## Rules of Cribbage |

SCORING:

Each card has a value equivalent to the face value of the card. Face cards all count 10, Aces count 1.

Scores are made by making various card combinations as follows:

Any combination of cards totaling 15 scores 2 points. Different combinations of cards can be used to score a "Fifteen". i.e., 5-5-Q scores "Fifteen for" 4 points (two different combinations of a 5 and Queen.)

Pairs score 2 points.

Three of a kind score 6 points (3 different pair combinations).

Four of a kind score 12 points (6 different pair combinations).

A sequence "Run" of 3 or more cards score 1 point for each card in the sequence. i.e., 2-3-4 scores 3 points. 10-J-Q-K scores 4 points and so on.

Double Runs and triple runs are counted, if any card face is doubled or triple in the sequence. i.e., 9-10-J-J is a double run. Two different run combinations of 9-10-J can be made.

4 or more cards of the same suit is a Flush and score 1 point for each card in the Flush. (Except the crib. All 5 cards must be of the same suit to score a Flush for 5 points.)

A Jack of the same suit as the starter card scores 1 point for "Knobs" or some times called "His Heels".

THE DEAL:

The game is played with a straight single deck, jokers removed.

Prior to play, each player draws a card from the deck to determine the first dealer. Low card wins.

Aces are counted as 1 and is the lowest card in the deck.

The deal is then rotated between players to the conclusion of the game. If more than 1 game is played per session, the first deal goes to the loser of the last game.

Each player is dealt 6 cards. Each player discards 2 cards into the crib before play is started.

The Dealer owns the crib and is scored any points it contains after the play and scoring of the hands is finished.

STARTER CARD:

After both players have discarded to the Crib, the NON-Dealing player cuts the deck and turns the revealed card face up. This card will be used to determine the total count of each hand as well as the crib.

If a JACK is turned over, the dealer is scored 2 points for "Knobs" or sometimes referred to as "His Heels".

PLAY OF THE HANDS:

The NON-Dealer starts play by placing one card from his hand on the table. He announces the count of the card.

The count of the card is the face value of the card. Jack, Queen and King are counted as 10. The Ace is counted as 1.

Players alternately repeat this process announcing the total count of all cards played until the count of 31 is reached or neither player can play a card that is equal to or less than 31.

At this point a "GO" is called and the player of the last card played scores 2 points, if the total count of 31 is reached. If a lesser total count is reached, such as 28 or 30, the player of the last card played scores 1 point for the "GO".

Once a "GO" is reached, a new count is started by the NON-Scoring player. This process is repeated until all players have played all their cards.

The player playing the last card scores a "GO" for the last card played.

During play of the cards, players also score other points by making one of the card combinations described in "scoring" previously.

Combinations must be made un-interrupted by any other card played to score the appropriate points. i.e., 2-4-3 played consecutively scores 3 points for a sequence of 3 even though the cards are not played in face value order. 2-3-J-4 scores nothing. The sequence is broken by the Jack.

Flushes and "Knobs" are not counted during play of the hands.

COUNTING THE HANDS:

Once all the cards are played, each player then totals all points held in their hand. The "starter card" is included to determine the total count of each hand. Flushes and "Knobs held in the hand" are counted at this time.

The NON-Dealer counts first followed by the dealer and then the dealer's crib.

Counting the crib is the same as described above except the crib must have all cards of the same suit including the "starter card" to count a "Flush". (5 cards total.)

The highest possible count that can be made is 29 as illustrated in the following hand.

5-5-5-5-JN

Here 8 different combinations of "Fifteen" can be made for 16 points. 6 different pair combinations of 5's for 12 points. Knobs for 1 point.

GAMES and SKUNKS:

The game ends as soon as one player scores 121 or more points or a double skunk has been made.

If a player scores 61 or more points before the opponent scores 31 points a "Double Skunk" is made and the game ends. The winner scores 2 games instead of 1 game for the win.

If a player scores 121 or more points before the opponent scores 91 points a "SKUNK" has been scored and the winner scores 2 games instead of 1 game for the win.

SUBSEQUENT GAMES:

If more than 1 game is played per session the loser of the last game deals first on the next game.