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Cribbage


TTG Cribbage is a two player game. The cribbage board has four parallel rows of 30 holes each, plus two pegs for each player. Two rows are used by each player; thus each player moves his or her pegs around a 60-hole track, advancing one hole for each point scored.

Each player has two pegs, one peg marking the player's current score and the other peg the player's previous score. Each time new points are earned, the players rear peg moves ahead of the forward peg as many holes as the number of points earned. The object of the game is to be the first to score 121 points, which is the same as going around the board twice and then moving one more point.

GAME PLAY
Use your cursor and left mouse button to select the card that you wish to put into crib or peg. During selection of crib, you can click the cards to toggle from selected or not selected. Selected cards are raised higher than the unselected cards.

THE DEAL
To begin, a dealer is randomly selected identified by a "D" next to his or her name. Each player gets their 6 cards and discards two cards starting from the non-dealer. The four discarded cards are known as the "crib." To choose cards for the crib players click on those cards, then hit the 'To Crib' button. After both player have formed the crib, a card known as the starter is shown. If the card is a jack, the dealer immediately scores two points. (A starter jack is called "the heel.")

PEGGING
This is the phase of the game in which cards are played. The non dealer now plays any card from their hand face up. The dealer does the same. The two players continue back and forth in this way without exceeding 31. If you cannot play without going past 31, you are "GO", which makes 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.

Besides points for 31 and "GO," points may be earned during the play of the hand as follows:

   FIFTEENS: Making the running total 15 scores two points. A player accomplishing this says, in playing his or her card, "fifteen, for two" or just "fifteen two."
PAIRS: Making a pair by playing a card of the same rank as the opponent's last-played card scores two points. "Twenty, for a pair," a player would say if the opponent begins the play with a king and the player matches it.
THREE OF A KIND:Making three of a kind by playing another matching card after the opponent has made a pair scores 6 points, and says "for six" after announcing the running total.
FOUR OF A KIND: Making four of a kind by playing another matching card after the opponent has made three of a kind scores 12 points, and says "for 12" after announcing the running total.
RUNS: Making a run of three or more scores the number of cards in the run. A run consists of a sequence of three or more cards of successive ranks, such as 2-3-4 or 9-10-J. The cards need not be played in a particular order to constitute a run; 2-4-3, 4-3-2, or any other arrangement would still be a run of three, as long as the cards were played on three successive plays. If the cards 7, 4, and 6, are played in that order, totaling 17, the next player could play a 5 and say, "22, for a run of 4," scoring four points. Both players may score runs using some or all of the same cards; in the example, after the 7, 4, 6, 5, the next player could now play and 8 or a 3 for a run of five, scoring five points.

Cards played prior to the running total being reset to zero do not count toward pairs, three of a kind, four of a kind, or runs formed after the running total has been resumed. For example, if a king is played to reach 31 and the next player plays another king, no pair is scored.

COUNTING HAND
Counting your hand occurs once all cards have been played. The non-dealer counts first, the dealer always counts last. The dealer then turns over the crib and also scores it as another hand, again adding the face-up card to it. Cribs are scored like other hands, with one minor exception: A flush in the crib does not count unless it is of the five-card variety. Points are earned for the following card combinations:

   FIFTEENS: Each card combination adding to 15 scores 2 points.
PAIRS: Each pair (two cards of the same rank) is worth 2 points.
THREE OF A KIND:Each set of three cards of the same rank is worth 6 points. (Three of a kind can be viewed as three different pairs, as there are different three ways of choosing two cards from a set of three; hence the value of 6, which is three times the value of a pair.)
FOUR OF A KIND: is worth 12 points. (This holding can be viewed as six different pairs, as there are different six ways of choosing two cards from a set of four.)
RUNS: Each run of at least three cards is worth the number of cards in it.
If a run contains a pair, it scores twice. In a hand including 7-8-8-9, for example, two different 7-8-9 runs are possible, so each one scores 3 points. Adding in the two points for the pair yields 8 points, so the pattern of a three-card run plus a card matching one of its cards is known as a "double run of eight." A triple run, such as 8-9-9-9-10, is worth 15 points: 6 for the three of a kind, plus 3 for each of the three distinct runs of three that can be formed. A quadruple run, such as 8-8-9-9-10, is worth 16 points, which is the value of two pairs plus four different runs of three.
FLUSH: If all four cards in a player's hand (not counting the faceup card) are the same suit, four points are scored for a flush. If the faceup card is also the same suit, the flush is worth five points instead.
NOBS: If the player's hand contains a jack of the same suit as the face-up card, one point is scored for his nobs.


 
 
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