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Gamehelpcribbage

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El reparto

Cribbage usa una barajas francesa estándar de 52 cartas. Los joker no se usan; los palos tienen igual estatus. Los jugadores cortan para decidir el primer repartidor y el jugador que toma carta de valor mas bajo es el primero en ser repartidor (el as cuenta por valor de uno y es la carta mas baja). Si hay empate en el corte, se barajan las cartas y se hace un nuevo corte. Las cartas se reparten de forma que cada jugador termina teniendo cuatro cartas después de formar la criba (llamada en inglés "crib"), y la propia criba tiene también cuatro cartas. Con dos jugadores, cada uno recibe 6 cartas. Con tres jugadores, cada jugador recibe 5 cartas y la criba recibe una en el reparto. Con cuatro jugadores, cada jugador recibe 5 cartas y los jugadores sentados en posiciones opuestas forman equipo.

La criba

Una vez terminado el reparto, cada jugador escoge cuatro cartas con las cuales se queda, descartando las restantes una o dos boca abajo para formar la criba que será utilizada posteriormente por el repartidor. Al terminar esta selección tanto cada jugador como la criba quedan exactamente con cuatro cartas.

Ejemplo de criba

Jugadr Cartas recibidas Descartes Mano
Alicia
(dealer)
  5 ♠   4 ♠   2 ♠   8 ♦6 ♥   8 ♣   8 ♦   8 ♣     5 ♠   4 ♠   2 ♠   6 ♥
Pepe   10 ♠   6 ♦J ♥4 ♥   K ♣   7 ♣     10 ♠   K ♣   6 ♦J ♥4 ♥  7 ♣  
Criba   10 ♠   8 ♦   K ♣   8 ♣  








El iniciador

Después de que se ha puesto aparte la criba, el jugador que no es repartidor (llamado "pone" en inglés) corta la porción de la baraja no reaprtida y el repartidor revela la carta superior de la sección inferior, llamada el "the starter" (iniciador) o "the cut" (corte), y lo pone sobre la parte superior de la baraja, cara arriba. Si esa carta es un Jack (una J), el repartidor gana dos puntos por haber obtenido "his heels" (sus talones). El iniciador no es utilizado en la siguiente fase de juego (llamada "the play"), pero si se utiliza para determinar combinaciones y puntajes al finalizar la ronda en la fase de exposición ("the show").

Fase "The play"

"The play" (frecuentemente llamada "pegging") starts with non-dealer (pone). Each player lays one card in turn onto the table so that it is visible, stating the cumulative value, or count, of the cards played so far. (For example, the first player lays a 4 and says "four", the next lays a 7 and says "eleven", and so on). Face cards are worth ten; aces are worth one. The other players continue to lay cards in turn without exceeding 31 until no cards can be played. The count must not exceed 31, so a player who cannot lay a card without bringing the count above 31 passes by saying "Go". The remaining player must lay a card if able to do so without exceeding 31. The last player to lay a card scores one point for the "Go" or two points if 31 is reached exactly. The count is then reset to zero and play resumes, starting with the player who passed by saying "Go". Players repeat this process until all cards have been played.


In addition to scoring one or two points for the last card, players can score additional points during "the play" according to the following rules:

  • Fifteen
    • For adding a card that makes a cumulative total of exactly fifteen, score 2 points
  • Run (sequence)
    • For completing a run of three cards, regardless of the order in which they are laid (e.g. a 6, then a 4, then a 5 is a run of three even though they were not laid in order), score 3 points
    • For completing a run of four, score 4 points
    • For each extra card of a run, score 1 additional point
    • Note that runs are independent of suits, but go strictly by rank (9, 10, J or J, 9, 10 is a run, but 9, 10, Q is not). Aces are always counted as one and can be a run of (A, 2, 3) but never (Q, K, A)
  • Pairs
    • For laying a card of the same rank as the previous card, score 2 points
    • For laying a third card of the same rank, or "triplet", score 6 points, because triplets make 3 sets of distinct pairs each worth 2 points
    • For laying a fourth card of the same rank, or a "double pair", score 12 points,because double pair make 6 sets of distinct pairs each worth 2 points


If a card completes more than one scoring combination, then all combinations are scored.


