One for his nob, two for his heels | The Independent Lifestyle One for his nob, two for his heels William Hartston explores the curious rules and history of one of our oldest and most popular card games Friday 25 July 1997 23:02 BST Click to follow Indy Lifestyle Online Among card games, cribbage has for years been looked down upon as a ragged Cinderella compared with its more affluent sisters, bridge and poker. Yet its mathematical complexities and psychological overtones provide an excitement that devotees insist matches anything offered by those games. The game of six-card cribbage (the most common version), in case you need reminding, works like this: The rules Cribbage is a game for two players, using a standard 52-card pack. Kings rank high, aces low. Points are scored for various card combinations either in hand, or occurring during play. Each player's score is registered by a peg moving along a track of holes on a wooden board. The first player to score 61 points wins the game.

(You can, of course, use pencil and paper, but for the true enthusiast the cribbage board is an essential feature of the game.) Cut for deal; the player drawing the lower card is the dealer, the other is given three points for "last" as compensation. (Cribbage is full of such charming twitches of vocabulary.) Six cards are dealt to each player, the remainder placed face down on the table. Each player must then choose two cards to discard. These are left face down to form the "crib", which is not revealed until the end of the hand. The undealt cards are then cut, and the new top card turned up as the "start" card. If it's a jack, the dealer scores two points, "two for his heels". Beginning with the non-dealer, the players then take turns to reveal one card from their hands. The pip values of these (court cards count 10, ace is one) are added to the start card, the running total is announced at each play, and the total pip value may not exceed 31. If it reaches exactly 31, the player whose card was just played scores two points.

If you have no card that can be played without exceeding 31, you say "Go" and your opponent plays again if he can. If 31 is reached, or both players say "Go", you start counting again from zero with the remaining cards. Other ways of scoring during play: 15: If you play a card that brings the total to 15 you score two points, "fifteen two". Pair: If you play a card of the same value as the previous card, you score two for a pair. (King and king are, of course, a pair, but king and jack, for example, are not.) Pair royal: If you follow a pair immediately with a third card of the same value, you score six for "pair royal". Double pair royal: And four in a row scores 12. Run: A run of three or more cards of consecutive values (10-jack-queen, or A-2-3-4, for example, but not K-Q-A) scores as many points as cards in the run. Note that the cards do not have to occur in the right order: 7-3-4-6-5 is a perfectly valid five-card run.

Last card: If the total of 31 is not reached exactly, one point is scored by whoever played last. When play is completed, each player scores his own hand, adding the value of the start card to the four he kept, as follows: 15: any combination of cards adding up to 15 scores two points. (So, for example, J,Q,5,5,5 would score 14 - each of the fives can pair with jack or queen, and the three fives provide another two points. You would say: "fifteen two, fifteen four, fifteen six ... up to fifteen fourteen, adding two for each scoring combination.) Pair: As during play, a pair counts two, with six points for a "pair royal" (three of the same value) and 12 for all four. Run: Runs of three or more cards score as many points as cards in the run. Flush: Four points if all your cards are the same suit (with a bonus point if the start card is of the same suit) One for his nob: One point for holding the jack of the same suit as the start card.

When both players have scored their hands, the dealer exposes the crib and adds its score to his own. The origins of cribbage According to John Aubrey, the game was invented by Sir John Suckling (1609-42), a poet, gambler and Royalist. "He sent his Cards to all Gameing places in the countrey which were marked with private markes of his; he gott twenty thousand pounds by this way." (From Aubrey's Brief Lives.) Aubrey also quotes Sir William Davenant, a friend of Suckling, who "would say that Sir John, when he was at his lowest ebbe in gameing, I meane when unfortunate, then would make himselfe most glorious in apparell, and sayd that it exalted his spirits, and that he had then best Luck when he was most gallant".

But he came, like so many gamblers, to a sad end: "He went into France, where after sometime, being come to the bottome of his Found, reflecting on the miserable and despicable condition he should be reduced to, having nothing left to maintain him, he (having a convenience for that purpose, lyeing at an apothecarie's house in Paris) tooke poyson, which killed him miserably with vomiting." His game, however, flourished, and even bequeathed to the language the term "cribbage-faced", defined in a dictionary of 1785 as: "marked with the small-pox, the pits bearing a kind of resemblance to the holes in a cribbage board." The term "bilk", meaning to cheat of money, also, according to some sources, has its original in the game of cribbage.

And let us not forget the most famous cribbage player of all, as described by Charles Dickens in Oliver Twist: "Mr Toby Crackit swept up his winnings [at cribbage] and crammed them into his waist-coat pocket." Useless cribbage fact: There are precisely 1,009,008 distinct hands that score no points at all. More about: Nobs in cribbage | Cribbage Corner Nobs in cribbage terms In cribbage, nobs is the name given to the Jack of the turn-up suit. That is, if the turn-up card is a four of Diamonds, then the player holding the Jack of Diamonds scores an extra point in her hand, known as "one for nobs" (sometimes "knobs") or "one for his nob" (or sometimes "his nibs"). This is a very old term, which probably dates back to the origins of cribbage . What is a nob? The word is British English slang for an important person, so perhaps this is why.

The nob Jack (or "right Jack" as it's also known, is essential for scoring a perfect 29 hand , and also affects discard strategy - you should try to avoid throwing a Jack to your opponent's crib if possible. See also two for his heels - the score the dealer makes if the turn-up card is itself a Jack. » getting 29 in your "crib" Submitted by Mark (not verified) on Sun, 12/18/2011 - 18:25. (this is a cool page; we've enjoyed reading it during a cold winter day in Maine ... after a few games of crib of course) My dad has been after me for years to determine the odds of getting a 29 hand in his "crib" while dealing in a four-player game. Anyone know? Thanks. » Submitted by Kevin (not verified) on Fri, 12/21/2012 - 07:33. In two-player cribbage, there are 12,994,800 possible hands in Cribbage.

