Cribbage
Cribbage is a two-handed card game played to 121 on a pegging board. You are dealt six cards and lay two away to the dealer's crib, a starter is cut, and then you peg a running count to thirty-one before counting what you kept. Fifteens, pairs, runs, flushes and his nobs all pay. The deal alternates, and the first peg round the board wins.
Tap two cards to lift them out of your six, then throw them to the crib — it belongs to whoever is dealing, so you are filling your own hand half the time and your opponent’s the other half. In the play, only the cards that still fit under thirty-one are enabled; anything bigger is dimmed and will not respond. Hint runs the same evaluation the computer uses on your own cards, and the three-dot menu switches between the 121-hole game and the short 61.
Your statistics
- Played
- 0
- Won
- 0
- Win rate
- 0%
- Streak
- 0
- Best streak
- 0
- Best time
- —
A game counts once, when someone pegs out. Best score is your widest winning margin, so a skunk shows up there. Kept per target score, in this browser only.
Keyboard
- Tab
- Move through your cards
- Enter
- Select or play the card you are on
- Space
- The next step — throw, cut, count, deal
- H
- Hint from the same brain the computer uses
- N
- New game
- F
- Full screen
- Players
- You and the computer
- Game to
- 121 holes, or a short 61
- Best hand
- 29 — four fives and a jack
- Average hand
- 4.77 points
How do you play cribbage?
A deal has four stages and they always come in the same order. You are dealt six cards and throw two of them face down into the crib, a fifth hand that belongs to whoever is dealing. A starter card is then cut and turned; it is not played, but it counts as a fifth card in every hand at the end. Next comes the play, where the two of you lay cards alternately onto a running count that may not pass thirty-one, pegging for fifteens, pairs and runs as you go. Finally comes the show, where the non-dealer counts their four cards plus the starter, then the dealer, then the dealer counts the crib. The deal alternates, so the crib comes round to you every other hand.
The board here is a real 121-hole board with two pegs a side. The front peg is your score and the one behind it is where you stood before your last count, which is exactly how a wooden board works and why you can see at a glance what the last hand was worth. Reaching 121 ends the game immediately — mid-count, mid-play, on the cut, wherever it happens.
How does cribbage scoring work?
Two scoring systems run side by side and they are not the same. During the play you score for what the cards on the table add up to; at the show you score for every combination inside your own five cards. Aces are always low and every court card counts ten, but a jack and a queen are still not a pair.
| Combination | Points | The part people get wrong |
|---|---|---|
| Fifteen | 2 | Every combination that sums to 15, of any size — not just pairs of cards |
| Pair | 2 | Same rank. Ten and jack both count ten and are not a pair |
| Three of a kind | 6 | It is three separate pairs, which is why it is 6 and not 4 |
| Four of a kind | 12 | Six pairs |
| Run of 3, 4 or 5 | 3, 4 or 5 | A duplicated rank multiplies the run: 4-5-5-6 is two runs of three |
| Four-card flush | 4 | Hand only. A four-card flush scores nothing at all in the crib |
| Five-card flush | 5 | All four cards and the starter. This is the only flush the crib pays |
| His nobs | 1 | A jack in your hand matching the starter's suit — never the starter itself |
| His heels | 2 | To the dealer, when the cut turns up a jack |
| Event | Points | Note |
|---|---|---|
| Count reaches exactly 15 | 2 | Any two or more cards; only the total matters |
| Count reaches exactly 31 | 2 | This replaces the go — you never score both |
| Pair, three, four of a kind | 2, 6, 12 | Consecutive cards of the same rank since the count last reset |
| Run of three or more | Its length | The last cards laid, in any order. 3-4-3-5 pays a run of three |
| Go, or the last card | 1 | To whoever laid the last card before the count had to reset |
What is the highest possible cribbage hand?
Twenty-nine. Hold the three fives that do not match the jack you are holding, and cut the fifth card as the five of that jack's suit. Eight combinations make fifteen — four pairings of a five with the jack, and the four ways of picking three fives — for 16 points, the six pairs among the four fives are another 12, and the jack scores 1 for his nobs. That is 29, and nothing beats it.
There are 12,994,800 ways to hold four cards and cut a fifth, and exactly four of them score 29 — one in 3,248,700. Deal a hand a minute, eight hours a day, and you would still be waiting the best part of two decades. Twenty-eight is far commoner at 76 combinations, nineteen times as many: four fives with any ten-count card except the jack the starter matches.
