After the dealer has been determined by cutting, as in whist, the cards are dealt one alternately, to the extent of five for each individual. The elder hand takes three points on the board. Each player then proceeds to lav out two of the live cards for the crib, which always belong to the dealer. In doing this, always recollect whose crib it is, as the cards which may advantage your own are almost invariably prejudicial to your game when given to your adversary. This done, the non-dealer cuts the remainder of the pack, and the dealer turns up the uppermost. This card, whatever it may be, is reckoned by each party it hand or crib. When it happens to be a knave, the dealer scores two points to his game.
After laying-out and cutting as above mentioned, the eldest hand plays any card, which the other endeavours to pair, or to find one, the points of which, reckoned with the first, will make fifteen ; then the non-dealer plays another card, trying to make a pair, or pair royal, and so on alternatly till the points of the cards played make thiriy-one, or the nearest possible number under that.
When the party whose turn it may be to play cannot produce a card that will make thirty-one, or come in under that number he then says "go" to his antagonist, who thereupon is to play any card he has that will come in to make thirty-one, if he can, and take two points, or to score one for the end hole; and besides, the last player has often opportunities to take pairs or sequences. Such cards as remain after this are not to be played; but each party having, during the play, scored his points gained, in the same manner as hereafter directed, proceeds, the non-dealer first, then the dealer, to count and take for his hand and crib as follows, reckoning the cards every way they possibly can be varied, and always including the turned-up card :
For every fifteen, two points; for every pair, or two of a sort, two points ; for every pair royal, or three of a sort, six points; for every double pair royal, or four of a sort, twelve points; for every sequence of any sort, according to the number; for every flush, according to the number; for every knave or noddy of the same suit that was turned up, one point; but when turned up it is not to be reckoned again, nor is anything to be taken for it when played.
Three cards of the same suit, in hand entitle the holder to reckon that number, and five for the crib when the turned-up card happens to be of the same suit.
It is always highly necessary, in laying out cards for the crib, that every player should consider not only his own hand, but also whom the crib belongs to, and what is the state of the game ; because what might be proper in one situation would be extremely imprudent in another.
If you should happen to possess a pair royal, be sure to lay out the other two cards for either your own or your adversary's crib, except you hold two fives with the pair royal; in that case it would be extremely" injudicious to lay them out for your adversary's crib, unless the cards you retain insure your game, or your adversary being so near home that the crib becomes of no importance.
It is generally right to flush your cards in hand whenever you can, as it may assist your own crib or baulk your opponent's.
Endeavour always to retain a sequence in your hand, and particularly if it is a flush.
Always lay out close cards, such as a three and four, a five and six, for your own crib, unless it breaks your hand.
As there is one card more to count in the crib at five-card cribbage than there is in hand, be sure to pay great attention to the crib, as the chance of reckoning more points for the crib than are in hand is five to four.
For your own crib, always lay out two cards of the same suit, in preference to two of different suits, as this will give you the chance of a flush in the crib.
Never lay out cards of the same suit for your adversary's crib.
Endeavour always to baulk your opponent's crib. The best cards for this purpose are a king and an ace, a six, a seven, an eight, a nine, or a ten ; or a queen, with an ace, a six, a seven, an eight, or a nine; or any cards not likely to form a sequence.
A king is generally esteemed the greatest baulk; as, from its being the highest card in the pack, no higher one can come in to form a sequence.
Never lay out a knave for your adversary's crib, when you can possibly avoid it, as it is only three to one but the card turned up is of the same suit, by which he will obtain a point.
Even though you should hold a pair royal, never lay out for your adversary's crib a two and three, a five and six, a seven and eight, or a five and any tenth card. Whenever you hold such cards, observe the state of your game, and, particularly if it is nearly ended, whether your adversary is nearly out, or within a moderate show, and it is your deal. "When this is the case, you must retain such cards as will, in ploying, prevent your adversary from making pairs or sequences, etc, and enable you to win the end hole, which will often prevent your opponent from winning the game.