Out of those almost 13,000,000 possible hands you will get 4 of them as a 29 hand or roughly one in every 3.25 million hands. Most people play cribbage for a lifetime and never see one that they can score. I have never even heard of one in a crib, let alone one in a doubles or 4-person crib. I am not even sure how you could calculate it (even though it is possible) three of the people have to throw a 5 into the crib and another the correct Jack and then have a 5 cut. Let me look into it more and get back to you later. Great question though! » Submitted by Kevin (not verified) on Fri, 12/21/2012 - 07:41. The odds of getting a 28 hand in a two-player game are 1 in 15,028. The odds of getting a perfect 29 hand in a two-player game are 1 in 216,580.

The odds of getting a perfect 29 hand in a three- or four-player game are 1 in 649,740. What that does not do though is give you the odds of getting that hand in your crib, which is much higher, because unlike the deal, all the players have to make an effort to place those cards into the crib to get the 28 or 29 hand. » Varients of the his nobs and heels? Submitted by Deborah (not verified) on Tue, 01/31/2012 - 23:59. I know there are variants of the his heels rule where in the last 5 holes of the game they cannot be scored. BUT:-- i have come across the odd player that has told me that there is a variants in which you cannot "go out" with the "his nobs" point.. thus 1H,3D,4S,JC with a 10C turn up would only count as 4 NOT 5.. i have searched around on the net and have yet to confirm this. anyone?

his nob Submitted by Craig (not verified) on Thu, 06/21/2012 - 12:19. I was intrigued by the fact (according to ) that while in North America it is common for players to say "his nobs" (plural), in Britain "his nob" (singular) is more common. I did a bit of googling around about the origins of this phrase. An explanation that came up a few times that makes sense to me is the following. "Nob" is British slang for "head". So "one for his nob" means "one for his head." On that understanding it makes sense that "his nob" scores 1 point (a real person has just one head) while "his heels" scores two points (a real person has two heels). That would make the singular "his nob" preferable to the plural "his nobs." Now you might be thinking: But wait, face cards each have two heads -- an upper and a lower one! Well, it turns out that this didn't used to be true. In previous centuries face cards typically depicted the whole person. So the jack (and king and queen) in fact used to have visible heels.

However, this design turned out to have a disadvantage: when players picked up their dealt cards, their face cards would often by chance be upside down in their hand. Were a player to physically turn a face card in his/her hand right-side up, this would signal to the opponent that the hand contained a face-card -- a bad move! Thus the design was changed so that the face cards are symmetrical top-to-bottom. This meant removing the lower-half of the body of the jack, king, or queen. So no more heels were depicted, but of course the phrase "his heels" was by that time already firmly entrenched in cribbage. » his nob Submitted by Craig (not verified) on Thu, 06/21/2012 - 12:21. I was intrigued by the fact (according to ) that while in North America it is common for players to say "his nobs" (plural), in Britain "his nob" (singular) is more common. I did a bit of googling around about the origins of this phrase. An explanation that came up a few times that makes sense to me is the following. "Nob" is British slang for "head".

So "one for his nob" means "one for his head." On that understanding it makes sense that "his nob" scores 1 point (a real person has just one head) while "his heels" scores two points (a real person has two heels). That would make the singular "his nob" preferable to the plural "his nobs." Now you might be thinking: But wait, face cards each have two heads -- an upper and a lower one! Well, it turns out that this didn't used to be true. In previous centuries face cards typically depicted the whole person. So the jack (and king and queen) in fact used to have visible heels. However, this design turned out to have a disadvantage: when players picked up their dealt cards, their face cards would often by chance be upside down in their hand. Were a player to physically turn a face card in his/her hand right-side up, this would signal to the opponent that the hand contained a face-card -- a bad move! Thus the design was changed so that the face cards are symmetrical top-to-bottom. This meant removing the lower-half of the body of the jack, king, or queen.

So no more heels were depicted, but of course the phrase "his heels" was by that time already firmly entrenched in cribbage. » Nobs and a flush Submitted by Chris (not verified) on Sat, 10/25/2014 - 12:46. In cribbage each card is counted for a value or property (being part of a mathematical equation that equals 15 or being part of a pair, a run, or a flush) however a jack while having a flush (5 cards matching suits) the value of the jack matching the suit of the cut card is counted twice once as nobs and counted again as part of a five card flush. Is there another time where a cards single value gets to be counted twice. It's not as if the jack was with a five.... Then the value of the jack being counted would be separately counted once for being part of a 15 and then again for matching the suit of the flipped or cut card but with a flush it's the same property the suit matching that gets counted twice. anyone else notice this?

» Cribbage Rules Cribbage Game Categories The Rules of Cribbage Most of this file describes six card cribbage, the most common two player cribbage game. For five card cribbage, seven card cribbage and four handed cribbage, please see the bottom of this document. Six Card Cribbage Scoring Cribbage is played with an ordinary pack of 52 cards without jokers. Scoring is normally recorded on a traditionally crafted board with four parallel lines of 30 holes each plus 2 game holes. Other cribbage board types exist. Two pegs record the score for each player, the rear peg showing the previous tally, the foremost peg recording the current score. The pegs move up the outside of one side of the board and then back down the inside. Objective The aim of Cribbage is to be the first to move the pegs all the way up and down the board twice and end in the in the game hole. Or put another way, to be the first to score 121 points. Note that the game ends immediately either player reaches the final hole even if this is during the play or when the dealer pegs "two for his heels".

