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Cribbage Better: the Better Version of Cribbage

Ketenks

New member
Hello fellow forum goers!


I tried to learn to play Cribbage by reading the official rules and after I could not learn it until I had watched an instructional video I thought that it could be better. I played the game and saw that it did not have as much strategy as what I thought you could get out of it's design so I made this new version of Cribbage! Go ahead and read the rules and let me know what you think. Play a game and let me know how it went! Just ask for clarification on anything if you need it.


Objective:
Rank one of your pegs to the target rank set by all the players within the Hall of Fame which has an available rank from 1 to 7.

Teams and Players:
There are 3 available teams to choose: Red, Green or Blue team. The Crib is the fourth team that plays for or against you every game. Therefore there are two modes of play: 2 teams with the Crib or 3 teams with the Crib. There is a maximum of 2 players per team for up to 6 players playing at one time. Teammates sit across from one another and cannot show each other their cards or coordinate each others play.

Hand:
If 2-3 people are playing then they are dealt 12 cards and choose 4 cards to give to the Crib to play. If 4 people are playing then they are dealt 10 cards and then choose 2 cards to give to the Crib to play. If 5 people are playing then they are dealt 8 cards, the 5th player two hands and plays as two players. Every hand gives 1 card to the Crib to play and the Crib uses 1 of the remaining cards as well. If 6 people are playing then they are dealt 8 cards and choose 1 card for the Crib to play. The Crib uses 1 of the remaining cards in addition.

Target Total of Each Round:
For every player playing the game add 25 points to the target total of every round in a game. Ace is worth 1 target point and is also only low for making sequences, face cards are all worth 10 target points and the numbers are all worth their value in target points. The Crib does not count towards the target total but only the cards played by the players.

How to Play:
For each team deal a unique suit at random. That suit becomes the governing suit for that team for the duration of the game; every single round. (The governing suit replaces the points earned from the 15 total in the original Cribbage game) Now deal out the deck according to the number of players and let the players choose what cards they will give to the Crib to play. Every round consists of up to 8 lines of play. The Crib plays first every single line and the dealer plays last going in a circle. The dealer plays for the Crib. Reveal the first card of the Crib's shuffled hand. Now the first player plays his first card on that line and announces the total for the round. Then the second player follows immediately after playing on the same line announcing the new total for the round and so on. Until the target total of the round would be exceeded by anyone playing a card, a new line is made by the Crib. Points are pegged every single line by the combinations made for your entire stack. The stack is all the Crib cards and all the cards you have played thus far for each player. The Crib is a part of every player's stack. The Crib continues to be played in the middle as if it was a player until no players can play. Even though the Crib is played first, you do not play a Crib card unless at least one player can still play. Players are playing off of the Crib in their stack and receive points as if the Crib cards were their own. The order in which cards are played never matter for making combinations with the Crib. The combinations must simply be there. If you cannot play a card without exceeding the target total then you must pass saying “Go.” The first player to play a card after this receives 1 point for every player who passed. The rest of the players play until they also cannot play anymore, applying “Go” points as necessary. Whoever plays the last card gets 1 point and if it meets the target total of the round, pegs 2 additional points but must unpeg any “Go” points they received that round. At the moment the target total is reached or no player can play another card without exceeding the target total, the round ends and the dealer is cycled to the next player in a circle and a new round begins. All 3 pegs of every team start in the Start Block. Each peg is governed by each specific player in team play. In order to get your peg out of the Start Block you must get points. You may only move your peg to the first position regardless of how many points you got for the first line that gets you points in a round when you come out of the Start Block. No peg can ever finish landing on another peg in team play. If it does it remains behind the other peg. If 2 players are in a team and the player is blocked by their teammate who is in the starting position, then the player loses those points for each line until their teammate moves. All points earned by each player only move their own peg. If there is only 1 person per color then traditional pegging applies: 2 pegs are used to keep track of how far you have gone. The first peg is your current position and the second peg is your previous position at all times. Each time you gain points you move the second peg in front of the first peg those points. When a player moves his peg to the Finish position he stops there and the round ends immediately. The game changes to round based scoring now. The pegs now can only be moved if you win the whole round by having the most points at the end of the round so long as any player is in the Finish position. If the player in the Finish position wins the entire round then their peg goes to the Hall of Fame rank 1 and no other player moves their pegs. But if any other player wins the round then only that player moves their peg for the points that they won and the player in the Finish position remains. Once his peg is in the Hall of Fame he continues to play with the third peg. Each subsequent time a player makes it into the Hall of Fame he simply ranks up his peg within the Hall of Fame to a higher rank and is placed back in the Start Block. If a player reaches the Finish position while another is still in the Finish position then that player is bumped to the Special “S” position (90th place) and the new player is put into the Finish position. If a member of the same team wins a round while his teammate is in the Finish position, this player bumps the other player to the Hall of Fame but does not move his peg. In the event that 2 or more players tie the round, the dealer deals a card to each player that tied. The player who has the highest card wins the tie breaker. Once no player is in the Finish position the game resumes to pegging play, earning points in each line in the round. If a player pegs a peg in the wrong color lifting their hand off of it then they must move it back 10 spots. Optional Upset: A player's line is denied if the whole line, except the Crib, is of their governing suit. A denied line simply does not score any points for that player from that line. A line may be denied after a player had already pegged those points. In this case, unpeg the points of that line for that player. It does not stop the player from making combinations from it in the next lines. In the case of a denied line which, let's say, had made a sequence of 3 for 3 points and in the next line this player continues the sequence to 4 cards, then this player only scores the 4 points for the sequence of 4. This applies the same way for pairs and flushes. In team play, a single teammate can be denied if he and only 1 person from every team has his governing suit within that line. Both teammates are denied if they both played a governing suit and at least 1 player from both of the other teams have played their governing suit. If a teammate's line is denied then the player may not get points from combinations made from their teammate's stack for that line and must unpeg any of those points if previously pegged.

