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How to Play Cribbage

Cribbage is a classic two-player card game that blends quick arithmetic, sharp memory, and a dash of luck. Played with a standard 52-card deck and famously tracked on a pegging board, it has a rhythm all its own: build the crib, cut the starter, peg your way to 31, then count your hand in the show. This guide walks you through every rule and scoring combination so you can win your race to 121.

Cribbage is one of the oldest card games still played today, dating back to 17th-century England. It is most popular as a two-player game, and that is the version this guide covers. You score points throughout the game and track them on a cribbage board, but a pen and paper works just as well. The first player to reach 121 points wins.

What You Need

A standard 52-card deck and a cribbage board (or paper to keep score). Cards rank from Ace (low) to King (high) for making runs. For counting values, Aces are worth 1, number cards their face value, and every face card (Jack, Queen, King) is worth 10.

The Deal and the Crib

Players cut for the deal; the lower card deals first (the deal alternates each hand). The dealer gives each player six cards face down. Each player then chooses two cards to discard face down into a separate four-card hand called the crib. The crib belongs to the dealer and is scored by the dealer at the end of the hand, after both players have counted their own hands.

This makes discarding a strategic decision. As the dealer, you want to throw strong cards into your crib; as the non-dealer, you want to throw cards that are unlikely to help your opponent score. Both players keep four cards in hand for the rest of the round.

The Cut and the Starter

Once the crib is set, the non-dealer cuts the deck and the dealer turns up the top card of the lower pile. This card is the starter (also called the cut card). It stays face up and counts as a fifth card for both hands and the crib during the show. If the starter is a Jack, the dealer immediately pegs 2 points. This is known as "His Heels" or "two for his heels."

Pegging: The Play to 31

Now comes the play, often called pegging. Starting with the non-dealer, players alternate laying down one card face up in front of themselves, announcing the running total out loud. The total may never exceed 31. You score points during the play as follows:

  • Fifteen: If your card brings the running total to exactly 15, peg 2 points.
  • Thirty-one: Bringing the total to exactly 31 pegs 2 points.
  • Pair: Playing a card of the same rank as the one just played scores 2 points. A third of the same rank (a pair royal) scores 6, and a fourth (double pair royal) scores 12.
  • Run: Playing cards that form a run of three or more in a row (not necessarily in playing order) scores 1 point per card in the run.
  • Go: If you cannot play without going over 31, you say "Go," and your opponent pegs 1 point. They then keep playing any cards they legally can. The last person to play a card before a reset scores 1 point for the last card (or 2 if it hits exactly 31).

When 31 is reached or no one can play, the count resets to zero and continues until all cards have been played. Importantly, combinations like runs and pairs only count within the current run of play; they cannot span a reset.

The Show: Counting the Hands

After the play, players count the value of their hands in a fixed order: non-dealer first, then the dealer, then the dealer counts the crib. This order matters near the end of a game, because the non-dealer may reach 121 first and win before the dealer ever counts. Each player combines their four cards with the starter to make a five-card hand. The crib is also counted with the starter, giving it five cards too.

Here is everything you score in the show:

  • Fifteens: Every distinct combination of cards adding to 15 scores 2 points. Cards can be reused across different combinations.
  • Pairs: Each pair scores 2 points. Three of a kind is worth 6 (three pairs), and four of a kind is worth 12.
  • Runs: A run of three or more consecutive cards scores 1 point per card. Double and triple runs score each variation separately.
  • Flush: If all four cards in your hand are the same suit, score 4 points; if the starter matches that suit too, score 5. In the crib, a flush only counts if all five cards (including the starter) share a suit, for 5 points.
  • His Nobs: If you hold the Jack matching the starter's suit, score 1 point ("one for his nob").

The highest possible cribbage hand is 29 points: three fives plus the Jack matching the starter's suit, with the fourth five as the starter. After everyone has counted, the deal passes to the other player and a new hand begins.

Racing to 121

Points accumulate hand after hand, pegged around the board, and the first player to reach exactly 121 wins instantly. There is no need to hit the number on the nose with a final peg; you simply must reach or pass it first. If a player wins before the loser reaches 91 points, it is a "skunk" (a double win); before 61, it is a "double skunk." Because scoring happens in a set order, careful endgame play and a fast count can decide the match.

Quick Strategy Tips

  • Keep cards that combine for 15s and runs; fives are especially valuable since so many cards are worth 10.
  • When the crib is yours, feed it scoring potential; when it is your opponent's, starve it.
  • During pegging, avoid leaving the total at 5, 10, or 21, where a 10-value card hands your opponent a 15 or 31.
  • Count your hand the same way every time so you never miss points in the show.

If you enjoy quick two-player scoring games, you might also like Gin Rummy or Scopa. For more trick-taking and family classics, try Euchre, Hearts, or Spades.

Play now

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