There is no requirement to get exactly 121 - it is simply the first to reach the target score. Competitions are normally played as the best of 3 games, a game being to either 61 or 121. Players take turns to deal the first hand of each game. The Deal Players cut for the deal - lowest card wins. After the first hand, players take turns to deal. The dealer shuffles, asks his opponent to cut and then deals six cards each. Both players discard two cards face down and these two cards are henceforth referred to as "the crib" or "the box". This crib is effectively an extra hand scored for the dealer. So the dealer aims to discard cards into the crib that will give a good chance of a high scoring hand whereas the opponent aims to confound this objective. Most of the skill in the game of Cribbage is down to the choice of cards discarded at this point. The Cut Next the dealer asks his opponent to cut the cards another time. The top portion of cards is placed underneath the lower portion and the new top-most card is turned face upwards. If this card is a Jack, the dealer pegs two points and says "Two for his heels".

The Play The opponent begins the Play by laying one of his four cards face up while clearly stating it's numerical value. All royal cards count ten, the ace counts one and other cards are worth their pip value. The dealer then lays a card separately in front of himself and announces the total of both cards. Play continues like this with each player alternately laying a card on the pile in front of him while verbally keeping tally of the current joint total. However, the total must not go above 31. When a player cannot play without taking the total above 31, that player says "go" and, if possible, the remaining player must carry on alone until that player, too, cannot play without taking the total above 31. When neither player can play any card without taking the total above 31, the player who laid the last card pegs 1 point saying "One for last". Should either player manage to take the total to exactly 31, that player pegs 2 points instead of 1, saying "Two for thirty-one". Then the cards already played are turned over and the player who did not lay the last card starts a new play. When one player's cards are exhausted, the other player continues alone.

The last card played scores 1 "for last" (unless the amount is 31 in which case 2 points are scored). During the play, the following events are scored and the appropriate amounts are immediately recorded on the cribbage board. If anyone lays down a card which brings the total to 15, 2 points are scored. If anyone lays down a card of the same type as the previous one, 2 points are scored ("2 for a pair"). In this context, the numerical value is not used so, for instance, a Jack cannot be paired with a Queen. If anyone lays down a third card of the same type, 6 points are scored ("6 for a pair royal"). If anyone lays down a fourth card of the same type, 12 points are scored "12 for a double pair royal"). If anyone lays down a card such that with the two preceding cards, a run can be scored, 3 points are scored. The cards do not have to be of the same suit nor do they have to have been laid in sequential order. Aces count low so Queen, King, Ace is not a run.

Similarly, if anyone lays a card such that with the three or more preceding cards, a run can be constructed, the number of cards which would make up that run are scored. e.g. suppose cards were laid in the following order: 8,6,4,5,7. The fourth card would score 3 points, the fifth card would score five points. The Show Each player then counts the score of the four cards in his hand plus the turned up card. The non-dealer shows first and this is important because it can often make the difference between winning and losing. Fifteen - All combinations of cards that add up to fifteen count 2 points. A pair, a pair royal or a double pair royal - count 2, 6 or 12 respectively. A run - A point for each card in a run. A flush - Four or five cards of the same suit. A point is scored for each card. A 4 point flush can only be scored using cards from the hand. The turned up card can ONLY be used in a five card flush. Note that flushes do not count in the play. One for his nob - a jack of the same suit as the turned up card.

This is always scored last so that the score is tallied by finishing with the satisfying phrase "and one for his nob". The highest possible score in the show is 29 points - 3 fives and a Jack in the hand with the turned up card another five of the same suit as the held Jack. The Crib Finally, the dealer counts the score of the cards in the crib plus the turned up card and adds these points to his total. Scoring is done in exactly the same way as for the show except that a crib can only score a flush if all five cards are of the same suit for five points. Explanation of Six Card Cribbage by Example Example of The Play The number shows the card laid down while the text shows what would be said while laying down the card. The score for that turn is also indicated.

5 - "Five" - 0 5 - "Ten and two for a pair" - 2 5 - "Fifteen for two and six for a pair royal" - 8 6 - "Twenty one" - 0 4 - "Twenty five and three for a run" - 3 3 - "Twenty eight and four for a run" - 4 3 - "Thirty one for two and two for a pair" - 4 Cards are now turned over and a new play begins 3 - "Three" - 0 Crib - Jack Diamonds; Hand - Five Hearts, Queen Spades, Queen Hearts, King Clubs Total score 16. While totting up this hand, the player would say something like "Four fifteens for eight, two for a pair is ten and two runs for six is sixteen". It's common and perfectly acceptable for beginners to display the various combinations as they mention them; old hands normally wouldn't bother since immediately the hand is shown, the score would be known to all. The Show - Example 2 Crib - Queen Diamonds; Hand - Jack Hearts, Jack Diamonds, Queen Spades, King Clubs Total score 17.

While totting up this score, the player would say something akin to "Two pairs for four, four runs for twelve and one for his nob is seventeen". The Show - Example 3 Crib - Three Spades Hand - Ace Hearts, Two Hearts, Four Hearts, Five Hearts. Total score 11. The player would say something not disimilar to "Five for a run, four for a flush and two for fifteen is eleven". Five Card cribbage This is a simpler game that is none-the-less preferred by many veterans. It is probably a better bet for children and beginners. It is the original form of Cribbage which has been superceded by the six-card game. The differences are: Play is normally once round the board - first to 61 points. At five card cribbage, there is a significant advantage to being first dealer. To offset this, the non-dealer pegs 3 points before the game begins. This is called "three for last". Five cards are dealt to each person at the start. Two cards are discarded into the crib which leaves each player with only three cards for the play and the show.

