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cribbage/cribbage.n
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cribbage/cribbage.n
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CRIBBAGE
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from
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According to Hoyle
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Cribbage is believed to have been invented by Sir John Suckling (1609-1642).
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Probably it is an elaboration of an older game, Noddy. The original game
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was played with hands of five cards; the modern game gives each player
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six. That is virtually the only change from Suckling's directions.
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Players:
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Two. There are variants for three and four players, described
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later.
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Cards:
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The pack of 52. The cards in each suit rank: K (high), Q, J, 10,
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9, 8, 7, 6, 5, 4, 3, 2, A. The counting values are: K, Q, J, 10, each 10
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(wherefore these are called tenth cards); ace, 1; each other card, its
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index value.
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Cribbage Board:
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Indispensable to scoring (unless you have a computer!, ed.) is
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the device known as the cribbage board. This is a rectangular panel, long
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and narrow, in which are four rows of 30 holes each. (See illustration.)
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At one end, or in the center, are two or four additional holes, called
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game holes. The board is placed between the two players, and each keeps
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his own score on the two rows of holes nearest himself. Each is supplied
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with two pegs. Before the first hand, the pegs are placed in the game
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holes. On making his first score, the player advances one peg an
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appropriate number of holes (one per point) away from the game end of the
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board. The second score is recorded by placing the second peg an
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appropriate distance ahead of the first. For each subsequent score, the
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rear peg is jumped ahead of the other, the distance between the two pegs
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always showing the amount of this last score.
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The traditional mode of scoring is down (away from the game end)
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the outer row, and up the inner row. "Once around" is a game of 61 points.
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"Twice around" is a game of 121 points.
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Preliminaries:
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Cards are drawn; the lower deals first. If cards of equal rank
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are drawn, both players draw again. Dealer has the right to shuffle last.
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Nondealer cuts, and must leave at least four cards in each packet.
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Dealing:
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Each player receives six cards, dealt one at a time face down,
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beginning with the nondealer. The turn to deal alternates. The dealer
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has an advantage.
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Laying Away:
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After seeing his hand, each player lays away two cards face down.
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The four cards laid away, placed in one pile, form the crib. The crib
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counts for the dealer. Nondealer therefore tries to lay away balking
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cards -- cards that are least likely to create a score in the crib.
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The Starter:
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After both hands have laid away, nondealer lifts off a packet from
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the top of the stock (the rest of the pack). Again, each packet must
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contain at least four cards. Dealer turns up the top card of the lower
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packer, which is then placed on top of the stock when the packets are
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reunited. The card thus turned up is called 1 the starter. If it is a
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jack, dealer immediately pegs 2, called 2 for his heels.
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The Play:
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Nondealer begins the play by laying a card from his hand face up
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on the table, announcing its counting value. Dealer then shows a card,
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announcing the total count of the two cards. Play continues in the same
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way, by alternate exposure of cards, each player announcing the new total
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count. The total may be carried only to 31, no further. If a player adds
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a card that brings the total exactly to 31, he pegs 2. If a player is
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unable to play another card without exceeding 31, he must say "Go," and
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his opponent pegs 1, but before doing so, opponent must lay down any
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additional cards he can without exceeding 31. If such additional cards
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bring the total to exactly 31, he pegs 2 instead of 1.
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Whenever a go occurs, the opponent of the player who played the
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last card must lead for a new count starting at zero. Playing the last
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card of all counts as a go. (Since nondealer makes the opening lead,
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dealer is bound to peg at least 1 in play.)
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Besides pegging for 31 and go, the player may also peg for certain
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combinations made in play, as follows:
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Fifteen:
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Making the count total 15 pegs 2.
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Pair:
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Playing a card of same rank as that previously played pegs
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2. Playing a third card of the same rank makes pair royal
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and pegs 6. Playing the fourth card of the same rank
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makes double pair royal and pegs 12.
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The tenth cards pair strictly by rank, a king with a king,
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a queen with a queen, and so on. (King and jack do not
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make a pair, although each has the counting value 10.)
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Run:
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Playing a card which, with the two or more played
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immediately previously, makes a sequence of three or more
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cards, pegs 1 for each card in the run. Runs depend on
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rank alone; the suits do not matter. Nor does the score
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for run depend upon playing the cards in strict sequence,
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so long as the three or more last cards played can be
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arranged in a run. Example: 7, 6, 8 played in that order
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score 3 for run; 5, 2, 4, 3 played in that order score 4
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for run.
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Any of the foregoing combinations count, whether the cards
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are played alternately or one player plays several times
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in succession in consequence of a go. But a combination
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does not score if it is interrupted by a go.
