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If, after a goal is scored, the referee realises, before play restarts, an extra person was on the field of play when the goal was scored:. The team captain has no special status or privileges but has a degree of responsibility for the behaviour of the team. News Go back News. George's Park Go back St. Go back Shop.

Tickets Official Shop Wembley St. Whole Game Enables clubs and referees to administer their day to day activities. My Account Log out. Law 3 The Players. Number of Players A match is played by two teams, each with a maximum of eleven players; one must be the goalkeeper.

The competition rules must state how many substitutes may be named, from three to a maximum of twelve. In all other matches, a greater number of substitutes may be used provided that: the teams reach agreement on a maximum number the referee is informed before the match If the referee is not informed, or if no agreement is reached before the match, each team is allowed a maximum of six substitutes.

Substitution procedure The names of the substitutes must be given to the referee before the start of the match. Any substitute not named by this time may not take part in the match.

Changing the goalkeeper Any of the players may change places with the goalkeeper if: the referee is informed before the change is made the change is made during a stoppage in play Offences and sanctions If a named substitute starts a match instead of a named player and the referee is not informed of this change: the referee allows the named substitute to continue playing no disciplinary sanction is taken against the named substitute the named player can become a named substitute the number of substitutions is not reduced the referee reports the incident to the appropriate authorities If a substitution is made during the half-time interval or before extra time, the procedure must be completed before the match restarts.

For any other offences: the players are cautioned play is restarted with an indirect free kick, from the position of the ball when play was stopped Players and substitutes sent off A player who is sent off: before submission of the team list can not be named on the team list in any capacity after being named on the team list and before kick-off may be replaced by a named substitute, who can not be replaced; the number of substitutions the team can make is not reduced after the kick-off cannot be replaced A named substitute who is sent off before or after the kick-off may not be replaced.

Extra persons on the field of play The coach and other officials named on the team list with the exception of players or substitutes are team officials. Anyone not named on the team list as a player, substitute or team official is an outside agent. If a team official, substitute, substituted or sent-off player or outside agent enters the field of play the referee must: only stop play if there is interference with play have the person removed when play stops take appropriate disciplinary action If play is stopped and the interference was by: a team official, substitute, substituted or sent-off player, play restarts with a direct free kick or penalty kick an outside agent, play restarts with a dropped ball If a ball is going into the goal and the interference does not prevent a defending player playing the ball, the goal is awarded if the ball enters the goal even if contact was made with the ball unless the interference was by the attacking team.

Player outside the field of play If a player who requires the referee's permission to re-enter the field of play re-enters without the referee's permission, the referee must: stop play not immediately if the player does not interfere with play or a match official or if the advantage can be applied caution the player for entering the field of play without permission If the referee stops play, it must be restarted: with a direct free kick from the position of the interference with an indirect free kick from the position of the ball when play was stopped if there was no interference A player who crosses a boundary line as part of a playing movement, does not commit an offence.

Finally, when the opponent leads a card that can either be paired or make 15, the latter choice is preferred. During the play, it is advisable not to try to make a count of 21, for the opponent can then play one of the many cards and make 31 to gain two points. Club Login Log in to Club Rewards using the email and password you provided when you signed up. Signup Lorem ipsum dolor sit amet, consectetur adipisicing elit. Cribbage evolved from an earlier English game called "Noddy," and the man credited with inventing it is Sir John Suckling, a wealthy English poet.

Cribbage affords players both the anticipation of the luck of the deal as well as ample opportunity to exercise their skills in discarding and play.

One of the novel features of Cribbage is that a Cribbage board is used for scoring rather than the usual pencil and paper. The rectangular wooden board is equipped with holes that accommodate pegs.

The board speeds up scoring, and in this fast-moving game, pegging greatly reduces the chances for errors in computing scores. Two or three people can play. Or four people can play two against two as partners. But Cribbage is basically best played by two people, and the rules that follow are for that number. From a shuffled pack face down, each player cuts a card, leaving at least four cards at either end of the pack.