In five card cribbage the play ends immediately that one of the players scores for 31 or "go". In six card cribbage, a new play starts once go or 31 is reached. In the Show, a 3 card flush can be scored but only if all three cards are from the hand. A four card flush can be scored if the turned up card is also of the same suit. Seven card cribbage Only experienced players play this game - it can get quite complicated. Play is to 181 points or three times around the board. Seven cards are dealt to each player so that the play and the show are conducted with five cards each. The highest score under seven card cribbage is 46 which can only be scored when the six cards, including the turned up card, are 6, 6, 5, 5, 4, 4. This is a total of 6 for 3 pairs, 16 for 8 fifteens and 24 for 8 runs. Four handed cribbage Cribbage works well as a four handed game played as partners sitting opposite one another with the North-South players against the East-West players. Players cut for the first deal.

Thereafter, deal and play work in a clockwise fashion. The person ahead of the dealer cuts the cards. Five cards each are dealt and each player discards one card into the crib. Three handed cribbage Although it's a somewhat contrived affair, Cribbage can also be played as a three-handed game and boards with three sets of holes are available. Players cut for the first deal and, thereafter, deal and play work in a clockwise fashion. The person ahead of the dealer cuts the cards. Five cards each are dealt with a final card being dealt face down for the crib. Each player discards one card into the crib. Rules of Cribbage 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. Rules of Card Games: 31 (Scat) 5: value 23 (sum of all 3 cards) Q- 8: value 17 (9 + 8) A- 4: value 11 (the ace is worth more than the spades) J- 4: value 10 (the jack) Deal Determine the first dealer in any manner you desire. The deal rotates clockwise with each hand. The cards are shuffled and the dealer deals the cards singly, starting with the player to dealer's left and continuing clockwise until everyone has a hand of three cards.

The next card is turned face up on the table to start the discard pile, and the remaining undealt cards are placed face down next to it to form the stock. During play, the discard pile is always kept "squared up" so that only the top card is visible and available to be taken. Play The player to dealer's left begins and the turn passes clockwise around the table. A normal turn consists of: drawing the top card either from the stock or from the discard pile; discarding one card on top of the discard pile. Note that if you choose to take the top card from the discard pile, it is illegal to discard the same card, leaving the position unchanged. You must keep the card you took and discard one of the cards that was previously in your hand. However, if you draw the top card of the stock, you are free to discard the card that you drew onto the discard pile, leaving your hand unchanged. Knocking If at the start of your turn, you believe that your hand value is at least as high as your opponents can achieve with one more turn, you can knock instead of drawing a card.

Knocking ends your turn; you must keep the hand you had at the start of that turn, but each other player gets one final turn to draw and discard. After the player to the knocker's right has discarded, all players reveal their cards. Each player decides which suit is their point suit, and totals up their cards in that suit. The player with the lowest hand value loses a life. If there is a tie involving the knocker, the other player(s) lose a life, but the knocker is safe. The knocker loses if his or her score is lower than that of every other player, and in that case the knocker loses two lives. If there is a tie for lowest between two or more players other than the knocker, then both (all) of those players lose a life. There is just one case where it is possible to pick up your own discard. This happens when there are only two players left in the game and your opponent knocks. The card you discarded just before the knock is still on top of the pile, so it is now available for you to take back if you want it - for example if you had just broken up a suit for tactical reasons you can now restore it.

Declaring 31 If after drawing and discarding, or with the cards originally dealt, a player achieves hand value of 31, they show their cards immediately and claim victory. In this case all the other players lose. A player who gets 31 can declare it even after another player has knocked; victory is immediate and all the other players lose. If it happens that two or more players get 31 on the initial deal then all the players other than those with 31 lose. Scoring The normal way of scoring in Scat is that each player begins the game with three pennies. When you lose a life, you have to put one of your pennies into the kitty in the centre of the table. If you knock and lose, having the sole lowest hand, you pay two pennies (if you have that many). If someone declares 31, all the other players have to put a penny in the kitty. If someone declares 31 after another player has knocked, the knocker just pays one penny, like everyone else.

If you have no money left, having lost all three of your pennies, you are said to be "on the county" (meaning on the dole, on welfare, receiving charity from the county, etc.), or "on your face". If you lose while on the county, you are out of the game. The game continues until only one player has not been eliminated, and that player is the winner. Variations Some play that 3-of-a-kind of any rank counts as 30 (or 30.5) points. When it counts 30, it ties with three ten-point cards of the same suit. If it counts 30.5, it beats all hands except Scat. Rarely, people play that any straight-flush (three cards of the same suit in sequence) is worth 30 (except for A-K-Q, which is 31). Some play that there is a minimum score with which you are allowed to knock - for example 17, 19 or 21. A variant played in Philadelphia and perhaps elsewhere is the "throw-down".

Without first looking at the cards, the first player to the left of the dealer can call a "throw down" by exposing the hand. Everyone must show their cards immediately - no one gets to draw a card. The "throw down" is treated like the "knock" in that if the player who called it has the lowest hand value, the penalty is two "lives". Obviously, this round of the game takes very little time, thus speeding up the game. Ride the Bus has a different way of keeping track of wins and losses. All players start out "seated" at the back of the bus. Players who lose a hand move toward the front in a sequence. The sequence is usually: first, you stand at the back of the bus, then you are in the middle of the bus, then at the front of the bus, then you are on the stairs, then you are off the bus. Players who are no longer "riding the bus" are out of play. Winning a hand simply keeps your position; you do not move back a step if you win a hand. The scoring system of Ride the Bus can be changed to suit how many hands people want to play.

