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ccident, it must be placed in the hole behind the peg standing on the board. xv. The peg once holed cannot be removed by either player till another point or points be gained. xvi. The player who scores a game as won when, in fact, it is not won, loses it. xvii. A _lurch_--scoring the whole sixty-one before your adversary has scored thirty-one--is equivalent to a double game, if agreed to previous to the commencement of the game. xviii. A card that may be legally played cannot be withdrawn after it has been once thrown face upwards on the table. xix. If a player neglect to score his hand, crib, or any point or points of the game, he cannot score them after the cards are packed or the next card played. xx. The player who throws up his cards and refuses to score, forfeits the game. xxi. If a player neglect to play when he can play a card within the prescribed thirty-one, he forfeits two holes. xxii. Each player's hand and crib must be plainly thrown down on the table and not mixed with the pack, under penalty of the forfeiture of the game. The player who refuses to abide by the rules, loses the game. Bystanders must not interfere unless requested to decide any disputed point. 83. Five-Card Cribbage. In this the sixty-one points or holes on the cribbage-board mark the game. The player cutting the lowest card deals; after which, each player lays out two of the five cards for the crib, which belongs to the dealer. The adversary cuts the remainder of the pack, and the dealer turns up and lays upon the crib the uppermost card, the turn-up. If it be a knave, he marks two points. The card turned up is reckoned by both in counting their hands or crib. After laying out, the eldest hand plays a card, which the other should endeavour to pair, or find one, the pips of which, reckoned with the first, will make fifteen; then the non-dealer plays another card, and so on alternately, until the pips on the cards played make thirty-one, or the nearest possible number under that. 84. Counting for Game in Cribbage. When he whose turn it is to play cannot produce a card that makes thirty-one, or comes under that number, he says, "Go," and his antagonist scores one, or plays any card or cards he may have that will make thirty-one, or under. If he can make exactly thirty-one, he takes
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