How to Play Cribbage

Two players are dealt six cards each and throw two away to the crib, which belongs to the dealer. A starter is cut, then the players alternate cards onto a running count to thirty-one, pegging for fifteens, pairs and runs. Each hand is then counted with the starter as a fifth card, the crib last, and the first player to 121 wins.

The rules, step by step

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.

Try it — the rules above, running

Computer's deal
You 0Computer 0 · deals
You0Computer0Count—Deal1Game#20260918

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

What do you need to play cribbage?

A standard 52-card deck and a board. The board is not decoration — cribbage is scored in ones and twos, dozens of times a hand, and no one keeps that on paper. Each side has 121 holes, usually laid out as two streets of 60 that double back, plus a game hole at the end. You use two pegs: move the back one ahead of the front one by whatever you just scored, so the gap always shows your last count. That is exactly how the board on this page behaves.

  • Aces count 1. Twos to tens count their face value. Jack, queen and king all count ten.
  • Ace is low for runs: A-2-3 is a run, Q-K-A is not.
  • Rank decides pairs and runs; the ten-count only decides fifteens and the running total.
  • The dealer's crib is a real fifth hand, not a discard pile — it is counted like any other.

How do you count a cribbage hand?

Take your four cards and the starter and count them in a fixed order, so you never miss anything: fifteens, then pairs, then runs, then flush, then his nobs. Say it out loud the way everyone does — "fifteen two, fifteen four, and a pair is six" — because the running phrase is what stops you double-counting.

  1. 1Fifteens, 2 eachEvery combination of two or more cards that adds to exactly fifteen. Two cards, three cards, four, all five — each one is 2. Four fives and a jack holds eight of them: each five with the jack is four, and each way of taking three of the four fives is another four.
  2. 2Pairs, 2 eachEvery pair of matching ranks. Three of a kind contains three pairs and is therefore 6; four of a kind contains six pairs and is 12.
  3. 3Runs, their own lengthThree or more consecutive ranks, 3 for three, 4 for four, 5 for five. If a rank in the run is duplicated, multiply: 4-5-5-6 is two runs of three, worth 6, plus 2 for the pair.
  4. 4Flush, 4 or 5All four cards in hand of one suit is 4, and 5 if the starter matches too. In the crib only the five-card flush counts; four of a suit there is nothing.
  5. 5His nobs, 1A jack in your hand whose suit matches the starter. The starter itself being a jack is a different score — his heels, 2, and only for the dealer.

What happens during the play?

The non-dealer lays a card and says its value. The dealer lays one and says the new total. You alternate, and the total may never pass thirty-one. If you hold any card that still fits, you have to play it — you cannot hold one back. Score as the count grows: 2 for hitting fifteen, 2 for hitting thirty-one, 2 for pairing the card just laid, 6 for a third of that rank, 12 for a fourth, and the length of any run of three or more made by the cards laid since the count last reset. Runs there do not care about order, so 7-9-8 is a run of three.

When the player to lay has nothing small enough they say go, and the other plays on alone for as long as they can. The last player to lay a card takes 1 for the go — or 2 if that card made exactly thirty-one, which replaces it. The count then goes back to nought, the player who said go leads, and you carry on with whatever is left. When both hands are empty the last card laid is worth 1, and you go to the show.

How do you count a 29 hand?

It is worth walking through once, because it is the hand every player wants and the counting order makes it easy. You hold the jack of diamonds and the five of spades, five of hearts and five of clubs; the starter is the five of diamonds.

  • Fifteens, 16. Each five with the jack is fifteen — that is four. Each group of three fives is fifteen — there are four ways to pick three from four. Eight fifteens, 2 apiece.
  • Pairs, 12. Four fives contain six pairs.
  • Runs, 0. Nothing consecutive.
  • Flush, 0. Three suits among the fives.
  • His nobs, 1. The jack of diamonds matches the diamond starter.
  • Total, 29. Sixteen plus twelve plus one.

Change the jack to a king and you have 28 instead: the same eight fifteens and six pairs, but no nobs. Both are on the table here — deal enough hands and the board will pay them correctly, including the case where hitting 121 part-way through the count ends the game on the spot.

How do you win more often?

  • 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.

Common questions about cribbage

How many points do you need to win at cribbage?
121, which is twice round a standard board plus the game hole. A short game to 61 is once round, and both are available here from the three-dot menu.
What is a skunk in cribbage?
Losing while still short of 91 — thirty holes or more behind at the finish. Short of 61 is a double skunk. In tournament play a skunk counts as two games rather than one.
Can you refuse to play a card during the play?
No. If any card in your hand keeps the count at thirty-one or under you must play one. Saying go is only allowed when nothing you hold fits, which is why the board here dims cards that are too big.
Does the starter card belong to anybody?
No. It is a shared fifth card counted with both hands and with the crib, which is why a starter that fits everybody's cards makes for a very expensive hand somewhere.

Ready to stop reading? Play cribbage on the full board, with controls and statistics tailored to that game.