Because this game is very casual, this often happens in the middle of the game by mutual agreement of all players; for example, a player who is "on the stairs" loses another hand and would normally be out of play, but since everyone is having so much fun, it is declared that the player is "on the second step" or "asking the driver to stop" instead of out. If extra levels are introduced, they apply to all players. On the site Cribbage.ca is a description of a French Canadian version of 31 in which after a player has knocked and everyone else has taken a turn, the player with the highest score is awarded one point. If there is a tie the player who did not knock wins it. Presumably if there is a tie between two players neither of whom knocked they get a point each. A player who makes 31 declares it and score a point immediately. The game apparently goes on until someone reaches a score of 31 - a long game. Scat software You can download Ryan Skeldon's free Blitz 31 for Windows. On the cbc.ca kids site you can play a version of this game called High Hat against computer opponents.

Here is Bob Dolan's Scat program for Windows . Solitaire Online has published a version of Ride the Bus that can be played free online in a browser against computer opponents. In this version you can signal the bus to stop after drawing a card and before discarding, but the bus cannot be stopped in your first turn to play. How to Play Cribbage - How to Play | Bicycle Playing Cards SEARCH Club 808 Login Log in to Club 808 Rewards using the email and password you provided when you signed up. Forgot your Password? Signup Lorem ipsum dolor sit amet, consectetur adipisicing elit. Eum maiores asperiores nihil vel dolorum esse, velit adipisci tempora omnis laudantium illum facilis ad hic, iste recusandae fugiat voluptatum dolore odit. Cribbage Cribbage is one of the best two-hand games - and one of the most enduring, for the game was entertaining card players as far back as the seventeenth century. Cribbage Glossary addition method A technique for finding the optimal discard as dealer. Essentially you add the points retained in your hand to the average crib .

In most cases the holding with the highest total will return the highest expected average Sanctioning body for organized cribbage in North America and on the Internet ACC Internet Cribbage One of the three components of sanctioned play in North America (the Tournament Trail and Grass Roots being the others). Consists of an annual season of Internet tournaments. Internet Rating Points earned at these events determine national rankings, Internet Championships and titles such as eMaster, eGrand Master and eLife Master. Administered by the American Cribbage Congress Anderson average The average value (after the cut) of the four cards in your hand assuming no knowledge of the two discarded cards Strategy in which you try to outscore your opponent. Same as cautious offense Barlow's rule As pone, when you need a certain cut to put you out, toss dealer cards that are helped by that cut. When you need a certain cut to get close to going out, toss dealer cards that are not helped by that cut board position Cribbage parlance for the score and identity of the current dealer. At Cribbage Forum, scores are rendered from the perspective of the player in question, with an asterisk denoting the dealer.

Thus 14-17* would indicate that you have 14 points and are pone , while your opponent has 17 points and is dealer. Use of the term board position, as opposed to score, suggests an emphasis on board strategy and the alignment of the two players relative to each other and to the positional holes A strategy that uses board position to determine how to balance offensive and defensive play " or "He had the case 3 in his hand end ended up quadrupling me". cat North American slang for crib . The expression derives from the use of the word kitty to denote a pot in other card games cautious offense Normal play strategy in which you are trying to outscore your opponent. Offense and defense are evenly balanced in this strategy. Compare with playing on , playing off , desperation offense and desperation defense . Sometimes called optimal or balanced play Chambers average For dealer, the average hand plus the average value of the two cards you discarded to your crib. For pone, the average hand minus the average value of the two cards you discarded to opponent's crib. Also called minimal average close cuts The number of individual starters that move you to within a few holes (typically three) of victory on your first count .

Used as a measure to help find the optimal discard for pone in specific count situations The number of cut ranks ( A through K ) that move you to within a few holes (typically three) of victory on your first count . Used as a measure to help find the optimal discard for pone in specific count situations Expected average calculated using DeLynn Colvert's published discarding statistics Colvert exception In desperation defense situations in the endgame , lead a low card unless you have a mid-card with only one more loser than the low card. In that case lead the mid-card instead If you must lead from 5-x , and dealer is holding two cards, lead the 5 if dealer is not showing any ten-cards consolation event A one-day event at a sanctioned tournament , typically open to players who have been eliminated from the main event . The most common format is a nine-game qualifying round followed by best-of-three single elimination playoffs 1. The value of a hand 2. To score a hand or crib (also called showing) 3. The cumulative pip value of cards played during a single play series .

This cannot exceed 31 crib The four cards formed by each player's discard, counted by the dealer as an "extra" hand at the end of the deal. It is for the crib that the game of cribbage is named cribbage to lose A cribbage variant in which the object is to lose instead of win. All other rules of normal cribbage, including His Heels , apply. Also called anti-cribbage, reverse cribbage, loser's cribbage, lowball, Polish cribbage, etc. 1. The starter 2. The act of cutting the deck for the starter 3. The act of cutting the deck before dealer distributes the cards (required in tournament play but often skipped in informal play) 4. The act of cutting the deck to determine first dealer (the lower card deals first) delta The amount by which the average crib will vary from its normal value due to the statistical effect of the four cards retained in your hand desperation defense Strategy in which offense is disregarded entirely in an effort to prevent opponent from scoring any points or a specific number of points. May entail risking a large score in order to reduce the chances of giving up any score. Typically employed on the last deal as dealer.

