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        | It's the first game of the night at the local Grass Roots club 
        (so simple wins count two points, skunks count three). The score is 
        76-61*, so you seem to have things well under control. What do you toss 
        from 2-3-3-5-9-Q? |  hide answers Dan Barlow:
      I toss 9-Q. Most cuts will give me eight or more, and 
      while 2-3-3-Q gives me a better chance of reaching the 90 
      mark — improving my shot at a skunk — I'm pessimistic about actually 
      getting the skunk. I'm not that convinced that the game is well under 
      control, in fact, and prefer to give dealer the often worthless 9-Q. DeLynn Colvert:
      The first thought was an easy 5-9 throw. But on second 
      thought, the 9-Q looks awfully good, because even if you 
      hit the 2-3-3-Q, you will be dealing from the 90th hole, 
      needing to get out in two deals (long odds). So all-out defense would be 
      my choice: the 9-Q! George Rasmussen:
      When I have the advantage in a game, I tend to play defensive. Can't 
      bring myself to hold six points (2-3-3-Q) and toss 
      5-9, which averages very near six. Would sooner play 
      3-3-5-9 for four points and lead from the 3. Since 
      I'm holding two treys, the 2-Q has a reduced chance to 
      score in the crib. If I were at hole 85 rather than 76, I would go for the 
      skunk, hold the 2-3-3-Q and toss the 5-9. There's not too much wrong with tossing 9-Q to 
      your opponent. This discard has a lower average than the 2-Q. 
      Your hand now contains only two points, though, and the cards are tightly 
      bunched, which might give dealer a chance to score consecutive runs. Those 
      two factors support retaining the 3-3-5-9. Michael Schell:
      I'm +16 while dealer is -9. I'd guess I'm about 85% to win here, since 
      my opponent would need exceptionally good cards, or else I'd need to fall 
      apart completely. I should be favoring defense somewhat just in case. I 
      certainly don't want to let my opponent back into the game with a pegging 
      frenzy or a big crib. A solid play is to keep 2-3-5-Q. This 
      is guaranteed four points (giving me at least a ten point surplus next 
      deal), and improves to eight or more on anything but a mid-card cut.
      2-3-5-Q is a decent enough pegging hand, with a magic five 
      combo (the 2-3) and a Q to break up possible 
      pegging runs. Ah, but what about the possibility of winning a skunk? Is that too 
      optimistic? Keeping 2-3-5-Q, the most I'll get is 
      ten-points (on a 5 or 10 cut). Assuming I 
      can also peg three points, my maximum offensive production here will be 
      thirteen, which gets me only to 89, not very good position for a skunk 
      try. So the alternative of 2-3-3-5 is alluring. If I manage 
      to cut a 4, I'll have twelve points, with a decent shot of 
      pegging big if dealer pairs my 3 lead, or gets trapped with 
      ten-cards: 
        3  x  2 (15-2)  x  3 (28-1)   x  5 (15-2)  5 (20-3) This scenario gets me to 93 points, only three points short of the 
      positional hole. I'd still be an underdog to go out in three counts, but 
      not by too much. The trouble with this plan is that there's a lot of pegging risk. 
      Holding 2-3-3-5 is virtually begging to get trapped into a 
      series of runs. If dealer has three or four low cards, which is quite 
      common, I'll have no way to break off contact once the runs get started. 
      That seems like too much risk for such a small chance of getting into 
      skunk position. The most aggressive way to play this hand is to keep 
      2-3-3-Q, which gets twelve points on a Q or low 
      card cut, and ten on any other ten-card cut. But tossing 5-9 
      seems way too loose to me. Dealer is -9 here, 
      so he'll probably be playing on, and this toss makes it rather likely that 
      he'll score enough to cross the skunk line in three counts even if I do 
      hit the jackpot. I might try it anyway if I was desperate for a skunk, but 
      being the first game of the tournament, that's not the case here. So, does that leave me with 2-3-5-Q? Well, there's an 
      interesting alternative that's not so easy to spot: 3-3-5-9. 
