4 Of A Kind In Cribbage

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4 Of A Kind In Cribbage Rating: 3,8/5 7734 votes

Three Best Friends Bella and Grace are surprised by Tess whens he finds them in the midst of foreplay. Soon, Tess joins Bella in worshipping. Make three or four of a kind in the same way respectively gives 6 and 12 points. Cribbage for 3, 4, 5 or 6 players, and cribbage in teams.

see also:
Cribbage Rules - How to Play Cribbage
Cribbage Internet Tournaments
Cribbage 29 hand and some Cribbage statistics
Cribbage pone pegging score
Cribbage dealer pegging score
Cribbage dealer maximal combined score
How to count your cribbage hand
Cribbage scoring chart
Play Cribbage Online. Cribbage Tournaments
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Cribbage Strategy Introduction

To play cribbage well, you need to learn two things: how to discard and how to peg or play the hand. How to discard is divided into two sections: how to discard into your own crib and how to discard into your opponent's crib. Though there is a considerable luck in cribbage, the main portions of the game - hand recognition and counting, discarding to the crib and pegging - are heavily influenced by the strategies employed by the individual player.

Now about Luck: keep in mind, that the best cards to be dealt are fives, because they form fifteens with 10s, Js, Qs, and Ks. Combinations adding to five are good, too, especially when repeated and matched with a 10. For example, 2 3 3 K, is worth six, but a 10, J, or Q starter card will add four points to its value and a 2, 3, or K starter will be worth six more points.

Cribbage Strategy for Discarding for Your Crib

It is generally easier to discard when you have the crib; you don't have to worry about putting good cards into the crib. In discarding you have two aims:
1. To get as much as possible out of your hand
2. To build a good crib

Try to put something good into your crib - fives are good, pairs, any two cards totaling 15 (7 and 8, 9 and 6, or 5 and 10, J, Q, K) or cards that touch (to form a run).

According to player's statistics, you should put cards to your own crib which have high scoring potential. In order of preference, and as available, discards to own crib should look like this: 5-5, 2-3, 5-J, 5-6, 5-K, 5-10, 5-Q, 4-5, 7-8, etc. Some of these discards are strong enough to sacrifice points in the hand.

But never break up your hand in hopes of getting a good crib. Your hand is where you need to score most of your points. High-scoring cribs are unusual and require luck or an opponent's mistake.

Cribbage

In deciding what to throw away, The Starter Card must be considered but don't count on it too much. Try to hold cards that will be helped by several different starter cards.

Cribbage Strategy for Discarding for Your Opponents Crib

There is no such thing as a safe crib, but here are several ways you can reduce the chances for giving your opponent a big crib.

1. Avoid discarding cards that add up to five, a 3 and 2, or a 4 and 1.
2. Avoid giving the Q, J or 3, 4; they often produce runs. J has also a 25% chance of counting one point as Nobs.
3. Avoid two cards with just one between such as Q-10, 10-8 combination as it only takes one card from the dealer to complete the sequence.
4. Avoid 7s and 8s; they are big hand builders.
5. Don't discard two cards of the same suit.

So the good cribbage discard onto opponent's crib is: 10-K, 9-K, 6-K, 6-Q, 9-Q, 8-K, 7-10, 6-10, A-Q, 7-Q, 7-K, 8-Q, A-K and so on

Sometimes it pays to give your opponent something good. If four of your cards combine to make a good hand then, give your opponent what is left over.

Double runs should almost always be kept; chances of a quadruple or triple run are high enough to warrant keeping a double run even if you must help your opponent's crib a bit. An exception would be a hand like 5 5 10 10 9 8, when the best play is to throw the 9 8.

If you need to discard face cards, throwing a king into the opponent's crib is better than throwing a queen or jack, since it's hardest to form a run with a king

When there's a conflict between helping the opponent's crib and keeping your own hand intact, consider the score of the game. If you're ahead and it's okay if you both score big, you might take a chance on giving the opponent a big crib; but if you're behind, you want to play defensively and slow down the game, which means you should give up your own best hand to avoid helping the opponent.

Cribbage Strategy for Pegging

Try to lead your opponent during play. For example, if you start with a 7, your opponent could play an 8 for 15 and score 2 points. By leading, you can play a 9 to score 3 points for a Run.

If possible, try to cover yourself in case the opponent pairs you or makes fifteen. For example, if you hold 2 3 6 9, lead the 3 rather than the 2, because if it's paired you can make fifteen.

In a play, leading from a Pair is a good strategy. For example, if you have a Pair, you can lead by playing one of the cards of that Pair. If your opponent plays a matching card, you can play your other Pair for Three of a Kind and score 6 points.

Low pairs such as aces can be very good to hold when you need to peg a lot of points. If the opponent says go, you can play them consecutively and score the pair (plus a point for the go).