Compare with cautious offense , playing on , playing off , prevent defense and desperation offense desperation offense Strategy in which defense is disregarded entirely in an effort to score a large or specific number of points. Typically employed on the last deal as pone (see specific count ), or when way behind. Compare with cautious offense , playing on , playing off and desperation defense The final stages of a game, especially the last or next-to-last deal endgame count A point count system used to find the optimal discard for pone in specific count situations expected average For dealer, the average hand plus the average crib . For pone, the average hand minus the average crib first count Pone's hand count, so named because pone counts her hand before dealer. This is a significant advantage late on Fourth Street , and forms the basis for board strategy The player who was dealer on the first deal of the game The player who was pone on the first deal of the game The 121st hole in a cribbage board. The first player to reach it wins game points Points awarded for winning a cribbage game. The most common method is: two game points for a simple win, three game points for a skunk and zero game points for a loss.

This system is used in Grass Roots play, in the qualifying rounds of sanctioned tournaments , and for most Internet match play go 1. What you are required to say during the pegging if you have no cards remaining that would keep the count within 31 2. The point your opponent is awarded if you are forced to say go To reach the game hole . To win Gold Award An award given to players who accumulate 4,000 lifetime Grass Roots rating points . No player has yet earned this distinction A title given to players who accumulate 4,000 lifetime MRPs Winning every game of a sanctioned tournament qualifying round or a nine-game Grass Roots tournament Grass Roots One of the three components of sanctioned play in North America (the Tournament Trail and ACC Internet Cribbage being the others). Features weekly tournaments at local clubs in a nine-game round robin format with no playoffs. Administered by the American Cribbage Congress Grass Roots rating points Rating points earned through Grass Roots play, used to determine club and division champions (on an annual basis) and Bronze , Silver and Gold Awards (on a lifetime basis). See under qualify .

Note that Grass Roots rating points are tabulated separately from Master Rating Points A card that creates a score in combination with other known cards Expected average calculated using Craig Hessel's published discarding statistics Internet Rating Points (IRPs) Rating points earned through play in ACC-sanctioned Internet cribbage tournaments (see ACC Internet cribbage ). Used to determine the Internet Champion and all-Internet team (on an annual basis) and eMaster, eGrand Master and eLife Master titles (on a lifetime basis) ladder A form of organized play, popular on the Internet, in which players ascend in rank by defeating higher ranked players A one-point score awarded for playing the last card of the deal 1. The first card played in a play series 2. To play the first card in a play series A title given to players who accumulate 6,000 lifetime MRPs loser In pegging , any card that opponent can play to score on your last played card. Compare with winner ). Valued because if led from, it scores a 15-2 against a ten-card reply magic eleven A combination of cards whose pip value totals eleven.

Such a combination of three cards (if leading) or two cards (if defending a lead) is valued because it scores a 31-2 against ten-cards magic sixteen A combination of cards whose pip value totals sixteen. Such a combination of three cards (if leading) or two cards (if defending a lead) is valued because it scores a 31-2 against 5-x main event The primary event at a sanctioned tournament . A main event typically takes place over one or two days, and consists of a 22-game qualifying round followed by best-of-five single elimination playoffs A title given to players who accumulate 2,000 lifetime MRPs Master Rating Points (MRPs) Rating points earned through Tournament Trail play, used to determine regional and national champions (on an annual basis) and Master , Grand Master and Life Master titles (on a lifetime basis) A series of games played against the same opponent DeLynn Colvert's term for positional holes pegging Strictly speaking, the act of claiming a score by moving your pegs on a cribbage board.

In North American usage, however, pegging usually refers to the play of the hands and the points scored therein, in contrast to the points scored by counting the hands and crib A situation where either player can win by pegging The rank value of a card or combination of cards. In cribbage, an A has a pip value of one, a 2 has a pip value of two, and so forth, but a 10 or face card has a pip value of ten pips Spots on a playing card, generally in the shape of its suit, used to denote its rank play The phase of each deal that occurs after cutting the starter , in which players sequentially play their cards face up in an attempt to form scoring combinations. This phase is distinct from the counting of the hands and crib, which immediately follows. To avoid confusion with other less-specialized meanings of the word play, North American players have come to prefer the term pegging A sequence of played cards culminating in a go , 31 or last card playing off Strategy in which defense is primary and offense is secondary. Typically employed to prevent your opponent from either preserving a positional surplus or overcoming a positional deficit . Also see prevent defense .

Compare with cautious offense , playing on , desperation defense and desperation offense playing on Strategy in which offense is primary and defense is secondary. Typically employed to preserve a positional surplus or overcome a positional deficit . Compare with cautious offense , playing off , desperation defense and desperation offense playoffs A series of matches, usually single elimination, used in sanctioned tournament events to determine a winner. MRPs and prize money are awarded on a graduated basis to players who compete in the playoffs positional advantage A theoretical propensity to win the game based on board position. Typically determined by the score at the start of the deal. Pone has the positional advantage if he has reached, or is within ten points of reaching, a positional hole that dealer has not yet reached. Otherwise dealer has the positional advantage positional deficit The amount by which the player with the positional disadvantage lags the next positional hole after counting his hand as pone. Also by extension, the amount by which that player can be expected to lag the next positional hole (assuming average scoring) after he next counts a hand as pone.

