CRIB WARS  Norm Ackland 2016
RULES
CRIBBAGE RULES AND CRIB WARS RULES All standard cribbage rules and regulations apply to this game (see crib rules). If any circumstances arise during the playing of the game that causes a conflict or disagreement, the CRIB WARS rules stand. Only when playing with three teams of two shall the crib come from the two other teams, your discard and your partners discard goes on the bottom of the deck. All players must cut the deck to see who deals first, the person with the lowest card deals. When counting during the pegging part of the game, if you match or have a run that totals 31 you count all the points including the two points for the 31 at the same time, if you match or have a run and did not end with 31 you count only those points first, then if you get the go you count one point separate from your other points. All cards must be placed on table turned up to be counted. If a player would get two points in cribbage because of a penalty, then all other opponents will count two points except the offender. If they want the points. MUGGERS ALLEY Muggers Alley consists of the first 121 points on the game board .(End of regular cribbage game). Any player or players who neglects to tally all their own points, may have the missed points stolen by the opponent in the game who says "muggins" first. If the accusing player can prove the missing points by recounting the hand, they may choose to keep the points or give them back. At the time of "muggins" being called. RED SKIPS Any player or team that pegs or lands on the first red box in either of the three locations, will slide immediately to the second red box in that slide. BLUE PENALTY BOXES Any player who pegs into the penalty box, or their hand count, or crib count lands them there, they must fold their hand and crib and their partner’s hand and crib at once. If two people or teams are playing, the team that hit the penalty box goes back twenty holes, and your opponents go ahead twenty holes. Then the other player or team will finish pegging and counting their hands and crib. When three 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 two player rules apply. The player or team already in the penalty box, advances one peg hole. At no time can an award of twenty 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 three penalty boxes on the game board. BLUE TIME TRAPS Any player or team that lands in a blue Time Trap must follow the blue path. If your hand count lands you in the Trap Area, your crib count would continue down the blue path. There are four time traps in the game. **HINT** If a player is with in two holes from time trap or penalty box lead a five to them it may cause them to count 15 for 2 and put them into the time trap or penalty box. GREEN ADVANCES Any player or team that lands in either of the two GREEN Advance areas must follow the GREEN short cuts. CRIBBAGE RULES DEALING You must cut the deck to see who deals, the player that cuts the lowest card deals. You give out 6 cards if only two players are playing. Each player discards two cards for the crib. If three players are playing, you deal five cards and throw one into the crib, take one card off top of deck for the crib. If four players are playing, you deal five cards and throw one into the crib. 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 three holes, 119 , 120 or 121 is the finish. PEGGING POINTS The non dealer now plays any card from their hand face up, calling out its value. The dealer does the same, calling out the total of the two cards played. The two players continue back and forth in this way without exceeding 31. If you cannot play without going past 31, say "GO", which instructs your opponent to continue playing as many cards as possible without going past 31. Your opponent pegs 1 point for your "GO" if able to play under 31. A player who reaches 31 exactly pegs 2 points. When both 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 to many points. Other points you can get pegging are combinations made during the play scoring points. 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, three of a kind is worth 6 points, and four 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, four 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, (sequence) =3points 1,2,3,4 in a run, (sequence) =4points 1,2,3,4,5 in a run (sequence) =5points  ANY RUN YOU GET 1 POINT PER CARD IN THE RUN. ANY CARDS THAT ADD UP TO 15 YOU GET 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 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 If your opponent (s) fail to peg all their points in their hand or in pegging in the game, the first person to call muggins pegs the points that were missed. This is the traditional way, which can be omitted in a friendly game. 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 two points and may call for a new deal if he or she has not looked at his 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 her or she should, the non dealer scores two points, if he or she notices 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 one 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’s hand is wrong, in the amount of cards, but the crib has the proper amount of cards, the other player may call for a new deal, or score two points and correct the hand, by adding or subtracting a card. If both players hands are correct, but the crib is wrong, the nondealer scores two points, and the crib is corrected. 10. If either player calls "GO" and can play a card in the count under 31, the player may not correct the error once his opponent plays a card, the cards that should have been played are dead, and the other player scores two 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 two 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 two points. 15. If a player mixed their cards with the crib, their opponent scores two points, and there is a new deal. 16. If a player handles the deck, other than to cut the deck, the opponent/(s) scores two points.
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