Eleven points cards. These are cards which total eleven points and are instrumental in scoring 31-for-2 or more. Two card elevens favor the dealer (5-6, 4-7, 3-8, 2-9, A-x). Three card elevens favor the non-dealer (A-A-9, 2-2-7, 3-3-5, 4-4-3, 5-5-A). Four card elevens favor the dealer (A-A-4-5, A-2-3-5, 2-2-3-4) and often result in huge pegging scores when a portion of the eleven point combination is a triple (A-A-A-8, 2-2-2-5, 3-3-3-2)

4 Of A Kind In Cribbage

If you're the dealer and you hold two cards that would form a run with a five: 3-4, 4-6, or 6-7 - you have a good chance to score a run by saving these cards if, as is fairly likely, opponent holds a five. Opponent won't lead the five, and may well hold it to the end, after 31 has been reached. Chances are then good that the last three cards played will give you a run, plus a point for last card.

Endgame pegging involves strategy unlike that employed in other areas of the board. You have to prevent dealer from pegging at game end. It may be a good idea to keep low cards in your hand so you'll have more opportunities to score Go points.

This page is for those who already know how to play cribbage, are pretty good at it, and want a little more challenge.

For more information about cribbage contact the American Cribbage Congress.

How many points in the whole deck?

If you had all 52 cards in your hand, how many points would you have?

FUN THINGS TO TRY

These are all variations I have tried and have found fun. Some variations I've tried didn't work out so well, but that doesn't stop us. For a year or so I played cribbage with Zach Blagg using the stipulation that the dealer makes the rules and here are some of the things we've tried.

Use the Jokers.

This is one of our best innovations. A joker counts as a zero. It can be used in runs of 0-1-2. It doubles the value of all the fifteens in a hand because it can be added into any fifteen combination and it's still fifteen (e.g. a 7,8 is 15, so is a 7,8,0). Two jokers multiply by 4, but two jokers in a hand cuts down on the number of fifteens that can be made with the remaining cards.

Lowball.

Whoever gets to 60 points first loses. Game lasts too long if to 120 points.

Use two cut cards.

This gives an extra card to make bigger hands. Before putting cards in the crib, the deck is cut and a card turned up. Then the crib is made and another card cut. Both cards count in both the hand and the crib.

Use other than 121 game points.

121 points is fine for regular cribbage, but it's too many if playing lowball, not enough if playing with more than 6 cards. If we play with 7 or 8 card hands, we go for 241 points, 361 if playing with 9 cards.

Use a double deck and bigger hands.

Other interesting runs and combinations are available. It's fun to get a double triple (26 pts) or a triple triple (39 pts), or 5 of a kind (20 pts) but bigger combinations are available. Typically we'll deal out eight cards apiece, put two in the crib, and have two cut cards, so we're playing with eight card hands. We tried more, but counting all the points almost takes the fun out of it - it can take too long - too many combinations, especially in fifteens. We usually go twice around (241 pts).

It's my suggestion that if you go to bigger hand, bump it up one card at at time until you get used to counting it. If you start right out playing with nine cards, it's likely to overwhelm you.

It's never happened to me, but if playing with nine cards if one of us got five 5s and four 0s, the game could be over in one hand. The fifteens would be 320, plus 20 for the 5 of a kind and 12 for the 4 of a kind for a total of 352 points. Pegging nine points could put one over 361, which we normally play to with nine cards. With four 0's in the hand, if one received a go, pegging 9 might not be that hard. Another possibility would be eight 5s and a joker -336 for the fifteens and 56 for eight of a kind for a total of 392 points!

4 Of A Kind In Cribbage Is How Many Points

go to Counting Helps

Play Draw cribbage

Before putting two cards in the crib, each player has the option of throwing away as many cards in their hand as they want (but they must keep one) and drawing new ones to replace them. After making the crib, each player can again throw away cards and draw new ones. Then playing starts.

4 Of A Kind In Cribbage Score

I think this variation works best if playing with at least seven cards.

Choose a cut card.

Each player takes a card out of his hand and places it face down for the opponent. After both cards are placed, they are turned over, and the card your opponent gave you is your cut card. You likely will each have a different cut card.

Variations that we tried but don't use

Combinations other than 15, e.g. 16 gets two points. However, it seems that 15 works pretty well and we ended up going back to 15.

Pegging for other than 31, but 31 seems to work pretty well and we ended up going back to it.

Two cribs. Each player has a crib and whoever has the MOST points at the end wins, not who goes out first. You could end with a tie. We just didn't like it as well, I don't know why.

Bigger cribs.

We tried having cribs equal in size to the hand, but we found with bigger hands it made too much of a difference, so we went back to four cards in the crib.

Bid cribbage

Bid for the crib. Whoever wins the bid, gets the crib minus the bid amount, or they get the whole crib if they didn't bid more than what was in it. If they did bid more than what was in it, either they go back (get set) by the amount bid, or the opponent gets it. The crib is such a small part of the total points that it doesn't pay to mess with it. It makes the game last too long.

Wild cards.

We tried wild cards and found that making the king wild seemed to be the best alternative. However, when we switched to a double deck, we didn't have a need to make things wild anymore.