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 A card that may be legally played cannot be withdrawn after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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