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Rules for Two Handed Play Object To be the first to score 121 points or over (twice round the usual British design of board) accumulated over several deals. Points are scored mainly for combinations of cards either occurring during the play or occurring in the players hand or in the cards discarded before the play, which forms the crib. Deal The first deal is determined by cutting the cards. The player cutting the lower card deals and has the first crib. If the cards are equal there is another cut, the deal then alternates from hand to hand until the game is over. It is usual to play three games with the player losing the cut on the first game dealing the second game and receiving the crib. If the wins after the second game are equal, players will determine the deal for the third game by cutting the cards. Discard Each player chooses two cards to discard face down to form the crib. These four cards are set aside until the end of the hand. The crib will count for the dealer-non dealer will try to throw cards that are unlikely to make valuable combinations, but must balance this against keeping a good hand for themselves. Dealer, on the other hand, may sometimes find it pays to place good cards in the crib. Start Card Non-dealer cuts the stack of undealt cards. The dealer take off the top card and turns it face up, this turned up card is called the start card. It is not used during the play of the cards but in the show it will count for combinations as part of both players hands as well as the dealers crib. If the start card is a jack, the dealer immediately pegs 2 holes-this is called two for his heels Playing the Cards Beginning with the non-dealer, the players take turns to play single cards. You play your own cards to form a face-up pile in front of you, keeping them separate from the other players cards. In this stage of the game the total pip value of the cards played by both players is counted, starting from zero and adding the value of each card as it is played. The total must not exceed 31, the count is restarted from zero. The pip value of the cards are: (Ace = 1) (2 thru 10 = face value) (face cards = 10) As each card is played, the player announces the running total, if a card is played which brings the total exactly to 31, the player pegs 2 claiming Thirty one for two as they do so. A player who cannot play without exceeding 31 does not play a card but says Go, leaving there opponent to continue if possible, pegging for any further combinations made. Bringing the total to exactly 31, but if the total is 30 or less and neither player can lay a card without going over 31, then the last player to lay a card pegs one for the go or one for last. The cards that have been played are turned over, and a fresh round of play starts from zero with the remaining cards left in the players hand. Play continues for as many rounds as necessary until both players cards are exhausted. Scoring during play A player who makes any of the following scores during the play pegs them immediately. 15 If you play a card which brings the total to 15 you peg 2 claiming Fifteen two. 31 If you play a card which brings the total to exactly 31 you peg 2. Pair If you play a card of the same rank as the previous card (e.g. a king after a king) you peg 2 for a pair. Scoring 15 Any combination of cards adding up to 15 pips scores 2 points. For example king, jack, five would score 10 points altogether: 8 points for four fifteens, since the king and the jack can each be paired with either of the fives, plus 2 more points for the pair of fives. You would say "Fifteen two, fifteen four, fifteen six, fifteen eight and a pair makes ten" . Pair A pair of cards of the same rank score 2 points. Three cards of the same rank contain 3 different pairs and thus score a total of 6 points for pair royal. Four of a kind contain 6 pairs and so score 12 points. Run Three cards of consecutive rank (irrespective of suit), such as ace-2-3 score 3 points for a run. A hand such as 6-7-7-8 contains two runs of 3 (as well as two fifteens and a pair) and so would score 12 altogether. A run of four cards such as 9-10-J-Q scores 4 points (this is slightly illogical- you might expect it to score 6 because it contains two runs of 3, but it doesn't. The runs of 3 within it don't count, you just get 4) and a run of five cards scores 5 Flush If all four cards of the hand are the same suit, 4 points are scored as a flush. If the start card is the same suit as well, the flush is worth 5 points. There is no score for having 3 hand cards and the start card all the same suit. Note also there is no score for flush during the play- it only counts in the show One For His Nob If the hand contains the jack of the same suit as the start card, you peg One for his nob Muggins (optional) If a player, when scoring his hand or crib, overlooks some points, then after the player has announced the total and scored .it, their opponent can call "muggins" and peg the points.
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