Scoring:
Whichever player plays the last card gets 1 point and may peg any “Go” points. If the last card meets the target total the player pegs 2 additional points but must unpeg any “Go” points pegged. The first player to play a card after any and all players pass with “Go” pegs 1 point for the “Go” of every player that passed. Every card in every players' stack that is your governing suit you receive 4 points to your score but if they are in the Crib each will lose you 4 points. If you play a flush of 3 cards of the same suit, regardless of order they are played, (remember that the Crib is counted in your stack) then you get 2 points and if 4 of the same suit then you get 2 more points and if 5 of the same then 2 more points and so on. A pair within your stack, regardless of order it was played, is 2 points, a triplet is 6 more points and a quadruplet is 12 more points. After having a pair, triplet or quadruplet in your stack, every new pair will add an additional 2 points and every new triple will add 3 points and every new quadruplet will add 4 points on top of their base points. A sequence of 3 cards that have consecutive values, regardless of suit or order they were played within your stack, will give you 3 points and for 4 it will give you 4 more and for 5 it will give you 5 more points and so on. How it Plays Out: Pairs found within sequences do not give you two times the points of the sequence. Every governing suit card, flush, pair and sequence can only be combined once per level and type of combination. Let's say your governing suit is Spades, the Crib's stack goes 3, 6, 7, 8 all of spades and your stack is 3, 4, 4, 5 and the 4 and 5 are spades. At line 1 you lose 4 for the suit in the Crib and score 2 for the pair. Line 2 you lose 4 for the suit in the Crib. Line 3 you lose 4 for the suit in the Crib and there is a flush of 3 Spades but these 2 points are “lost in the Crib” until you play to it. You now play a Spades with the 4 and gain 4 for the suit in your stack and 2 for the flush of 3 Spades, 2 for the flush of 4, 2 points for the pair of 4's and then 2 additional points for making a new pair. And at line 4 it all comes together. The 8 immediately loses 4 for the suit in the Crib but gives 2 for the 5 flush. The 3 points for the sequence 6, 7, 8 are “lost in the Crib” until you are able to play off of it. Now you play 5 of Spades and score 4 for the suit in your stack and 2 for the flush of 6 cards of Spades and then this bridges the sequence of cards 3-8 giving three points at 5, four at 6, five at 7 and six at 8. Because the score is chained at each sequence, multiplying these chains with each 3 and 4 available would be exponential and therefore cannot be done without breaking the balance of the other ways to get points. For round based play: add up your score in this order to keep track: target total points, last card point, “Go” points, governing suit points, flushes of every suit, pairs and then sequences. For round based scoring if you have an extra peg to use you can keep track of your total score as you go along in a round by pegging the extra peg from the first position or write it down as you go along or just total it at the end. Team Play: If you are playing team play, every card of the governing suit adds 4 points to each player individually and will subtract 4 points to each player individually if within the Crib. Team players get all the points as normal from their stack and the Crib but can also play off of each others' stacks. This is as if they had a second Crib, where their teammate's stack does not interact with the game's Crib for combinations for themselves. Only the player who played the last card in whatever combination receives points for that combination. If their teammate continues the combination to a higher level, they will only receive the points for that level they played. So if a teammate makes a pair off of their teammate's stack then he only receives 2 points for the pair and if their teammate then plays a triple then he will receive 6 points only. The only difference with playing off of your teammate's stack is that every card is counted in the order it was played. So a pair can only be made if it was the last card that their teammate played and a sequence or flush can only be made if the last cards that both of them played (going in the order that they were played in the game, alternating between them) are all a part of the flush or sequence. Order of the sequence and suit still do not matter but they must all be the last cards played; where as playing off of the Crib is not limited in this way. The Crib awards every level and type of combination so long as you have played off of that combination by the end of the round.
 