Example of "the play"

Alice
(dealer)
  5 ♠   4 ♠   2 ♠   6 ♥
Bob 6 ♦J ♥4 ♥  7 ♣  
Player Card Cumulative Points Earned
Bob J ♥    10
Alice   5 ♠       15 2 points (fifteen exactly)
Bob  7 ♣       22
Alice 6 ♥     28 3 points (run: 5, 6, 7)
Bob "Go"
Alice   2 ♠       30 1 point (for "Go" < 31)
Bob 6 ♦     6
Alice   4 ♠       10
Bob 4 ♥     14 3 points (pair & last card)














The show

Once the play is complete, each player in turn receives points based on the cards in their hand. Starting with the non-dealer, players' scores are calculated. The starter card turned up at the beginning of play serves as a fifth card shared in common by all hands; thus each player’s score is based on their own four cards along with the starter card. Scoring combinations are the following:

  • Fifteen
    • For each separate combination of two or more cards totaling exactly fifteen, score 2 points
  • Runs
    • For a run of three consecutive cards (regardless of suit), score 3 points
    • For a run of four consecutive cards, score 4 points
    • For a run of five consecutive cards, score 5 points
  • Pairs
    • For a pair of cards of a kind, score 2 points
    • For three cards of a kind, score 6 points
    • For four cards of a kind, score 12 points
  • Flush
    • For a flush, where all four cards in the hand are of the same suit, score 4 points, this is the only rule that does not apply to the Crib hand
    • For a flush when the starter card is also of that suit, score 5 points
    • For holding the Jack of the same suit as the starter card, score 1 point

Common combinations are often scored as a group. For example, a run of three cards with an additional card matching one of the three in value, e.g., 2–2–3–4, is termed a "double run", and scores eight according to the above rules, three for each of the runs and two for the pair. Even more valuable are "triple runs" (three three-card straights including a three-of-a-kind, e.g., 2–2–2–3–4, that score fifteen) and "double-double runs" (four three-card straights including pairs, e.g., 2–3–3–4–4, that score sixteen). Combined runs may also include fifteen-twos. A 24 hand, a large commonly seen, can comprise a double-double run and four fifteen-twos. Two examples are 4–4–5–5–6 and 6–7–7–8–8.

The dealer's hand is scored last and then the cards in the crib are revealed. These cards, in conjunction with the starter card, are scored by the dealer as an additional hand. The rules for scoring the crib are the same as scoring a hand, with the exception of the flush; a four-card flush in the crib is scored only if it is the same suit as the starter card (for a total of five points).

Example scoring during "the show"

Starter
card
5 ♥
Alice
(dealer)
  5 ♠   4 ♠   2 ♠   6 ♥
Bob 6 ♦J ♥4 ♥   7 ♣  
Crib   10 ♠   8 ♦   K ♣   8 ♣  
Player Cards Points Scoring Action
Bob J ♥5 ♥ 2 Combination equal to fifteen
6 ♦5 ♥4 ♥ 2 Another combination of fifteen
4 ♥5 ♥6 ♦   7 ♣   4 Sequence of four for a run
J ♥ 1 Jack same suit as the starter card
Total 9
Alice 6 ♥   5 ♠   4 ♠   2 Combination equal to fifteen
6 ♥5 ♥   4 ♠   2 Another combination of fifteen
  4 ♠     5 ♠   5 ♥6 ♥ 8 Two 3-card runs and a pair
Total 12
Alice
(crib)
  10 ♠   5 ♥ 2 Combination equal to fifteen
  K ♣   5 ♥ 2 Another combination of fifteen
8 ♦   8 ♣   2 Pair of cards of same rank
Total 6





















After the dealer's crib is scored, the second player becomes dealer. Similar to the first round, the next round starts with the deal.

Winning the Game

When a player reaches the target score of 121, the game ends immediately ends with that player the winner. This can occur at any time during the cut, the play or the show. If during the show the non-dealer (pone) hand gives a point total that sets the score to 121 (or higher), the show phase ends, the dealer does not get to count their hand nor crib. Example: The game can end on a cut of a Jack ("his heels") for the dealer.