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How to play Cribbage

By Ari Hlynsson · 1 player vs computer, or 2 online · Updated

Play Cribbage now

Be the first to 121 points. Points come from the cards you lay during the play and from counting your hand and the crib afterwards.

The two pegging bars counting towards 121, and a hand waiting to be counted. Every hand is counted twice: once during the play and once afterwards.

The rules, step by step

  1. 1

    Six cards each. Both players throw two face down into the crib, which belongs to whoever dealt. The deal alternates.

  2. 2

    A starter card is cut. If it is a jack, the dealer pegs 2 for it straight away.

  3. 3

    The play: starting with the non-dealer, take turns laying a card face up and calling the running total. It may not go past 31.

  4. 4

    While laying: 15 pegs 2, 31 pegs 2, a pair pegs 2, a third of the same rank pegs 6, a fourth pegs 12, and a run of three or more pegs a point a card.

  5. 5

    If you cannot lay without passing 31, the other player keeps laying. When neither can, the last player to lay pegs 1 and the total goes back to nought.

  6. 6

    The show: count the non-dealer's hand, then the dealer's, then the crib — each with the starter as a fifth card. Fifteens are 2 each, pairs 2 each, runs a point a card, four of a suit in hand is 4, and the jack of the starter's suit is 1.

  7. 7

    Deal again. The first player to reach 121 wins immediately, which is why counting first matters.

Tips that change how you play

What scores, and what it is worth

What scores, and what it is worth
CombinationDuring the playWhen the hand is counted
Making the count fifteen22 for every set of cards adding to fifteen
Making the count thirty-one exactly2—
A pair22 for every pair
Three of a kind66
Four of a kind1212
A run of three or moreA point a cardA point a card
Four cards of one suit in hand—4
Five of one suit with the starter—5
Jack of the same suit as the starter—1
The starter turns up a jack2 to the dealer—

A dash means the combination cannot arise in that half of the deal. Every hand is counted twice, and the two counts use the same combinations under different rules, which is the part that takes longest to learn. The crib is the one exception to the flush: four of a suit in it scores nothing, only all five.

One throw, worked through

You are dealt five of hearts, five of spades, four of diamonds, six of clubs, king of hearts and two of spades, and it is your crib. Keeping the two fives and the four and six looks obvious, and it is: fifteen from the four, five and six, fifteen twice more from each five with any ten-card, a pair for the fives, and a run of three made two ways because there are two fives — twelve points before the starter is even turned, and more with almost any cut. That leaves the king and the two to throw. Into your own crib they are nearly worthless, and you throw them anyway, because breaking the hand to feed the crib would cost more than the crib could return. Now suppose it is the dealer's crib instead. The same throw is the right one for a different reason: a king and a two together are about as little use to them as any two cards you are holding. The hand you keep is the same; what changed is what you were weighing it against.

Mistakes that cost beginners the game

Throwing the same two cards to your crib and to theirs.
The crib is a fifth hand and it belongs to the dealer. Into your own, throw fives, pairs, two cards adding to fifteen, or touching cards — anything that scores. Into theirs, throw a king and an ace: a king can only run one way and an ace is hard to make anything with. Getting this backwards costs about four points a deal.
Keeping the hand that counts most and forgetting the starter.
Your four cards get a fifth one added before they are counted, so what matters is what the hand is worth on average across every card that could be cut. Four touching cards beat a flat sixes-and-nines hand for exactly this reason, and it is what the hard opponent is calculating.
Playing the show as if the order does not matter.
It matters enormously in a close game. The non-dealer counts first, so at 118 apiece a non-dealer with eight points wins before the dealer counts a hand worth twelve. When you are near the target, count what the other player needs before you decide what to throw away.
Breaking a good hand to load your own crib.
The crib is yours only every other deal and it counts last of the three. Giving up four points in hand to add three to it is a losing trade at the best of times, and a worse one when your opponent is near the target: they count before you do, and a crib that never gets turned is worth nothing at all.

Common questions about Cribbage

Does a flush count in the crib?

Only if all five cards match, including the starter. Four of a suit in the crib is worth nothing — this is the rule most casual versions get wrong, and it is worth four points a deal to whoever it is wrong in favour of. In a hand, four of a suit is 4 and five is 5.

Why does the non-dealer count first?

Because the game ends the instant somebody reaches 121, and counting first is worth real games. A non-dealer who counts out at 118 wins before the dealer counts a hand and a crib that would have won by more. It is the compensation for not owning the crib that hand.

What is the highest possible hand?

Twenty-nine. Three fives and the jack of the fourth suit, with the fourth five cut as the starter: sixteen for eight fifteens, twelve for six pairs, and one for the jack matching the starter's suit. It comes up about once in two hundred thousand hands.

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