Part 16 (1/2)

vii. _Flush_.--When, the cards are all of one suit, they reckon for as many points as there are cards. For a flush in the crib, the turned-up card must be of the same suit as those put out.

viii. _n.o.b_.--The knave of the suit turned up reckons for one point; if a knave be turned up, the dealer marks two.

ix. _End Hole_.--The point scored by the last player, if he make under thirty-one; if he make thirty-one exactly, he marks two.

x. _Last_.--Three points taken at the commencement of the game of five-card cribbage by the non-dealer.

[NOR IS DAY BRIGHT TO THE WICKED.]

82. The Accepted Laws of Cribbage.

i. The players cut for deal. The ace is lowest in cutting. In case of a tie, they cut again. The holder of the lowest card deals.

ii. Not fewer than four cards is a cut; nor must the non-dealer touch the pack after he has cut it.

iii. Too many or too few cards dealt const.i.tutes a misdeal, the penalty for which is the taking of two points by the non-dealer.

iv. A faced card, or a card exposed during the act of dealing necessitates a new deal, without penalty.

v. The dealer shuffles the cards and the non-dealer cuts them for the ”start.”

vi. If the non-dealer touch the cards (except to cut them for the turn-up) after they have been cut for the start, he forfeits two points.

vii. In cutting for the start, not fewer than three cards must be lifted from the pack or left on the table.

viii. The non-dealer throws out for the crib before the dealer. A card once laid out cannot be recalled, nor must either party touch the crib till the hand is played out. Either player confusing the crib cards with his hand, is liable to a penalty of three points.

[In three and four-hand cribbage the left-hand player throws out first for the crib, then the next; the dealer last. The usual and best way is for the non-dealer to throw his crib over to the dealer's side of the board; on these two cards the dealer places his own, and hands the pack over to be cut. The pack is then at the right side of the board for the next deal.]

ix. The player who takes more points than those to which he is ent.i.tled, either in play or in reckoning hand or crib, is liable to be ”pegged;” that is, to be put back as many points as he has over-scored, and have the points added to his opponent's side.

[In pegging you must not remove your opponent's _front_ peg till you have given him another. In order ”to take him down,'' you remove _your own back peg_ and place it _where his front peg ought to be_, you then take his _wrongly placed peg_ and put it in _front of your own front_, as many holes as he has forfeited by wrongly scoring.]

x. No penalty attaches to the taking of too few points in play, hand, or crib.

xi. When a player has once taken his hand or crib, he cannot amend his score.

xii. When a knave is turned up, ”two for his heels” must be scored before the dealer's own card be played, or they cannot be taken.

xiii. A player cannot demand the a.s.sistance of his adversary in reckoning hand and crib.

xiv. A player may not, except to ”peg him,” touch his adversary's pegs, under a penalty of two points. If the foremost peg has been displaced by accident, it must be placed in the hole behind the peg standing on the board.

xv. The peg once holed cannot be removed by either player till another point or points be gained.

xvi. The player who scores a game as won when, in fact, it is not won, loses it.