Four totals below the maximum cannot be reached at all: 19, 25, 26 and 27. That is why a hand worth nothing is called a nineteen — it is the score you can never really have. It happens more than you would like: 1,009,008 of those 12,994,800 combinations count zero, about one hand in thirteen. The average over all of them is 4.77 points, which is the number every lay-away decision is measured against.
Which two cards should you throw to the crib?
There are fifteen ways to lay two cards away from six, and choosing between them is the single biggest decision in the game. The right question is never "which four are worth most?" but "which four are worth most once the starter lands, and what am I handing over?" — because the crib is yours on your deal and your opponent's on theirs. A seven-point keep that throws a 5-6 into their crib is usually worse than a six-point keep that throws a king and a four.
The opponent here does that arithmetic properly. For each of the fifteen lay-aways it counts the four you would keep against all 46 cards that could still be cut, exactly, and adds the value the two thrown cards bring to the crib — with the sign flipped when the crib is not its own. Counting the crib exactly would mean 683,100 five-card counts every time it lays away, so that half is sampled 240 ways per candidate from a generator seeded off the deal, which keeps it both fast and repeatable: the same deal always produces the same throw. That sampling is not free, and the honest figure is worth printing — it lands within about 0.18 of a point of the exact crib value, which changes the card it throws roughly one lay-away in ten and costs it about a tenth of a point a game.
It works. Measured over 3,000 deals with both sides laying away for value, the four cards kept average 8.0 points against the 4.77 a random four-plus-starter is worth, and the crib comes in at 4.77 as well. Against an opponent that throws and pegs at random, the same brain won 397 of 400 games, and four out of five of those wins were a skunk. Press Hint and it runs on your own six cards and tells you what it would throw and why.
Does the dealer really have an advantage in cribbage?
Yes, and it is larger than beginners expect. The dealer owns the crib — a fifth hand nobody else gets to score — and never has to lead into the count. Counting last is the one thing the deal costs you: the non-dealer's compensation is the lead in the play and the first count at the show, and that order is what decides a photo finish at 120. In 1,600 games the computer played against itself here, the player who dealt the first hand won 889 of them — 55.6%, five and a half games in a hundred better than an even split. A game runs 8.9 deals on average, so each side turns only four or five cribs in the whole game. One crib's worth of advantage really is the entire edge.
The practical consequence is that the two seats want different lay-aways. On your own deal, throw cards that work together — a 5, two cards five apart, a pair, anything that builds fifteens. On your opponent's deal, break up your throw: a king and an ace go together about as badly as any two cards in the deck, because a king caps runs at one end and the ace is too small to make a fifteen with a ten-count.
What do most cribbage programs get wrong?
- The crib flush. Four cards of a suit in the crib score nothing. The flush must run to all five, starter included. Plenty of implementations pay 4 there and quietly inflate every dealer's score.
- Thirty-one and the go. A card that brings the count to exactly 31 scores 2 and ends the series. It does not also collect the point for the last card — the 2 replaces it.
- Runs in the play read backwards. They come off the tail of the cards laid since the last reset, in any order, and an earlier card does not break them. Lay 3, 4, 3, 5 and that last five pays a run of three.
- You must play if you can. Holding a card back to save it for a better moment is not legal. If anything in your hand fits under thirty-one, it goes down.
- Double runs multiply, they do not extend. 4-5-5-6 is two runs of three and a pair — eight points, not a run of four.
- His nobs is a hand card. The starter being a jack is his heels, worth 2, and only to the dealer. The 1 for nobs needs a jack you are actually holding, matching the starter's suit.
How do you get better at cribbage?
- Throw for the crib you ownOn your own deal throw cards that work together — a five, a pair, or two cards five apart such as a 2 and a 7. On your opponent's deal split them: a king with a low card is the classic safe throw, because a king cannot start a run upwards and nothing makes fifteen with it except a five.
- A five is worth more than it looksSixteen of the 52 cards count ten, so any five you hold makes fifteen with almost a third of the deck. That is why a five is the single worst card to throw into your opponent's crib, and why leading one is the worst lead there is: sixteen cards answer it with a fifteen, and a four-card hand holds at least one of them far more often than not.