      This retains a small amount of skunk potential, since it gets twelve 
      points on a 3 or 4 cut, and if I'm lucky 
      enough to have that happen, the 3-3-5 magic eleven will 
      give me good pegging prospects. I could well find myself dealing from 90, 
      without having kept an awkward pegging hand or made a dangerous toss. My
      3s give me a protected lead, and my 9 is my 
      break card, which should keep me out of trouble despite holding a 5 
      (which is always a defensive liability). Furthermore, tossing 2-Q 
      is just as safe as tossing 9-Q here, since two of the four
      3s are killed. (Since the 3-3 blocks both 
      runs and 15 combinations, a relatively large swing in the average 
      crib can be expected. Sure enough, 
      Craig Hessel's DS program reports delta of 
      -0.45 for 2-Q, compared to 
      -0.04 for 9-Q and +0.09 
      for 5-9). Accordingly, 3-3-5-9 is my choice. Phyllis Schmidt:
      Toss 2-Q. Six points is not enough to hold when you 
      throw a 5 to the other crib. Peter Setian:
      I would go for the skunk and toss 5-9. If either 
      position was five points less favorable, then I would toss the 9-Q. 
      But a 5-9 discard with opponent dealing at only 61* still 
      seems pretty safe. HALSCRIB:
      In this position an easy win is likely, but a skunk is unlikely. In 
      situations like this I like to guard against worst-case scenarios. Tossing 
      2-9 or 5-9 would expose me to a maximum crib of 20, 
      whereas tossing 2-Q 
      or 9-Q would give up a maximum of only fourteen. So I'll start 
      by narrowing the choice to 2-3-3-5 or 3-3-5-9. 2-3-3-5 has more pegging risk exposure than 
      3-3-5-9. 2-3-3-5 is guaranteed only two points on 
      an unfavorable cut, while 3-3-5-9 is guaranteed four. And 
      finally, If I toss 2-Q and cut a 3, my hand 
      will be improved in addition to the crib. For these reasons I'll discard
      2-Q. PanelistsDan Barlow won the 1980 National Open Cribbage 
    Tournament, and made the 1985 All American Cribbage Team. His cribbage 
    strategy articles appeared in Cribbage World for many years, and can 
    be seen on the ACC Web site. He 
    also provides strategy tips at
    MSN Gaming Zone. He has written seven books on cribbage, two of which have been glowingly reviewed in Games Magazine. All, including his latest book Winning Cribbage Tips, are available at
    The 
    Cribbage Bookstore. DeLynn Colvert (1931–2019) is the highest rated tournament player in the history of organized cribbage. He was a five-time National Champion, author of
    Play Winning Cribbage, 
    longtime editor of the monthly magazine Cribbage World, and the ACC's only 
    Life Master - Seven Stars. He also directed two annual tournaments in Missoula, MT, served as the ACC's President, and was one of the game's most affable emissaries. It's scarcely an exaggeration to say that Colvert's career defines modern cribbage. George "Ras" Rasmussen is a Life Master - Two Stars, a four-time All-American, the national Grass Roots Division 1 champion in 2009, a former state champion in Virginia, Montana and Washington, and holds a Gold Award and a President's Award. He also directs the Washington State Championship, held 
    each year in Centralia, WA. His articles on cribbage are available on the
    ACC Web site. Michael Schell is a pioneer of modern cribbage theory, which synthesizes traditional concepts of expert play with new computer-informed insights and analysis. He has published Cribbage Forum since 2000. Schell holds a Bronze Award, is a Washington State Champion (2001), and was one of the principal architects of ACC Internet Cribbage. Phyllis Schmidt is a charter member of the ACC, and has been 
    playing cribbage for about 40 years. She is a Life Master - One Star, a 
    Senior Judge, a National Champion (1992) and winner of the ACC Tournament of Champions (2005). She attends about 30 
    tournaments a year. Peter Setian has played cribbage for over three decades, and has been 
    a member of the ACC for about 14 years. During that time, he has won seven major tournaments and earned his Life Master rating. He plays in about 
    12-16 tournaments per year, including the ACC Tournament of Champions and 
    the annual Grand National. HALSCRIB is widely regarded as the world's strongest computer 
    cribbage player. Its opinion was solicited using a special analysis version 
    of the program. Since HALSCRIB only speaks binary, its thoughts have been 
    translated into English by Michael Schell and its creator, Hal Mueller, a retired mathematics professor and eight-time ACC tournament winner. 
    For more information, see the
    HALSCRIB home page. |