Cribbage
The Classic Pegging Board Game
What is Cribbage?
Cribbage is a classic card game invented in the 17th century, known for its unique scoring board and fast gameplay. Points are scored through card combinations during two phases: pegging (playing cards) and counting (hand scoring).
What makes Cribbage unique is the crib - a bonus hand that belongs to the dealer, created from discards!
Cards: Standard 52-card deck
Board: Cribbage board with pegs (120 holes per player + finish)
No board? Use paper to track - first to 121 points wins!
Card Values
Setup & Deal
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Determine First DealerCut the deck - lowest card deals first. Dealer alternates each round. Being dealer is advantageous (you get the crib)!
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Deal 6 Cards EachDeal 6 cards to each player (for 2 players). For 3-4 players, deal 5 cards each.
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Create the CribEach player discards 2 cards face-down to form the crib (4 cards total). The crib belongs to the dealer and is scored at the end.
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Cut for the StarterNon-dealer cuts the deck. Dealer turns over the top card of the lower half - this is the starter (or "cut card").
If the starter is a Jack, the dealer immediately pegs 2 points! This is called "His Heels" or "Nibs."
Phase 1: The Play (Pegging)
Players take turns playing cards, trying to score points while counting to 31.
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Non-Dealer Plays FirstPlay a card face-up, announcing its value. (Example: Play a 7, say "Seven.")
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Add to Running TotalNext player plays a card, adding to the total. (Example: They play a 5, say "Twelve.")
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Don't Exceed 31You cannot play a card that pushes the total over 31. If you can't play, say "Go."
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"Go" RulesWhen opponent says "Go," you must play any cards you can. The last person to play pegs 1 point (or 2 if hitting exactly 31).
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Reset to ZeroAfter reaching 31 or both saying "Go," reset count to zero and continue playing remaining cards.
Score points DURING play for: hitting 15 (2 pts), hitting 31 (2 pts), pairs/triples (2-12 pts), runs (1 pt per card). More details in Scoring tab!
Phase 2: Counting Hands
After all cards are played, count the hands in this order:
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1. Non-Dealer's HandNon-dealer counts their 4 cards PLUS the starter (5 cards total). Peg the points.
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2. Dealer's HandDealer counts their 4 cards plus the starter. Peg the points.
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3. The CribDealer counts the 4 crib cards plus the starter. Peg those points too!
Non-dealer counts first. If they reach 121 before dealer counts, they WIN - even if dealer would have scored more!
Pegging Points (During Play)
Runs don't have to be played in order! If cards played are 7-5-6, that's still a 3-card run (3 points). 4-7-5-6 = 4-card run (4 points)!
Hand Scoring (Counting)
Count your 4 cards PLUS the starter card (5 cards total):
In the crib, a flush only counts if ALL 5 cards (including starter) are the same suit. 4-card flushes don't count in the crib!
Example Hand
Hand: 5ā„ 5⦠5ā J⣠Starter: 5ā£
The maximum possible hand is 29 points: three 5s + Jack (same suit as starter 5). It's incredibly rare!
Common Counting Phrases
- "Fifteen two, fifteen four..." - Counting each 15 combination
- "...and a pair is six" - Adding 2 for a pair
- "...and a run of three is nine" - Adding 3 for a run
- "...and nobs is ten" - Adding 1 for Jack matching starter suit
Discarding to the Crib
When YOU Are Dealer (Your Crib)
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Give Good Cards5s are the best crib cards (make lots of 15s). Pairs, cards close together, and face cards are good too.
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Keep 5s in Hand If Possible5s work double - good in hand AND crib. Keep them unless you have a better combination.
When OPPONENT Is Dealer (Their Crib)
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"Balk" the CribGive WORSE cards to opponent's crib. Avoid 5s, pairs, and cards close in rank.
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Split Pairs When BalkingIf you must discard, A-K (far apart) is safer than 7-8 (could make runs).
Never give opponent's crib a 5 if you can avoid it. Two 5s = 2 points minimum, but likely 6-8+ with other 10-value cards!
Pegging Strategy
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Lead Low CardsStarting with cards 4 or less prevents opponent from making 15 immediately.
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Avoid Playing to 21If count is 21, opponent playing a 10-card scores 2 for thirty-one!
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Pair CautiouslyIf you pair, opponent might triple for 6 points. Consider if it's worth the risk.
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Save Low CardsKeeping low cards gives you more chances to play last and score the "Go."
Common Mistakes
Check every combination! With 5-5-5-J-K, the J and K each make 15 with EVERY 5 = 8 points just from 15s!
5-5-6-7 has TWO runs (5-6-7 twice) = 6 points for runs, plus the pair (2 pts) = 8 just from runs and pairs!
5s combine with 10-value cards (J, Q, K, 10) for easy 15s. Avoid giving them away!
Popular Variations
Adaptations for 3 players:
- Deal 5 cards each + 1 to crib
- Each player discards 1 card to crib (4 total)
- Play and count normally
- Some use triangular boards
Partnership play:
- Partners sit across from each other
- Deal 5 cards each, discard 1 to crib
- Team scores are combined
- First team to 121 wins
The original version:
- Deal 5 cards, discard 2 to crib
- Play with only 3 cards each
- Play to 61 points (not 121)
- Faster games
Penalty for miscounting:
- If you miss points when counting, opponent can call "Muggins!"
- Opponent then scores YOUR missed points
- Encourages careful counting
- Common in tournament play
Winning by a large margin:
- Skunk: Win while opponent is 30+ points behind (under 91)
- Double Skunk: Opponent under 61 points
- Often counts as 2 or 3 game wins
- Adds pressure in close games!