If both players cut cards of the same rank, each draws again. The player with the lower card deals the first hand. Thereafter, the turn to deal alternates between the two players, except that the loser of the game deals first if another game is played. The dealer has the right to shuffle last, and presents the cards to the non-dealer for the cut prior to the deal.

In some games, there is no cut at this time. The goal is to be the first player to score points. Some games are to 61 points. Players earn points during play and for making various card combinations. The Crib Each player looks at their six cards and "lays away" two of them face down to reduce the hand to four.

The four cards laid away together constitute "the crib". The crib belongs to the dealer, but these cards are not exposed or used until after the hands have been played.

After the crib is laid away, the non-dealer cuts the pack. The dealer turns up the top card of the lower packet and places it face up on top of the pack. This card is the "starter. The starter is not used in the play phase of Cribbage , but is used later for making various card combinations that score points. After the starter is turned, the non-dealer lays one of their cards face up on the table.

The dealer similarly exposes a card, then non-dealer again, and so on - the hands are exposed card by card, alternately except for a "Go," as noted below. Each player keeps their cards separate from those of their opponent. As each person plays, they announce a running total of pips reached by the addition of the last card to all those previously played. Example: The non-dealer begins with a four, saying "Four.

The kings, queens and jacks count 10 each; every other card counts its pip value the ace counts one. During play, the running total of cards may never be carried beyond If a player cannot add another card without exceeding 31, he or she says "Go" and the opponent pegs 1. After gaining the Go, the opponent must first lay down any additional cards he can without exceeding Besides the point for Go, he may then score any additional points that can be made through pairs and runs described later.

If a player reaches exactly 31, he pegs two instead of one for Go. The player who called Go leads for the next series of plays, with the count starting at zero. The lead may not be combined with any cards previously played to form a scoring combination; the Go has interrupted the sequence.

The person who plays the last card pegs one for Go, plus one extra if the card brings the count to exactly The dealer is sure to peg at least one point in every hand, for he will have a Go on the last card if not earlier.

Peg one point more for each extra card of a sequence. Note that runs are independent of suits, but go strictly by rank; to illustrate: 9, 10, J, or J, 9, 10 is a run but 9, 10, Q is not. It is important to keep track of the order in which cards are played to determine whether what looks like a sequence or a run has been interrupted by a "foreign card.

The dealer pegs 2 for 15, and the opponent pegs 2 for pair, but the dealer cannot peg for run because of the extra seven foreign card that has been played. Example: Cards are played in this order: 9, 6, 8, 7.

The dealer pegs 2 for fifteen when he or she plays the six and pegs 4 for run when he plays the seven the 6, 7, 8, 9 sequence. The cards were not played in sequential order, but they form a true run with no foreign card. When play ends, the three hands are counted in order: non-dealer's hand first , dealer's hand second , and then the crib third.

This order is important because, toward the end of a game, the non-dealer may "count out" and win before the dealer has a chance to count, even though the dealer's total would have exceeded that of the opponent. The starter is considered to be a part of each hand, so that all hands in counting comprise five cards.

The basic scoring formations are as follows:. Each combination of three or more 1 cards in sequence for each card in the sequence.

Four cards of the same suit in hand 4 excluding the crib, and the starter. Each and every combination of two cards that make a pair, of two or more cards that make 15, or of three or more cards that make a run, count separately. Example: A hand including the starter comprised of 8, 7, 7, 6, 2 scores 8 points for four combinations that total the 8 with one 7, and the 8 with the other 7; the 6, 2 with each of the two 7s.

The same hand also scores 2 for a pair, and 6 for two runs of three 8, 7, 6 using each of the two 7s. The total score is An experienced player computes the hand thus: "Fifteen 2, fifteen 4, fifteen 6, fifteen 8, and 8 for double run is



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