For example, the first pone starts the game with an eight point positional deficit, since average scoring on the first deal (ten points) will leave him eight points short of the next positional hole (18) after he counts his hand. This would be expressed numerically as -8. Also see positional surplus The opposite of a positional advantage positional hole John Chamber's term for those holes on a cribbage board that represent the minimum point of good position for winning with your three counts . At Cribbage Forum, the positional holes are considered to be 18, 44, 70 and 96. Put simply, your strategic objective is to beat your opponent to each of the positional holes positional parity For the player with the positional advantage , being exactly at (not past) a positional hole . Also referred to as being at par positional standing A player's score in relation to the desired positional hole , i.e. her positional deficit , positional parity or positional surplus , as appropriate. Typically expressed numerically as -3, 0, +12, etc. positional surplus The amount by which the player with the positional advantage exceeds the positional hole after counting her hand as pone.

Also by extension, the amount by which that player can be expected to exceed the next positional hole (assuming average scoring) after she next counts a hand as pone. For example, the first dealer starts the game with an eight point positional surplus, since average scoring on the first two deals (26 points) will leave her eight points beyond the positional hole (18) after she counts her hand as pone. This would be expressed numerically as +8. Also see positional deficit prevent defense A special case of playing off in which the objective is to not give up a large score. This may entail giving up smaller scores in order to reduce the risk of a large score. Typically employed when protecting a large lead late in the game. Compare with cautious offense , playing on , playing off , desperation defense and desperation offense Q-pool Short for qualifying pool. A side pot used to reward the top finishers in the qualifying round of a sanctioned tournament In pegging , to play the fourth consecutive card of the same rank qualify 1. To reach the playoffs in a sanctioned tournament event 2.

To receive Grass Roots rating points by finishing in the top 20% of a Grass Roots tournament, or by finishing with the same number of game points as another player in the top 20% qualifying round In sanctioned tournament events, a series of round-robin games used to determine who advances to the playoffs. Under ACC guidelines, the top 25% of players in this round qualify , and the top 12.5% receive extra MRPs based on the number of game points won. Frequently, top qualifiers also receive awards independent of their performance in the playoffs (see Q-Pool , for example) A J in the hand or crib that matches the starter suit. Worth one point. Also called His Nobs Slang for a bust hand or crib If you lead a low card from a 3/1 lo-hi hand such as A-A-4-x or 2-3-3-x , and dealer replies with a pairable ten-card, take the pair if the pip value of your low cards totals eight or less. Otherwise take the 15-2 Three or more cards in sequence by rank sanctioned tournament A competition authorized by the ACC in which winners are eligible for MRPs .

Typically sanctioned tournaments occur on weekends, and feature a main event , a consolation event and non-sanctioned satellite events satellite event An auxiliary event at a sanctioned tournament for which winners do not receive MRPs . Doubles, High Rollers, Saturday Night Special and Cry Baby events are examples of common satellite events Schempp average The estimated pegging value of a four-card hand, based on an algorithm written by Tim Schempp An award given to Grass Roots players who accumulate 2,500 lifetime Grass Roots rating points A victory by 31 or more points skunk line A line on a standard cribbage board separating the 90th and 91st holes. To avoid being skunked , it is necessary to cross this line before your opponent wins the game skunk positional hole One of the three positional holes (14, 40 and 66) that represent the minimum point of good position for crossing the skunk line .

To avoid being skunked, your strategic objective is to reach each skunk positional hole before your opponent reaches the corresponding normal positional hole specific count A common endgame situation in which pone discards to maximize the chances of obtaining the precise number of points needed to go out starter A card cut from the deck by pone after each player has discarded. This card is turned face-up and treated as a common fifth card for purposes of scoring the hands and crib. Also called the cut or (chiefly in the UK) the up-card steal last card As pone, to win a point for last card when dealer is forced to play an extra card after pone says go Cribbage slang for the next to last (120th) hole. Also called the dead hole Long-term planning. Compare with tactics street One of the four 30-hole divisions of a standard cribbage board. See First Street , Second Street , Third Street and Fourth Street supercuts A measure to help find the optimal discard for pone in specific count situations. Consists of winning cuts plus close cuts superranks A measure to help find the optimal discard for pone in specific count situations. Consists of winning ranks plus close ranks Short-term devices and techniques.

Compare with strategy Any card with a pip value of ten. In cribbage this is a 10 three counts The scoring of your hand and crib as dealer on one deal, followed the scoring of your hand as pone on the following deal. Since these three counts occur virtually in succession (only the pegging on the second deal intervenes), your objective in the endgame is to get close enough to the game hole to win with your final three counts. This concept is the basis for board strategy in cribbage three-on-one, two-on-one, two-on-none, etc. A situation at the end of the pegging where the player to play next has more cards than his opponent 21-24 rule A rule of thumb for assessing the safety of a low card lead from a 1/3 lo-mid hand such as 2-6-7-8 .

In general, the low card is safe to lead if the total pip value of the hand is between 21 and 24 26 theory Board strategy developed by DeLynn Colvert, based on the assumption that the average combined scoring for dealer and pone is 26 points per deal Tournament Trail One of the three components of sanctioned play in North America ( Grass Roots and ACC Internet cribbage being the others). Consists of an annual season of sanctioned tournaments , generally held on weekends at various locations throughout the year. Master Rating Points earned at these events determine national rankings, National Championships and titles such as Master , Grand Master and Life Master . Administered by the American Cribbage Congress In pegging , to play the third consecutive card of a rank Joseph Wergin's term for mid-cards Two cards separated by several ranks, such as 3-Q winner In pegging , any card your opponent might play that will let you score with your next card. Compare with loser winning cuts The number of individual starters that give you enough points to win on your first count .

