Invented by Howard Fosdick (V 2.1) © BestFreeNewGames.com

A cribbage board. Ideally with one lane for each player. Or use different colour pegs in the same lanes.

To start his turn, a player rolls all 7 dice to determine his

Now the player has a choice:

- He can toss all unfrozen dice in an attempt to match his point value and thereby increase his score

- He can accept his current score, move his peg forward on the cribbage board according to the Scoring Chart, and end his turn by handing the dice to the next player.

Whenever a player continues his turn after establishing his point:

- He rolls all unfrozen dice. If he rolls one or more dice showing his point value -- or if he rolls a
**1**-- he is**safe**.

- He freezes any dice matching his point value, and thereby increases his score. (He does not freeze dice showing 1's unless that is his point.)

- If the player did not roll at least one die matching his point
-- or a
**1**-- he**wipes out**. His turn ends without scoring.

- A player may not change his point value once he has established it.

To piddle, throw two dice:

- If the player rolls doubles for any value other than his point, his turn ends immediately with no score. Pass the dice to the next player.

- If the player rolls doubles that match his point value -- no result. Roll again.

- If the player avoids rolling doubles, he keeps all points scored
thus far in his turn and rolls 7 fresh dice. This is called a
**rollover**. After the rollover, the player follows the same procedure of play as before, but with 7 new dice. A rollover is just like a second turn.

If a player wipes out (fails to roll his point or a

If a player stops while safe after a rollover, he scores all points he accumulated both before and after the rollover.

A player can rollover as many times as he is able.

- He declares this turn over and accepts the currently accumulated points as his score

- He wipes out (fails to roll either his point value or a
**1**)

- He piddles and fails

Roll: |
Scores: |
Example: |

2 of a kind |
2 |
5-5 scores 2 points |

3 of a kind |
The number on the die | 5-5-5 scores 5 points |

4 of a kind |
2 times the number on the die | 5-5-5-5 scores 10 points |

5 of a kind |
3 times the number on the die | 5-5-5-5-5 scores 15 points |

6 of a kind |
4 times the number on the die | 5-5-5-5-5-5 scores 20 pointss |

7 of a kind |
5 times the number on the die | 5-5-5-5-5-5-5 scores 25 points |

- Rolls 7 dice. They show 5-5-2-2-1-4-6. He chooses to set aside or "freeze" the two 5 dice. 5 is now his point value or Point.
- The player chooses to roll the five unfrozen dice (2, 2, 1, 4, and 6). He throws
5-1-6-6-6. The player freezes the 5, so his scoring combination is
now 3-of-a-kind with 5's (i.e., 5-5-5). (A player is not permitted
to switch his point value once he establishes it by freezing dice,
so this player cannot switch his point to the higher-scoring
combination of 6-6-6.)
- The player chooses to stop. For his 3-of-a-kind, he scores the number on the die, as per the Scoring Chart. He moves his peg forward 5 positions on the cribbage board and hands the dice to the next player.

Say the player chooses instead in step (3) to continue. He has frozen 5-5-5 and rolls the remaining four unfrozen dice.

- If he does not roll at least one die that is either his point
value (5) -- or a
**1**-- he wipes out. His turn ends and he scores no points for the turn. - If he rolls one or more 5's, he adds them to his frozen dice. He may then either continue his turn or stop and score his existing point total.
- If he does not roll any 5's, but he rolls one or more
**1**'s, he is still safe -- though he has not increased his total score. He may then either continue his turn or stop and score his existing point total. (If the player chooses to continue, the 1's are**not**frozen -- unless they are his point value).

- If he rolls doubles with his point value, he has "no result" and must roll both dice again.
- If he rolls doubles for any value other than his point, his turn ends without score.
- If he avoids rolling doubles, his turn continues anew with a
*rollover*, a fresh role of all 7 dice.

When a player piddles, if either one or both of the two dice he rolls matches his point value, he adds those to his score prior to the rollover.

If the player threw two 4's in his piddle, he scores for 7-of-a-kind. 7-of-a-kind is the maximum score obtainable through piddle points.

If the player reaches 5-of-a-kind in 1's when going for the bomb, he must announce his intent to bomb prior to piddling. When he piddles, if either or both dice turn up 1's, he has successfully bombed, and may swap the lead peg on the board for his own. If his bomb fails, the player scores no points for the turn. Success or failure, the player's turn now immediately ends.

Example: You have 6-6-6-6-6-1-3. That's 5 matching dice. Mentally eliminate two of them, that gives you three 6's. Thus your current score is 6 + 6 +6 = 18.

Example: You have 4-4-4-5-5-3-1. That's 3 matching dice. Mentally eliminate two of them, that gives you one left. So your score is 4.

When their point is a high number like 5 or 6, players often proceed cautiously to preserve their points. When their point is a low number like 2, they figure they have little to lose and play more aggressively.

Two consecutive wipeouts encourage players to act cautiously because a 3rd wipeout fuchles them back off the board. Two more wipeouts eliminate them from the game entirely.

Players' strategies often change depending on their relative board position. Those behind may assume greater risk to catch up. Those desperately behind may focus on throwing the bomb.

If tracking games during a session, keep in mind that failure to advance to board position 61 loses 2 games, while being off the board entirely loses 4 games. So going for the bomb sometimes risks a more severe loss.

The player who leads sometimes turns more conservative to preserve his lead. However, if trailing player(s) become more aggressive, the leader may wish to assume greater risk to end the game quickly and limit exposure to bombs.

Picking 1's as your Point gives you the chance to try for a bomb. However, it also reduces your chances to continue your turn as you roll, because your Point and the safe die are the same single value.

For easier scoring, use two pegs. Keep one peg where it was when you started your turn, and move a second peg forward as you score points. If you wipe out during the turn, just remove the second peg and you're back where you started.

Keep track of consecutive wipeouts in the game counter section of most cribbage boards. Then there's no dispute when someone fuchles.

Assuming the point value is not

5 dice |
87% |

4 dice |
80% |

3 dice |
70% |

Probabilities for piddles are:

Success: |
Failure: |
No Result: |

30/36 = 83% |
5/36 = 14% |
1/36 = 3% |