Tip 1: "Sleeper" cards
Tip 2: The magic eleven
Tip 3: The non-dealer 5-card trap
Tip 4: The dealer 5-card trap
Tip 5: Trapping the J
Tip 6: Other traps
Tip 7: Logic!
Tip 8: The end game: defensive pegging
Tip 9: The end game: offensive pegging
Tip 10: Twenty-Six Theory, part 1
Tip 11: Twenty-Six Theory, part 2
Tip 12: Twenty-Six Theory, part 3
Tip 13: Twenty-Six Theory, part 4
Tip 14: Twenty-Six Theory, part 5
Tip 15: The first dealer's par holes
Tip 16: The first non-dealer's par holes
Tip 17: Average game length
Tip 18: Non-dealer hand analysis
Tip 19: Dealer hand analysis
Tip 20: Dealer and non-dealer scoring odds
The second easiest card to trap is the J. Regardless of who is the dealer, save a pair of jacks for last, and it will amaze you how often the trap works. If you have a J-J-Q-K, for example, lead the K. Most players will respond with the safer 5 here, rather than pairing the K, risking a six-peg. If you lead one of your Js, and Jake holds a 5-J, the 5 is usually played, and the opportunity for trapping the J is lost. The "ten" card lead will usually draw a 5 response. Keep your Js for your last two cards to spring this trap.
On the other hand, if you have a single J, dump it at the first safe opportunity (with the count 12 or higher). The lone J is a liability. This is one of the most common errors that beginning, or even average, players make. Remember, dump the lone J when the count is at least 12, making a retaliatory pairing impossible.
- Republished from Play Winning Cribbage by permission. Text copyright © 2002 by DeLynn Colvert. All rights reserved.Previous | Next