Cribbage is a classic card game with over 400 years of history, known for its unique scoring board and blend of luck and skill. Players race to reach 121 points through a combination of pegging (playing cards) and counting (scoring hands). The game features the distinctive "crib" - an extra hand that alternates between players.
Quick Start: Each player is dealt 6 cards and discards 2 to the "crib" (dealer's bonus hand). Play cards in sequence counting to 31 to score pegging points. Then count your hand and crib for combinations. First to 121 points wins!
Card Values
Cards have point values used during pegging:
| Card | Value |
|---|---|
| Ace | 1 point |
| 2-10 | Face value |
| Jack, Queen, King | 10 points each |
For runs and pairs: Cards are ranked A-2-3-4-5-6-7-8-9-10-J-Q-K. Ace is always low.
Game Setup
Dealing
- 2 players: 6 cards each
- 3 players: 5 cards each, plus 1 to crib
- 4 players: 5 cards each (partners across)
The Crib
- Each player discards 2 cards (or 1 with more players) face-down
- These form the "crib" - a bonus hand belonging to the dealer
- The crib is scored at the end of each round
The Cut (Starter Card)
- Non-dealer cuts the remaining deck
- Dealer reveals the top card as the "starter" or "cut card"
- If it's a Jack, dealer immediately scores 2 points ("His Heels")
- The starter is used by all players when counting hands
Pegging (The Play)
Players take turns playing cards, keeping a running count toward 31:
Basic Pegging Rules
- Non-dealer plays first
- Announce the running total as you play (e.g., "10", "17", "25")
- You cannot play a card that would exceed 31
- If you can't play, say "Go"
- Opponent continues until they can't play or reach 31
- Last player to play scores 1 for "Go" or 2 for exactly 31
- Count resets to 0 and play continues until all cards are played
Pegging Scores
| Play | Points | Description |
|---|---|---|
| Fifteen | 2 | Running count reaches exactly 15 |
| Thirty-One | 2 | Running count reaches exactly 31 |
| Go | 1 | Opponent can't play; you're last to play |
| Last Card | 1 | Playing the final card (if not 31) |
| Pair | 2 | Play card matching previous card's rank |
| Pair Royal | 6 | Third card of same rank in a row |
| Double Pair Royal | 12 | Fourth card of same rank in a row |
| Run of 3 | 3 | Playing 3rd consecutive rank (any order) |
| Run of 4+ | 1 per card | Each additional consecutive rank |
Run Tip: Runs in pegging don't need to be played in order! If played cards are 4-6-5, that's a run of 3 (3 points). Adding a 3 or 7 extends it to a run of 4 (4 points).
The Show (Counting Hands)
After pegging, players count their hands for points. The starter card is part of everyone's hand.
Counting Order
- Non-dealer counts first
- Dealer counts second
- Dealer counts the crib last
Important: Count order matters! If non-dealer reaches 121 during their count, they win even if dealer would have scored more. This makes position significant in close games.
Scoring Combinations
| Combination | Points | Description |
|---|---|---|
| Fifteen | 2 | Any combination of cards totaling 15 |
| Pair | 2 | Two cards of the same rank |
| Three of a Kind | 6 | Three cards of same rank (3 pairs) |
| Four of a Kind | 12 | Four cards of same rank (6 pairs) |
| Run | 1 per card | 3+ consecutive ranks (must be in sequence) |
| Flush | 4 | 4 cards of same suit in hand (not starter) |
| Flush + Starter | 5 | 5 cards of same suit (including starter) |
| Nobs | 1 | Jack in hand matching starter's suit |
Counting Examples
Example 1: Multiple Fifteens
Hand: 5-5-5-J, Starter: 5
- Four 5s = 12 points (six pairs)
- Four ways to make 15 with J+5 = 8 points
- Total: 20 points
Example 2: Double Run
Hand: 4-4-5-6, Starter: 3
- Run 3-4-5-6 = 4 points (twice, one with each 4) = 8 points
- Pair of 4s = 2 points
- Fifteens: 4+5+6 = 15 (twice) = 4 points
- Total: 14 points
Example 3: The Perfect 29
Hand: 5-5-5-J, Starter: 5 (J matches starter suit)
- Four 5s = 12 points
- Eight fifteens (J+5 four ways, 5+5+5 four ways) = 16 points
- Nobs = 1 point
- Total: 29 points (maximum possible)
The Crib
The crib is scored the same as regular hands with two exceptions:
- Flush: Only counts if all 5 cards (crib + starter) are the same suit
- Nobs: Still scores 1 point for Jack matching starter suit
Strategy: What to Discard
Your crib (when dealing):
- Discard 5s (likely to make fifteens)
- Discard pairs or connected cards
- Keep balanced discards that work together
Opponent's crib (when not dealing):
- Avoid discarding 5s
- Discard wide cards (like 9-K) that rarely connect
- Avoid pairs or sequential cards
Winning the Game
- First player to reach 121 points wins
- Points can be scored during any phase (pegging, counting, crib)
- Game ends immediately when 121 is reached
- Skunk: If winner exceeds 121 while loser has less than 91, it's a "skunk" (2x victory)
- Double Skunk: Loser below 61 = "double skunk" (3x victory)
Strategy Guide
General Strategy
- Know the averages: A typical hand scores 8-9 points; cribs average 5-6
- Play for position: The dealer has an advantage (counting last + crib)
- Pegging matters: Don't underestimate pegging points, especially in close games
Hand Building
- Keep 5s: They combine with tens/face cards for fifteens
- Keep connected cards: 6-7-8 or 4-5-6 offer multiple combinations
- Value pairs: A pair guarantees 2 points and might improve
Pegging Strategy
- Lead from low cards: Starting with A-4 is safe; avoid leading 5s
- Don't make 21: Opponent can play a 10-value card for 31 (2 points)
- Watch for runs: Track what's been played to score or block runs
- Save pairs: Holding pairs lets you score when opponent pairs you
Positional Play
- Fourth street (holes 91-99): If you're here and opponent isn't, push aggressively
- Third street (holes 61-90): Normal play; count carefully
- Avoid double skunk: Getting past 61 should be priority if you're behind
Platform Features
Ready to play? Play Cribbage now at games.stephenharlow.com. Test your counting skills against friends or AI!