Ketenks

New member
Here are the newer rules! They have some point fixes and also a better explanation of how the scoring works. The two games aren't different than that so it doesn't matter.


Objective:
Rank one of your pegs to the target rank set by all the players within the Hall of Fame which has an available rank from 1 to 7.

Teams and Players:
There are 3 available teams to choose: Red, Green or Blue team. The Crib is the fourth team that plays for or against you every game. Therefore there are two modes of play: 2 teams with the Crib or 3 teams with the Crib. There is a maximum of 2 players per team for up to 6 players playing at one time. Teammates sit across from one another and cannot show each other their cards or coordinate each others play.

Hand:
If 2-3 people are playing then they are dealt 12 cards and choose 4 cards to give to the Crib to play. If 4 people are playing then they are dealt 10 cards and then choose 2 cards to give to the Crib to play. If 5 people are playing then they are dealt 8 cards, the 5th player two hands and plays as two players. Every hand gives 1 card to the Crib to play and the Crib uses 1 of the remaining cards as well. If 6 people are playing then they are dealt 8 cards and choose 1 card for the Crib to play. The Crib uses 1 of the remaining cards in addition.

Target Total of Each Round:
For every player playing the game add 25 points to the target total of every round in a game. Ace is worth 1 target point and is also only low for making sequences, face cards are all worth 10 target points and the numbers are all worth their value in target points. The Crib does not count towards the target total but only the cards played by the players.

How to Play:
For each team deal a unique suit at random. That suit becomes the governing suit for that team for the duration of the game; every single round. (The governing suit replaces the points earned from the 15 total in the original Cribbage game) Now deal out the deck according to the number of players and let the players choose what cards they will give to the Crib to play. Every round consists of up to 8 lines of play. The Crib plays first every single line and the dealer plays last going in a circle. The dealer plays for the Crib. Reveal the first card of the Crib's shuffled hand. Now the first player plays his first card on that line and announces the total for the round. Then the second player follows immediately after playing on the same line announcing the new total for the round and so on. Until the target total of the round would be exceeded by anyone playing a card, a new line is made by the Crib. Points are pegged every single line by the combinations made for your entire stack. The stack is all the Crib cards and all the cards you have played thus far for each player. The Crib is a part of every player's stack. The Crib continues to be played in the middle as if it was a player until no players can play. Even though the Crib is played first, you do not play a Crib card unless at least one player can still play. Players are playing off of the Crib in their stack and receive points as if the Crib cards were their own. The order in which cards are played never matter for making combinations with the Crib. The combinations must simply be there. If you cannot play a card without exceeding the target total then you must pass saying “Go.” The first player to play a card after this receives 1 point for every player who passed. The rest of the players play until they also cannot play anymore, applying “Go” points as necessary. Whoever plays the last card gets 1 point and if it meets the target total of the round, pegs 2 additional points but must unpeg any “Go” points they received that round. At the moment the target total is reached or no player can play another card without exceeding the target total, the round ends and the dealer is cycled to the next player in a circle and a new round begins. All 3 pegs of every team start in the Start Block. Each peg is governed by each specific player in team play. In order to get your peg out of the Start Block you must get points. You may only move your peg to the first position regardless of how many points you got for the first line that gets you points in a round when you come out of the Start Block. No peg can ever finish landing on another peg in team play. If it does it remains behind the other peg. If 2 players are in a team and the player is blocked by their teammate who is in the starting position, then the player loses those points for each line until their teammate moves. All points earned by each player only move their own peg. If there is only 1 person per color then traditional pegging applies: 2 pegs are used to keep track of how far you have gone. The first peg is your current position and the second peg is your previous position at all times. Each time you gain points you move the second peg in front of the first peg those points. When a player moves his peg to the Finish position he stops there and the round ends immediately. The game changes to round based scoring now. The pegs now can only be moved if you win the whole round by having the most points at the end of the round so long as any player is in the Finish position. If the player in the Finish position wins the entire round then their peg goes to the Hall of Fame rank 1 and no other player moves their pegs. But if any other player wins the round then only that player moves their peg for the points that they won and the player in the Finish position remains. Once his peg is in the Hall of Fame he continues to play with the third peg. Each subsequent time a player makes it into the Hall of Fame he simply ranks up his peg within the Hall of Fame to a higher rank and is placed back in the Start Block. If a player reaches the Finish position while another is still in the Finish position then that player is bumped to the Special “S” position (90th place) and the new player is put into the Finish position. If a member of the same team wins a round while his teammate is in the Finish position, this player bumps the other player to the Hall of Fame but does not move his peg. In the event that 2 or more players tie the round, the dealer deals a card to each player that tied. The player who has the highest card wins the tie breaker. Once no player is in the Finish position the game resumes to pegging play, earning points in each line in the round. Optional Upset: If a player pegs a peg in the wrong color lifting their hand off of it then they must move it back 10 spots. Optional Upset: A player's line is denied if the whole line, except the Crib, is of their governing suit. A denied line simply does not score any points for that player from that line. A line may be denied after a player had already pegged those points. In this case, unpeg the points of that line for that player. It does not stop the player from making combinations from it in the next lines. In the case of a denied line which, let's say, had made a sequence of 3 for 3 points and in the next line this player continues the sequence to 4 cards, then this player only scores the 4 points for the sequence of 4. This applies the same way for pairs and flushes. In team play, a single teammate can be denied if he and only 1 person from every team has his governing suit within that line. Both teammates are denied if they both played a governing suit and at least 1 player from both of the other teams have played their governing suit. If a teammate's line is denied then the player may not get points from combinations made from their teammate's stack for that line and must unpeg any of those points if previously pegged.

