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How to Play Cribbage
🎯 Game Objective
Cribbage is a classic 2-player card game where the goal is to be the first to score 121 points on the pegging board. Points are earned through card combinations during the "play" phase and by counting hands. The game combines strategy, counting skills, and a bit of luck!
📋 Basic Rules
Setup
- Deck: Standard 52-card deck
- Deal: 6 cards to each player
- The Crib: Each player discards 2 cards face-down to create the "crib" (a 4-card bonus hand for the dealer)
- Starter Card: Top card of deck is cut and turned face-up (if it's a Jack, dealer pegs 2 points for "his heels")
The Play (Pegging Phase)
- Alternating Plays: Non-dealer plays first, then players alternate playing one card face-up
- Running Count: Each card played adds to a running count (face cards = 10, Aces = 1, all others = face value)
- Cannot Go Over 31: If you can't play without exceeding 31, say "Go" and your opponent plays remaining cards
- Pegging Points: Score points immediately for:
- 15: Count totals exactly 15 = 2 points
- 31: Count totals exactly 31 = 2 points
- Pair: Play a card matching the last card = 2 points
- Triplet: Three of a kind in a row = 6 points
- Quad: Four of a kind in a row = 12 points
- Run: 3+ cards in sequence (any order) = 1 point per card
- Go/Last Card: 1 point for playing the last card before 31 or when opponent can't play
The Show (Counting Hands)
After all cards are played, count points in hands:
- Non-dealer counts first (important for close games!)
- Count your 4-card hand + starter card (5 cards total)
- Look for all combinations of:
- 15s: Any cards totaling 15 = 2 points each
- Pairs: Two matching ranks = 2 points each pair
- Runs: 3+ consecutive ranks = 1 point per card
- Flush: 4 cards same suit in hand = 4 points (5 with starter = 5 points)
- Nobs: Jack of same suit as starter = 1 point
- Dealer counts crib last (same rules, but flush requires all 5 cards same suit)
🎯 Scoring Examples
Example Hand 1: "15-2, 15-4, and a pair for 6"
Hand: 5♥ 5♠ 10♣ K♦ + Starter: 10♠
- 5♥ + 10♣ = 15 (2 points)
- 5♠ + 10♣ = 15 (2 points)
- 5♥ + 10♠ = 15 (2 points)
- 5♠ + 10♠ = 15 (2 points)
- 5♥ + 5♠ = Pair (2 points)
- 10♣ + 10♠ = Pair (2 points)
- Total: 12 points
Example Hand 2: "Double run for 8"
Hand: 6♥ 7♠ 7♣ 8♦ + Starter: 9♥
- 6-7♠-8-9 = Run of 4 (4 points)
- 6-7♣-8-9 = Run of 4 (4 points)
- 7♠ + 7♣ = Pair (2 points)
- 6 + 9 = 15 (2 points)
- 7 + 8 = 15 (2 points)
- Total: 14 points
The Perfect 29 Hand
Hand: 5♥ 5♠ 5♣ J♦ + Starter: 5♦ (assuming J matches starter suit)
- Four 5s = 6 pairs × 2 = 12 points
- Every combo of 5+10 = 16 fifteens × 2 = 32 points... Wait, that's wrong!