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Showing:
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After the play, the hands are shown (counted). Nondealer
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shows first, then dealer's hand, then crib. The starter
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is deemed to belong to each hand, so that each hand includes
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five cards. Combinations of scoring value are as follows:
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Fifteen:
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Each combinations of two or more cards that total
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fifteen scores 2.
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Pair:
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Each pair of cards of the same rank scores 2.
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Run:
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Each combination of three or more cards in sequence
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scores 1 for each card in the run.
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Flush:
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Four cards of the same suit in hand score 4; four
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cards in hand or crib of same suit as the starter
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score 5. (No count for four-flush in crib.)
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His Nobs:
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Jack of same suit as the starter, in hand or crib,
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scores 1.
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It is important to note that every separate grouping of cards that
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makes a fifteen, pair, or run counts separately. Three of a kind, pair
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royal, counts 6 because three sets of pairs can be made; similarly, four
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of a kind, double pair royal, contain six pairs and count 12.
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The highest possible hand is J, 5, 5, 5 with the starter the 5 of
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the same suit as the jack. There are four fifteens by combining the jack
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with a five, four more by combinations of three fives (a total of 16 for
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fifteens); the double pair royal adds 12 for a total of 28; and his nobs
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adds 1 for a maximum score of 29. (the score of 2 for his heels does not
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count in the total of the hand, since it is pegged before the play.)
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A double run is a run with one card duplicated, as 4-3-3-2.
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Exclusive of fifteens, a double run of three cards counts 8; of four cards,
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10. A triple run is a run of three with one card triplicated, as K-K-K-Q-J.
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Exclusive of fifteens, it counts 15. A quadruple run is a run of three
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with two different cards duplicated, as the example 8-8-7-6-6 previously
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given. Exclusive of fifteens, it counts 16.
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No hand can be constructed that counts 19, 25, 26 or 27. A
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time-honored way of showing a hand with not a single counting combination
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is to say "I have nineteen."
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The customary order in showing is to count fifteens first, then
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runs, then pairs, but there is no compulsion of law. Example: A hand
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(with starter) of 9-6-5-4-4 will usually be counted "Fifteen 2, fifteen
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4, fifteen 6 and double run makes 14," or simply "Fifteen 6 and 8 is 14."
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Muggins:
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The hands and crib are counted aloud, and if a player claims a
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greater total than is due him, his opponent may require correction. In
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some localities, if a player claims less than is due, his opponent may
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say "Muggins" and himself score the points overlooked.
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Scoring:
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The usual game is 121, but it may be set at 61 by agreement.
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Since the player wins who first returns to the game hole by going "twice
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around," the scores must be pegged strictly in order: his heels, pegging
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in play, non-dealer's hand, dealer's hand, crib. Thus, if nondealer goes
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out on showing his hand, he wins, even though dealer might have gone out
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with a greater total if allowed to count his hand and crib.
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When the game of 121 is played for a stake, a player wins a single
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game if the loser makes 61 points or more. If the loser fails to reach
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61, he is lurched, and the other wins a double game.
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Irregularities:
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Misdeal. There must be a new deal by the same dealer if a card
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is found faced in the pack, if a card is exposed in dealing, or if the
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pack be found imperfect.
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Wrong Number of Cards. If one hand (not crib) is found to have
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the wrong number of cards after laying away for the crib, the other hand
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and crib being correct, the opponent may either demand a new deal or may
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peg 2 and rectify the hand. If the crib is incorrect, both hands being
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correct, nondealer pegs 2 and the crib is corrected.
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Error in Pegging:
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If a player places a peg short of the amount to which he is
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entitled, he may not correct his error after he has played the next card
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or after the cut for the next deal. If he pegs more than his announced
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score, the error must be corrected on demand at any time before the cut
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for the next deal and his opponent pegs 2.
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Strategy:
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The best balking cards are kings and aces, because they have the
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least chance of producing sequences. Tenth cards are generally good,
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provided that the two cards laid away are not too near (likely to make a
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sequence). When nothing better offers, give two wide cards -- at least
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three apart in rank.
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Proverbially the safest lead is a 4. The next card cannot make
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a 15. Lower cards are also safe from this point of view, but are better
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treasured for go and 31. The most dangerous leads are 7 and 8, but may
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be made to trap the opponent when they are backed with other close cards.
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Generally speaking, play on (toward a sequence) when you have close cards
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and off when you do not. However, the state of the score is a
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consideration. If far behind, play on when there is any chance of building
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a score for yourself; if well ahead, balk your opponent by playing off
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unless you will surely peg as much as he by playing on.
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