Two cards to the crib, then play to 31 and count your hand. First to 121 wins.
Cut
Crib
Count 0
đ The deal and the crib
Each player gets six cards. Pick two of yours and put them in the crib: it belongs to the
dealer, and it is counted at the end of the hand. Then the top card of the deck is turned over:
the cut. If it is a jack, the dealer pegs 2.
đĸ The play
The player who did not deal goes first. Take turns putting down one card and say the total so far:
the count. Aces are 1 and tens, jacks, queens and kings are 10. The count never goes past 31.
Score as you play: 2 for making 15, 2 for making 31, 2 for a pair, 6 for three alike, 12 for four,
and a point a card for a run of three or more (in any order).
â Go
If you cannot put down a card without passing 31, that is a go, and the other player keeps
playing. When neither of you can, whoever played last pegs 1 (none at 31, which scored 2), and the
count starts again at 0. The last card of all pegs 1 too. The game says go for you.
đ§Ž The show
Then the hands are counted, each with the cut card: the player who did not deal first, then the
dealer, then the dealer's crib. Every 15 is 2, every pair 2, every run a point a card, four of one
suit in the hand 4 (5 with the cut; the crib needs all five), and a jack of the cut's suit 1
(nobs). The game counts for you and names every one. Next hand, the other player deals.
đ 121
The first to 121 wins, the moment they get there: in the play, or in the show.
đ¤ How the computer plays
⨠Coach
Against the computer, the coach marks the cards đ§ Hard would pick, and says why.
đ Against the computer
đ Start over
Clears your wins and losses against the computer on this device, and the saved game. Your settings stay as they are.