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Gamehelpcribbage

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Revision as of 14:54, 14 October 2023 by Sammy McSam (talk | contribs) (succinct & visual)
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Components

  • The pegging board represents each player's score.
  • Standard 52-card deck.
  • Suits are equal in status.
  •     = 1.
  •    ,   ,    = 10.

The deal

  • The players cut for first deal, lowest card deals first.
    • If tied, the deck is re-shuffled and re-cut.

​players⇨​cards in hand

​players⇨​cards in hand + 1πŸŸ” to the crib

​players⇨​cards in hand & players sitting opposite each other are on a team.

The crib

  • Each player chooses four cards to keep and discards the remainder face-down to form the "crib" to be used later by the dealer.
  • Each player's hand and the crib are four cards.
"The crib" example
Alice's deal Bob's deal (dealer)
​♦​β™₯​β™₯​♣ πŸŸ”πŸŸ” πŸŸ”πŸŸ” ​♠​♠​♠​β™₯
Alice's hand Bob's crib Bob's hand

The starter

  • The non-dealer (Alice) cuts the deck and the dealer reveals the top card of the bottom section, called "the starter" or "the cut".
  • A Jack scores the dealer two points for "his heels".
  • The starter is used later during "the show".

The play

  • "The play" (or "pegging") starts with the non-dealer (Alice).
  • Each player plays one card face up, stating the cumulative value, or "count", of the cards played so far.
    • e.g. Alice plays ​♣ and says "four", Bob plays ​β™₯ and says "eleven" etc.
  • The count must not exceed 31.
  • Each player must keep playing until they are unable to play.
  • A player who cannot play passes by saying "Go".
  • The player that plays the last card scores 1 point for the "Go" or 2 points if the count is exactly 31.
  • The count is then reset to zero and play resumes, starting with the player who passed by saying "Go".
  • This is repeated until all cards in hands have been played.

Players can score additional points during "the play" according to the following rules:

Fifteen
count is exactly 15 ⇨ 2 points
Run of 3
in any order e.g. ​♠​♦​♠ ⇨ 3 points
Run of 4
⇨ 4 points
  • Each extra card in a run ⇨ +1 point
Pair
(same rank as the previous card) ⇨ 2 points
Three of a kind
(same rank as the previous cards) ⇨ 6 points (3 distinct pairs Γ— 2 points)
Four of a kind
(same rank as the previous cards) ⇨ 12 points (6 distinct pairs Γ— 2 points)

If a card completes more than one scoring combination, then all combinations are scored.

"The play" example
Alice's hand ​♦​β™₯​β™₯​♣
Bob's hand (dealer) ​♠​♠​♠​β™₯
"The play" example
Player Card Count Scoring action Points
Alice ​β™₯ 10
Bob ​♠ 15 Fifteen 2
Alice ​♣ 22
Bob ​β™₯ 28 Run of 3 3
Alice "Go"
Bob ​♠ 30 "Go" < 31 1
Alice ​♦ 6
Bob ​♠ 10
Alice ​β™₯ 14 Pair + last card 3

The show

  1. After "the play", each player starting with the non-dealer scores points.
  2. The dealer's hand is scored.
  3. The crib is revealed and scored by the dealer as an additional hand.
    • Scoring the crib is the same as scoring a hand with the exception of a flush; a four-card flush in the crib is scored only if it is the same suit as the starter card (5 points).

The starter card is a fifth card shared with all hands. Scoring:

Fifteen
each separate combination = 15 ⇨ 2 points
Run of three
consecutive (regardless of suit) ⇨ 3 points
Run of four
consecutive (regardless of suit) ⇨ 4 points
Run of five
consecutive (regardless of suit) ⇨ 5 points
Pair
⇨ 2 points
Three of a kind
⇨ 6 points
Four of a kind
⇨ 12 points
Flush
all four cards in the hand are of the same suit ⇨ 4 points.
  • Note: this is the only rule that does not apply to the crib.
Flush
the starter card is of the same suit ⇨ 5 points
Jack
of the same suit ("His nob") as the starter card ⇨ 1 point

Common combinations are often scored as a group.

  • "double run" e.g. ​♠​♣​♦​♠ :
    • two runs of three ​♠​♦​♠, ​♣​♦​♠ + pair ​♠​♣ ⇨ 2 Γ— 3 + 2 = 8 points.
  • "triple run" e.g. ​♠​♣​β™₯​♦​♠ :
    • three runs of three ​♠​♦​♠, ​♣​♦​♠, ​β™₯​♦​♠ + three of a kind ​♠​♣​β™₯ ⇨ 3 Γ— 3 + 6 = 15 points.
  • "double-double run" e.g. ​♠​♦​β™₯​♠​♣ :
    • four runs of three ​♠​♦​♠, ​♠​♦​♣, ​♠​β™₯​♠, ​♠​β™₯​♣ and two pairs ​♦​β™₯, ​♠​♣ ⇨ 4 Γ— 3 + 2 Γ— 2 = 16 points.

Combined runs may also include fifteen-twos. A 24 hand, a large commonly seen, can comprise a double-double run and four fifteen-twos.

  • e.g. ​♠​♦​β™₯​♠​♣, ​♠​♦​β™₯​♠​♣.
"The show" example
Starter ​β™₯
Alice's hand ​♦​β™₯​β™₯​♣
Bob's hand (dealer) ​♠​♠​♠​β™₯
Bob's crib ​♠​♦​♣​♣
"The show" example
Hand Cards Scoring action Points
Alice's hand ​β™₯​β™₯ Fifteen 2
​♦​β™₯​β™₯ Fifteen 2
​β™₯​β™₯​♦​♣ Run of 4 4
​β™₯ Jack = starter suit 1
Total 9
Bob's hand ​β™₯​♠​♠ Fifteen 2
​β™₯​β™₯​♠ Fifteen 2
​♠​♠​β™₯​β™₯ 2 Γ— run of 3 + pair 8
Total 12
Bob's crib ​♠​β™₯ Fifteen 2
​♣​β™₯ Fifteen 2
​♦​♣ Pair 2
Total 6

After the dealer's crib is scored, the next player becomes dealer. As in the first round, the next round starts with the deal.

Game end

  • A player wins the game immediately with a score 121 or more.
  • This can occur during the cut, the play or the show.
    • e.g. during "the show", the non-dealer (Alice) scores 122 and the dealer does not count their hand nor their crib.
    • e.g. the dealer wins the game on "the cut" of a Jack ("his heels").