Scoring:
Whichever player plays the last card gets 1 point and may peg any “Go” points. If the last card meets the target total the player pegs 2 additional points but must unpeg any “Go” points pegged. The first player to play a card after any and all players pass with “Go” pegs 1 point for the “Go” of every player that passed. Every card in every players' stack that is your governing suit you receive 4 points to your score but if they are in the Crib each will lose you 4 points. If you play a flush of 3 cards of the same suit, regardless of order they are played, (remember that the Crib is counted in your stack) then you get 2 points and if 4 of the same suit then you get 2 more points and if 5 of the same then 2 more points and so on. A pair within your stack, regardless of order it was played, is 2 points, a triplet is 6 more points and a quadruplet is 12 more points. After having a pair, triplet or quadruplet in your stack, every new pair will add an additional 2 points and every new triple will add 3 points and every new quadruplet will add 4 points on top of their base points. A sequence of 3 cards that have consecutive values, regardless of suit or order they were played within your stack, will give you 3 points and for 4 it will give you 4 more and for 5 it will give you 5 more points and so on. How it Plays Out: Pairs found within sequences do not give you two times the points of the sequence. Every governing suit card, flush, pair and sequence can only be combined once per level and type of combination. Let's say your governing suit is Spades, the Crib's stack goes 3, 6, 7, 8 all of spades and your stack is 3, 4, 4, 5 and the 4 and 5 are spades. At line 1 you lose 4 for the suit in the Crib and score 2 for the pair. Line 2 you lose 4 for the suit in the Crib. Line 3 you lose 4 for the suit in the Crib and there is a flush of 3 Spades but these 2 points are “lost in the Crib” until you play to it. You now play a Spades with the 4 and gain 4 for the suit in your stack and 2 for the flush of 3 Spades, 2 for the flush of 4, 2 points for the pair of 4's and then 2 additional points for making a new pair. And at line 4 it all comes together. The 8 immediately loses 4 for the suit in the Crib but gives 2 for the 5 flush. The 3 points for the sequence 6, 7, 8 are “lost in the Crib” until you are able to play off of it. Now you play 5 of Spades and score 4 for the suit in your stack and 2 for the flush of 6 cards of Spades and then this bridges the sequence of cards 3-8 giving three points at 5, four at 6, five at 7 and six at 8. Because the score is chained at each sequence, multiplying these chains with each 3 and 4 available would be exponential and therefore cannot be done without breaking the balance of the other ways to get points. For round based play: add up your score in this order to keep track: target total points, last card point, “Go” points, governing suit points, flushes of every suit, pairs and then sequences. For round based scoring if you have an extra peg to use you can keep track of your total score as you go along in a round by pegging the extra peg from the first position or write it down as you go along or just total it at the end. Team Play: If you are playing team play, every card of the governing suit adds 4 points to each player individually and will subtract 4 points to each player individually if within the Crib. Team players get all the points as normal from their stack and the Crib but can also play off of each others' stacks. This is as if they had a second Crib, where their teammate's stack does not interact with the game's Crib for combinations for themselves. Only the player who played the last card in whatever combination receives points for that combination. If their teammate continues the combination to a higher level, they will only receive the points for that level they played. So if a teammate makes a pair off of their teammate's stack then he only receives 2 points for the pair and if their teammate then plays a triple then he will receive 6 points only. The only difference with playing off of your teammate's stack is that every card is counted in the order it was played. So a pair can only be made if it was the last card that their teammate played and a sequence or flush can only be made if the last cards that both of them played (going in the order that they were played in the game, alternating between them) are all a part of the flush or sequence. Order of the sequence and suit still do not matter but they must all be the last cards played; where as playing off of the Crib is not limited in this way. The Crib awards every level and type of combination so long as you have played off of that combination by the end of the round.
 
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