Two player · Hard

How to Play Cribbage

Also called Crib

Cribbage is a counting game scored on a pegboard. Each hand you score twice: once while playing cards in turn toward a count of 31, and again when you total the combinations in your hand. The first player to peg 121 points wins.

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Objective

Score points for fifteens, pairs, runs, flushes and a few special cards, and move your pegs around the board toward 121. Points come at three moments in every hand: during the play (pegging), when you count your hand, and, if you are the dealer, when you count the crib, an extra hand that belongs to the dealer.

Setup

Each player cuts the deck; the lower card deals first (ace is low). In a two-player game, deal six cards each, one at a time. Each player looks at their hand and puts two cards face down to one side. These four cards form the crib, which scores for the dealer at the end of the hand. The deal alternates every hand.

The non-dealer cuts the remaining deck, and the dealer turns the top card of the lower half face up and places it on top of the deck. This is the starter. It is part of every hand and the crib when you count. If the starter is a jack, the dealer pegs 2 right away (“two for his heels”).

How to play

The non-dealer starts the play. Players take turns laying one card face up in front of themselves and saying the running total out loud. The count may never go past 31.

If you cannot play without going over 31, say “go.” Your opponent then plays as many cards as they can without passing 31. Whoever plays the last card before the count stops pegs 1 for the go, or 2 if the total hits exactly 31. The count then resets to zero, and the player who did not play the last card starts the next series. Keep going until both players have played all four cards. The player who lays the very last card pegs 1 for last card (2 if it makes 31).

Along the way you peg points for what you make on the table. Making the count exactly 15 is worth 2. Matching the rank of the card just played makes a pair for 2; a third of that rank makes three of a kind for 6; a fourth makes four of a kind for 12. Completing a run of three or more cards in a row (in any order, with no other cards breaking it) is worth 1 point per card.

After the play, take your cards back and count your hand together with the starter. The non-dealer counts first, then the dealer counts their hand, then the dealer turns over the crib and counts it. Order matters near the end of the game, because the first player to reach 121 wins, even in the middle of a count.

  1. 1Deal six each and throw two to the crib
  2. 2Cut and turn the starter (a jack gives the dealer 2)
  3. 3Play cards in turn toward 31, pegging as you go
  4. 4Count the non-dealer’s hand, then the dealer’s hand, then the crib

Scoring

When you count a hand, use your four cards plus the starter. Every different combination scores separately, so one card can be part of a fifteen, a pair and a run all at once.

CombinationPoints
Fifteen (any cards that add to 15)2
Pair2
Three of a kind (pair royal)6
Four of a kind (double pair royal)12
Run of three or more1 per card
Flush, four cards in hand4
Flush, five cards with the starter5
Jack of the starter’s suit in hand (his nobs)1
Starter is a jack (his heels, dealer only)2

The crib scores the same way, except a flush in the crib only counts if all five cards (the crib plus the starter) are the same suit. The highest possible hand is 29. Game is 121 points, which is twice around a standard board plus one hole. If you finish before your opponent reaches 91, most players call it a skunk and count it as a double win.

Variations

Three players: deal five cards each and one card straight into the crib. Each player throws one card to the crib, so it still holds four. Play and scoring are the same, and the player left of the dealer starts.

Four players: partners sit opposite and deal five cards each. Each player throws one to the crib. Partners combine their scores on one track.

Muggins: if a player misses points when counting, an opponent can call “muggins” and take the missed points. Agree before you start whether you are playing it.

Short game: play once around the board, to 61. This was the standard game in the older five-card version of Cribbage, where each player gets five cards and throws two.

Tips from the table

Think about the crib when you discard. As the dealer, throw cards that go together, such as a pair, a five, or two cards that add to fifteen. As the non-dealer, split them up and avoid giving the dealer fives.

Fives are the most valuable card in the deck because of all the tens and face cards. Never lead one in the play: it invites an easy fifteen.

Count your hand in the same order every time: fifteens first, then pairs, runs, flush and nobs. It is the best way to stop missing points, and the fastest way to learn the game.

Game Guides

Video Guides Are on the Way

We’re filming Game Guides that walk through full hands at the table, from the deal to the score.

See the game guides

Frequently asked

What does “his nobs” mean?

It is the jack of the same suit as the starter, held in your hand or the crib. It is worth 1 point.

Can I score a run in the play if the cards are out of order?

Yes. If the last three or more cards played form a run in any order, such as 4, 6, 5, you peg it, as long as no other card is mixed in.

Is a hand of 19 possible?

No. No combination of five cards scores exactly 19, so players say “19” as a joke for a hand worth zero.

Who wins if both players could reach 121 in the same hand?

Whoever gets there first in the counting order. The non-dealer counts first, which is why they can win even when the dealer’s hand is better.

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