Count the score. If an opponent is a hand away from the finish, knocking hands them the first turn at the show.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
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