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It's your first game in the qualifying round of the ACC
Open in Reno. Therefore a skunk gets you three game points,
while a normal win gets you two. You're pone at 83-64*, and
you're dealt 2-3-6-7-K-K. What do you toss
to your opponent's crib? |
hide answers
Dan Barlow:
Unless it's later in the game than this, I don't throw away more
than two points out of fear of giving up a big crib. I need some
points here anyway, if I'm to get the skunk, so I'll toss 6-7
and cut a K. My intuition tells me dealer tossed
10-J.
DeLynn Colvert:
A good crib gets your opponent across the skunk line for sure, and
could even lead to a loss. But, when in doubt, I play aggressively.
I would keep the 2-3-K-K. You have a ton of winners:
any ten-card, a 5, or a 2 or 3.
George Rasmussen:
I like the fact that dealer is short at 64*. I also like a 19
point lead. On the first game of the qualifying round most anywhere,
I would play defense given these two situations. And I would discard
the safest two possible, which are 6-K, although I
lose some pegging potential in retaining that 7. The
7 is a more dangerous card to opponent crib when
playing defense. Now if this were the last game of the qualifying
round, and I needed a skunk win to qualify, I would go with the
offensive, and retain 2-3-K-K and toss 6-7
to pone's crib.
Michael Schell:
A reminder: in tournaments like this, a normal win is two game
points, while a skunk gets you three game points. Since the first
tiebreaker for playoff qualification is games won, a normal win is
effectively worth a trifle more than two game points relative to a
skunk.
For purposes of evaluating skunks, the leader's positional holes
are the usual 18, 44, 70 and 96, while the trailer's positional
holes are exactly 30 points behind the normal ones. Thus dealer's
positional hole for crossing the skunk line is 66. Even if I made it
to 96* here, overcoming my own three point positional deficit for a
skunk, dealer would only have to make up two points himself,
something made easier if I throw him something as loose as
6-7. That being the case, I see no reason to jeopardize a
normal win too, so I'll break up my 2-3-K-K. I kind
of like keeping 2-3-6-K here, eschewing the
6-K toss for the slightly more dangerous 7-K,
but retaining hopes of pegging four points if dealer's first two
plays are ten-cards. That gives me decent forward chances if I also
get a cut for six or seven points.
Phyllis Schmidt:
What can I say? I'm the kind to gamble with 6-7,
hoping for a 3 or a picture card.
Peter Setian:
All things considered, I would break the hand and toss 7-K,
mainly because if I catch an eight or nine point hand holding
2-3-K-K that's still not enough for a decent dealing
position (I would need to catch the full twelve points). As far as a
skunk? Well, everything would have to work out right. Throwing
6-7 could actually help the opponent avoid a skunk
(one never knows). Either toss can still provide a skunk, but I
would stick with 7-K for a better chance at the game
itself.
HALSCRIB:
The game probably will be over in four deals, or possibly three.
The likelihood of a loss on the third deal is less than 5%, and the
probability of a skunk on the fourth deal is less than 2%. Although
the 6-7 toss looks dangerous, I estimate that it would only add
a couple percent to my losing chances if the game goes four more
deals, while significantly increasing my chances of winning in three
deals, skunk or no. A crucial factor here is the improved shot at
going out in three deals by holding 2-3-K-K and
cutting myself a twelve point hand. That more than offsets the
increased chance that my opponent will go out in four deals by my
tossing 6-7:
|
|
3rd Deal |
|
4th Deal |
Hand |
Toss |
Skunk |
Win |
|
Loss |
Win |
2-3-K-K |
6-7 |
18% |
36% |
|
16% |
63% |
2-3-6-7 |
K-K |
12% |
26% |
|
20% |
61% |
2-3-6-K |
7-K |
12% |
20% |
|
18% |
65% |
2-3-7-K |
6-K |
12% |
20% |
|
18% |
65% |
In this position, I would play offense and discard 6-7
to maximize my skunk win chances on the third deal.
Click
here for a
guide to cribbage notation and symbols.
Panelists
Dan 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 20 years, 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 eight tournaments per year, including the ACC Tournament of
Champions and the annual Grand National. He enjoys participation in
Grass Roots Club #72.
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.
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