Use and Care Manual

score a pair and two 15s. If the crib belongs to you (right),
put the two 6s into the crib, where you will be guaranteed
at least a pair. If your opponent happens to add one 6 into
your crib, it will be more than scoring two 15s;
that is, 6 points instead of 4 points.
The start card: After the deal and after forming the crib, the nondealer cuts the remaining pack.
The dealer turns over the top card of the stack to indicate the start card. If the start card is a jack
(called "two for his heels"), the dealer automatically pegs 2 (scores 2 points). The start card will
not be used until play is complete.
Playing: Nondealer may now play any one card from his or her hand. This is done by turning a
card faceup and calling out its value -- face cards count as 10, the ace counts as 1, and the rest of
the cards count as their face value. The dealer next does the same, saying aloud the sum value of
the two cards played. For instance, if the nondealer laid down a 3 and the dealer laid down a 4,
the dealer would announce the combined value as 7. The cards are kept separate in front of the
players. The play continues back and forth between players until one player makes 31 and pegs 2
points.
If, however, you cannot play any of your remaining cards without exceeding 31 during this
round, you say, "Go." This tells your opponent to continue lay down cards as long as he or she
cannot go past 31 while scoring combinations (see "Pegging for melds in play"). Your opponent
must play any remaining cards in his or her hand, adding up to 31 or less. At this point, your
opponent pegs 1 point for a "Go" or 2 points if he or she scores 31 points exactly. Play now ends
for this deal.
Pegging for melds made in play: Scoring is kept for the "Go," 31, last card, and combinations
(melds) made in play. Melds are pegged as they happen. These melds are:
If you make a count of 15 during play, peg 2.
If you match the rank of the card played by the opponent, peg 2 for the pair.
Three cards of the same rank are worth 6 points (6 pegs), the fourth one scores (pegs) 12.
Sequences also count, and the cards don't have to be in exact order. For example, 3-6-4-5
scores 4 points for the last player, and if the next player follows with a 2, that sequence is
worth 5 points.
You do not score a flush (a sequence of cards of the same suit) in play, however, until the
hand is tallied.
Scoring Combinations
Fifteen: Any combination of cards totaling exactly 15 points, 2 points
Pair: Two cards of the same rank, 2 points