Rules

English

CRIB WARS
RED SKIP
Any player or team that pegs or lands on the first red box in any of the 3
locations will slide immediately to the second red box.
BLUE TIME TRAPS
Any player or team that lands in the blue time trap must follow the blue
path. If your hand count lands you in the time trap, your crib count would
continue down the blue path. There are 4 time traps in the game.
BLUE PENALTY BOX
Any player, or team, who lands in the penalty box must fold their hand and
crib at once. If 2 people or 2 teams are playing, the team that hit the
penalty box goes back 20 holes, and your opponents go ahead 20 holes.
Then the other player or team will finish pegging and counting their hands
and crib. When 3 players or three teams are playing, the first player or
team to hit the penalty box will sit out for three consecutive hands. The
player(s) in the penalty box is responsible for moving their own peg. If they
miss moving their peg they must stay in the box for one extra hand. If a
second player or team hits the penalty box while a team or player is
already in the penalty box, the 2 player rule applies. The player or team
already in the penalty box advances 1 peg hole. At no time can an award of
20 points land you in a penalty box or time trap. If the awarded count does
land a player in a penalty box or a time trap, the player skips to the first
hole past the penalty box or time trap. There are 3 penalty boxes on the
game board.
GREEN ADVANCES
Any player or team that lands in either of the 2 green advance areas must
follow the green short cuts.
© by NORMAN W. ACKLAND
CRIBBAGE RULES
DEALING: You must cut the deck to see who deals. The player with the
lowest card deals. 6 cards are dealt per player if there are 2 players. Each
player discards 2 cards for the crib.
If 3 players are playing, you deal 5 cards and throw 1 into the crib. Then
take 1 card off the top of the deck for the crib. If 4 players are playing, you
deal 5 cards and throw 1 into the crib. For 6 players, the dealer and his
partner discard 1 card of their choice to the bottom of the deck. The crib
comes from the other 4 players. The person to the right of the dealer cuts
the deck and turns up the top card. If a Jack comes up, the dealer counts
2 points, except within the last 3 holes before the finish.
PEGGING POINTS: the player to the left of the dealer now plays any card
from their hand face up, calling out its value. Each player calls out the
total of the cards played in sequence. The players continue back and forth
in this way without exceeding 31. If you cannot play without going past 31,
say "GO". This instructs your opponent to continue playing as many cards
as possible without going past 31. Your opponent pegs 1 point for a "GO" if
able to play under 31. A player who reaches 31 exactly pegs 2 points.
When all players are unable to play, a new count is started by the player
who didn’t make the most recent play. Once a player removes his hand
from the front peg when scoring points, the score cannot be changed
unless they took too many points. Other scoring opportunities can be made
by the following combinations. If your play makes the count 15, you score
2 points. If you match the card or cards, played by your opponent(s) you
score 2 for the pair, 3 of a kind is worth 6 points, and 4 of a kind is worth
12 points. Points are also awarded for sequences regardless of the order in
which they are played. For example 7, 8, 6 score 3 points for the last
player, and if the next player follows with a 4 and you play a 5, you get 5
points. If a 5 or 9 is played instead of the 4 you would get 4 points. When
counting your hand, 4 points are awarded if all the cards are the same suit.
An additional point is awarded if the turn up card is also the same suit.
Points are not awarded for the same suit in your crib unless the turn up
card is also the same suit. Counting your hand occurs once all cards have
been played. The person to the left of the dealer counts first and follows in
a clockwise direction. The dealer always counts last.
COUNTING YOUR HAND: Counting any combination that adds up to 15 is
worth 2 points, any run 5, 6, 7, or 4, 5, 6, 7, count 1 point per each card in
the run. If you turn up a 6 and you have 4, 5, 6, 7, then you have a double
run. The runs don’t have to be the same suit. Also, you have "15, 2", "15, 4"
for your 4, 5, 6, adds up to 15 twice. You also have a pair for 2 points. If
you have all the same suit in your hand count 1 point for each card.
Remember the crib must also have the turn up card the same suit.
POINTS: 2 of a kind = 2 points. 3 of a kind = 6 points. 4 of a kind = 12
points. 1, 2, 3 in a run =3 points. 1, 2, 3, 4 in a run =4 points. 1, 2, 3, 4, 5 in
a run =5points. You get 1 point per card in any run. Cards that add up to
15 receive 2 points. 8+7=15, 9+6=15, etc. 4+5+6=15, 10+5=15, J+5=15,
Q+5=15, K+5=15
SKUNK or DOUBLE SKUNK: If you or your opponent(s) can’t get past the 60
point mark when someone reaches the 121 point mark, you are double
skunked. This is worth 4 games. If you or your opponent can’t get past the
90 point mark when someone reaches the 121 point mark, you are
skunked. This is worth 2 games.
MUGGINS: Traditionally, if your opponent(s) fails to peg all their points
while counting their hand or pegging, the first person to call muggins pegs
the points that were missed. In CRIB ZONES, you can give the points back
to the other player.
OTHER IMPORTANT RULES
1. No player can ask for help from opponent(s) or bystander(s).
2. If a dealer’s card is exposed in dealing, the non dealer may call for a
new deal if he has not looked at any of his or her cards.
3. If a non dealer’s card is exposed in dealing, the non dealer scores 2
points and may call for a new deal if he or she has not looked at his/her
remaining cards.
4. If either player receives less than the amount of cards required, there
must be a new deal.
5. If the non dealer gets more cards then they should, the non dealer
scores 2 points. If they notice the error before picking up their hand, a new
deal is required.
6. If the dealer gets too many cards, the non dealer may ask for a new
deal, or pick a card from the dealer’s hand.
7. If the cards are not dealt 1 at a time, there must be a new deal.
8. If a card is face up in the deck, this is the same as if a card was
exposed in dealing.
9. When the cards are put into the crib, and a player (non-dealer) discovers
an incorrect card count, they call for a new deal and score 2 points.
10. If any player calls "GO" but could have played a card and remained
under 31, that player may not correct the error once his opponent plays a
card or takes the point. The card(s) that should have been played are dead,
and the other player scores 2 points.
11. If a player refuses to pay a penalty for violating the rules, their
opponent may claim the game.
12. If a player pegs too many points, their opponent can demand that
player to move back the number of extra points they took, and may add the
same amount onto their score.
13. If a player accidentally removes both his or her pegs, their opponent
scores 2 points. If a player removes their opponent’s front peg, their
opponent may claim the game.
14. If a player accidentally dislocates their own front peg, they must place
that peg behind the back peg, unless both players agree to where the peg
was. If a player accidentally dislodges both of their pegs, their opponent
has the right to reposition the pegs. Or the opponent may claim the game.
If both players dislocate their front peg at the same time, both players
must agree to where the front peg goes, or void the game. If you move your
peg out of turn, your opponent(s) scores 2 points.
15. If a player mixed their cards with the crib, their opponent scores 2
points, and there is a new deal.
16. If a player handles the deck, other than to cut the deck, the
opponent(s) scores 2 points.
© by NORMAN W. ACKLAND