- Correct: Four 5s = 6 pairs (12 pts) + Every pair of 5s + J = 8 fifteens (16 pts) + Nobs (1 pt) = 29 points
🏆 Winning Strategies
1. Discarding to the Crib
When you're the dealer:
- Discard cards that work well together (5s, pairs, consecutive cards)
- 5s are gold - they make 15s with face cards
- Avoid discarding A-2-3 (easy runs for you to miss)
When opponent is dealer:
- Discard cards that DON'T work together (e.g., K-2 or A-9)
- Avoid 5s and face cards (they make easy 15s)
- Avoid consecutive ranks (they make runs)
2. The Play (Pegging)
- Lead with 4: Safe opening - opponent can't make 15
- Avoid leading 5: Opponent will pair it or make 15
- Save pairs for defense: If opponent leads a card, pairing it scores 2 points and makes them think twice about triplets
- Counting to 15: If count is 5, play a 10-card; if count is 10, play a 5
- The "31-2" trap: If count is 21, playing a 10-card scores 2 points for you
3. Counting Hands
- Count systematically: 15s, then pairs, then runs, then flush, then nobs
- Double-check 15s: Most missed points come from overlooking a 15
- Runs multiply: A pair in a run creates two runs (e.g., 4-4-5-6 = two runs of 3)
- Don't forget nobs: Jack of starter suit = 1 point
4. Positional Play
When behind:
- Take risks during pegging to catch up
- Keep high-scoring potential cards in hand
- Don't worry as much about giving opponent the crib
When ahead:
- Play conservatively - protect your lead
- Minimize opponent's pegging opportunities
- Discard defensively to their crib
🧮 Cribbage Math & Probabilities
Average Hand Scores
- Your Hand: Average 8 points (with starter)
- The Crib: Average 4-5 points
- Pegging: Average 2-4 points per hand
- Per Deal (as dealer): ~16 points total (hand + crib + pegging)
- Per Deal (non-dealer): ~10 points total
Starter Card Impact
- 5 as starter: Best card - averages +3 points to any hand
- Jack as starter: Dealer gets 2 for "his heels"
- Face card starter: Average card - helps with 15s
- Ace starter: Weakest - only helps with A-2-3 runs
Rare Hands Probability
- 29-point hand: 1 in 216,580 (rarest perfect hand)
- 28-point hand: Impossible! (no valid combination)
- 24-point hand: 1 in ~2,000 (four 5s with any 10-card)
- 0-point hand: ~5% of hands (surprisingly common!)
📚 History & Variations
Origins of Cribbage
Cribbage was invented by English poet Sir John Suckling in the 1600s. It evolved from an earlier game called "Noddy." The distinctive pegging board was designed to keep accurate score - crucial in an era before pencil and paper were common. The game became especially popular in British pubs and has remained a staple ever since.
The Pegging Board
The traditional cribbage board has 121 holes arranged in groups of 5, with a "game hole" at the end. Players use two pegs each - moving the back peg forward by the number of points scored, which also marks the previous score. This prevents disputes about who scored what!
Common Variations
- 5-Card Cribbage: Deal 5 cards, discard 2 to crib, first to 61 points wins
- 7-Card Cribbage: Deal 7 cards, discard 2 to crib, first to 181 points wins
- 3-Player Cribbage: Each player gets 5 cards, discards 1 to crib, dealer gets extra card
- 4-Player Cribbage: Partners sit opposite, deal 5 cards each, 2 to crib
- Muggins: If opponent miscounts their hand, you can claim their missed points
💡 Common Mistakes to Avoid
- Miscounting 15s: Most common error - practice finding all combinations
- Forgetting to multiply runs: A double run (with a pair) counts as TWO runs
- Missing nobs: That Jack matching the starter suit is worth 1 point!
- Poor crib discards: Giving 5s to opponent's crib is usually bad
- Playing too fast during pegging: Take time to count all possible scores
- Ignoring position: Non-dealer counts first - crucial in close games
- Not tracking opponent's cards: Knowing what they might have left helps planning
🎓 Tips for Beginners
- Learn "15-2" first: Master finding 15s - they're the foundation of scoring
- Practice with "count-out-loud": Say your scoring as you count (e.g., "15-2, 15-4, pair for 6")
- Memorize key discards: A-A, 5-K, 7-8 are good for your crib; K-A, 5-Q are bad for opponent's crib
- Lead with 4 or A: Safest opening plays as non-dealer
- Count the deck: 13 ranks × 4 suits = 52 cards. Track what's been played.
- Position is power: First to count can win by reaching 121 before opponent counts their better hand
- Play online/apps: Computer opponents are great for learning without pressure