- Lead from four or lowerAn ace, two, three or four cannot be answered with a fifteen at all: the biggest single reply is a ten-count, and that lands the count on 14 at worst. The four is the pick of them, because a ten-count reply leaves exactly 14 and an ace of your own then makes fifteen for 2. Lead a five instead and any of the sixteen ten-counts answers it.
- Watch what leaving 21 doesSixteen cards in the deck count ten, so a count of 21 is an invitation for your opponent to make 31 and peg 2. Leaving 5 is the same mistake at the other end, handing them a fifteen. Both are worth avoiding even at the cost of a point now.
- Aim the count where nothing of theirs fitsYou must play whenever you hold a card that fits, so your only real choice is which one — and that choice decides what they can answer with. Take the count to 22 or more and not one of the sixteen ten-counts will go down; take it past 26 and only a four or smaller will. Starving them of a reply is often worth more than a pair, and it is why both players' cards stay face up on the table here.
- Play the board, not the hand, near 121Inside about twenty holes of home the arithmetic changes, because the show is counted in a fixed order and the game can end part-way through it. As non-dealer you always count first, so work out exactly how many holes you need: if the four you are keeping already get you there without help from the cut, take the certain hand over the one with the bigger ceiling. As dealer you count twice, hand then crib, but only after your opponent has — so a hand that needs the starter to come good is a hand you may never be given the chance to count.
Cribbage questions people ask
- Can you win cribbage on the cut?
- Yes. If you are dealing and sitting on 119 or 120, a jack turned as the starter pegs you 2 for his heels and the game is over before a single card is played.
- Does a four-card flush count in the crib?
- No. In the crib a flush must be all five cards — the four in the crib plus the starter — and pays 5. Four of a suit there is worth nothing. In a hand, four is worth 4 and five is worth 5.
- Do you score for thirty-one and the go?
- No, only the thirty-one. Making exactly 31 pays 2 and ends that series of play; the single point for the last card is what you get when the count stops short of 31 instead.
- Are a jack and a queen a pair in cribbage?
- No. Both count ten towards a fifteen or the running count, but pairs and runs go by rank. Ten, jack, queen and king are four different ranks and make a run of four, not four of a kind.
- What is a nineteen hand in cribbage?
- A hand worth nothing. Nineteen is one of four totals — with 25, 26 and 27 — that no four cards plus a starter can add up to, so players call a zero a nineteen. About one hand in thirteen is one.
- Who counts first at the show, and why does it matter?
- The non-dealer always counts first, then the dealer's hand, then the dealer's crib. In a close game that order is the whole game: a non-dealer on 118 pegs out before the dealer ever counts.
The rules in six lines
- 1Cut for the first dealBoth players cut and the lower card deals; aces are low and a tie is cut again. After that the deal alternates every hand, so the crib comes round to each of you in turn.
- 2Deal six cards eachSix cards each from a standard 52-card deck, dealt one at a time starting with the non-dealer. The rest of the deck is set aside for the cut.
- 3Lay two away to the cribEach player throws two cards face down to form a four-card crib. It belongs to the dealer and is counted last. Both players throw before the starter is cut, so nobody can tune the throw to it.
- 4Cut the starterThe non-dealer cuts and the dealer turns the top card of the lower packet. It stays on the deck all hand and counts as a fifth card for both hands and the crib. A jack here pays the dealer 2 for his heels.
- 5Play to thirty-oneThe non-dealer leads and you alternate, calling the running total. You must play if any card in your hand keeps the count at thirty-one or under. Score 2 for fifteen, 2 for thirty-one, 2 for a pair, 6 for three of a kind, 12 for four, and the length of any run of three or more.
- 6Say go, then resetA player with nothing that fits says go and the other plays on alone. Whoever laid the last card before the count had to stop pegs 1 — or 2 if that card made exactly 31, which replaces the go. The count then returns to nought and the player who said go leads.
- 7Count the showThe non-dealer counts their four cards with the starter, then the dealer, then the dealer counts the crib. Fifteens 2, pairs 2, runs their own length, a four-card flush 4 in hand only, a five-card flush 5, and a jack of the starter's suit 1 for his nobs.
- 8Peg out to winThe first player to reach 121 wins the instant they get there, part-way through a count if that is where it falls. A loser still short of 91 is skunked; short of 61 is a double skunk.
The long version, with worked examples and the questions beginners actually ask, is on how to play cribbage.
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