Used as a measure to help find the optimal discard for pone in specific count situations The number of cut ranks ( A through K ) that give you enough points to win on your first count . Used as a measure to help find the optimal discard for pone in specific count situations x In cribbage, shorthand notation for an unspecified ten-card . Note that this is the opposite of how this symbol is used in bridge notation nobs | Cribbage Corner Cribbage Corner Cribbage Corner Forum Tags NEW Buy Hoyle Card Games 2010 from Amazon.com now ($17.99) and support Cribbage Corner Email Send us your cribbage questions to Doris, our blue-haired mailroom lady, via the contact page or email them to help@cribbagecorner.com . Why not join our forum too? User login terms In cribbage, nobs is the name given to the Jack of the turn-up suit. That is, if the turn-up card is a four of Diamonds, then the player holding the Jack of Diamonds scores an extra point in her hand, known as "one for nobs" (sometimes "knobs") or "one for his nob" (or sometimes "his nibs").

This is a very old term, which probably dates back to the origins of cribbage . What is a nob? The word is British English slang for an important person, so perhaps this is why. The nob Jack (or "right Jack" as it's also known, is essential for scoring a perfect 29 hand , and also affects discard strategy - you should try to avoid throwing a Jack to your opponent's crib if possible. See also two for his heels - the score the dealer makes if the turn-up card is itself a Jack. » Rules of Cribbage 1 Rule 1.4. The Cribbage Board The cribbage board is used to show the score accumulated by each player during the play of a game (front peg) and the amount of the latest incremental score (difference between front and rear pegs). Rule 1.5. Outline of Playing Sequence The following listed sequence is an outline of the actions performed in playing a game of cribbage and is intended for the benefit of those learning the game. It does not include any detailed playing rules, which are specified elsewhere in rule 1 and thereafter. a.

The pack is cut to determine which player will deal first in the first game of a match; the low card wins the deal. Thereafter the loser of the previous game deals first. b. The dealer shuffles and, after a mandatory cut by the pone (nondealer), distributes one card alternately to each player, beginning with the pone, until each has six cards. c. Each player discards two cards to form the crib, which belongs to the dealer. d. The pone cuts the remainder of the pack to select a starter card, which is used in counting the value of each player's hand and the crib. e. Play of the cards: (1) Players alternately play (place face up on the table) one card at a time, starting with the pone. The cumulative value of the cards played is announced as each card is played. (2) When a player cannot play a card without the cumulative total exceeding 31, that player calls "go", and the opponent continues to play all cards possible (not exceeding a 31-count). The player who calls "go" plays first in the following 31-count sequence.

(3) Points are scored during this play of the cards (see scoring chart in rule 1.7 ). f. When both players have played all their cards, the pone's hand is counted and pegged by the pone (see scoring chart). The dealer then does the same for the dealer's hand and then for the crib. g. The deal alternates between the players until the game ends, which occurs when a player scores 121 points (see rule 8.11 ). Rule 1.6. Definitions crib: Four cards (two from each player) set aside for the dealer to score after the dealer's hand. cut card: (1) The starter card or (2) the card cut by either player at the start of the game or match to determine the dealer. flush: Four cards of the same suit held in the hand count four points; five cards of the same suit (including the starter card) count five points in the hand or crib. game hole: Hole number 121. go: Called by a player who cannot play a card without exceeding the cumulative count of 31; the opponent scores one point, or two if reaching exactly 31.

hand: The six cards dealt to each player or the four cards remaining after discarding to the crib. his heels (nibs): Jack, when it is the starter card, counts two points for the dealer. his nobs: Jack of the same suit as the starter card, either in the hand or crib, counts one point. judge: A person authorized by the ACC or the tournament director to answer questions and settle disagreements between players relating to the rules of play. match: One or more games between two players, the outcome of which is a match winner and a match loser. The play of one or more games between two players during tournament qualification play does not constitute a match. muggins: The scoring of certain points that one's opponent fails to peg. It has no relationship to penalties. Muggins is played at the option of the tournament director, but must be listed on a sanctioned tournament flyer and announced prior to the beginning of play. pair: Two cards of the same rank, such as two Aces. peg: (1) A small marker that fits into the holes of a cribbage board and is used for scoring. (2) To record a score by advancing the rear peg in front of the front peg.

pegging: The recording of scored points by advancing the rear peg in front of the front peg and releasing it. pone: The opponent of the player who deals. score: Any points earned by a player. scoring: The earning of points. shuffle: A random mixing of the cards, which could include riffling. skunk: To win by 31 or more points. skunk, double: To win by 61 or more points. starter card: The card that is cut and placed on the remainder of the pack and is used in counting the value of each hand and the crib. stink hole: Hole number 120, which is one short of the game hole. straight (or run), single: Sequence of three or more consecutive cards in any order during the play of the cards; for example, 3-5-6-7-4 (counts three when the 7 is played and counts five when the 4 is played). straight, multiple: (used only in counting hands and crib): * Double run: two three-card or four-card straights, including one pair; for example, A-2-3-3 or A-2-3-3-4.

* Double-double run: four three-card straights, including two pairs; for example, 8-8-9-9- 10. * Triple run: three three-card straights including three of a kind; for example, J-Q-Q-Q-K. street: A stretch of 30 holes on the game board. First street consists of holes 1-30, second street of holes 31-60, third street of holes 61-90, and fourth street of holes 91-120. Rule 1.7. Scoring Chart

Question: In which card game can one score "one for his knob"?
Answer: Cribbage