Six-card cribbage: rules and variations of the card game Cribbage equipment Introduction Six Card Cribbage is basically a game for two players, but adapts easily for three players, and for four players in fixed partnerships - a very useful feature. It is now the standard form of Cribbage and widely played in English speaking parts of the world. See also the page on Five Card Cribbage , an older form of the game which has been largely forgotten, though it is still played in parts of Britain. Cribbage in England is primarily a pub game - indeed, it is one of the few games allowed by Statute to be played in a public house for small stakes. A game of low animal cunning where players must balance a number of different objectives, remain quick witted enough to recognise combinations, and be able to add up, it is perhaps not the most obvious of games to be so firmly associated with the English pub. It is a game where experience counts for a great deal - though luck, of course, has a large part. It is also a game where etiquette is important.

The rituals associated with cutting and dealing, playing and pegging, as well as the terminology, all serve the useful purpose of keeping things in order - and they help to give the game a flavour of its own. In card playing, as with food, authenticity matters. Two-handed play Two players use a standard 52 card pack. Cards rank K(high) Q J 10 9 8 7 6 5 4 3 2 A(low). Object To be the first to score 121 points or over (twice round the usual British design of board) accumulated over several deals. Points are scored mainly for combinations of cards either occurring during the play or occurring in a player's hand or in the cards discarded before the play, which form the crib or box. Board and Pegs The score is kept by means of a board and pegs. Starting at one end of the board - usually to the left of the first dealer - players peg their scores as they occur using their two pegs alternately: the forward peg shows the player's latest score, and the rear peg shows the previous score.

When a player scores, the rear peg is moved in front of the forward peg by the same number of holes as the score to show the new total. This enables scores to be easily checked and acts as a visible statement of the progress of the game. Players peg up on the outside of the board and back on the inside. The winner is the first to peg out by exceeding 120. The exact design of the board is not critical. The diagram shows the type of board most commonly used in Britain. In North America they come in a great variety of shapes. The essential feature is a track for each player with holes representing the numbers from 1 to 120. Deal The first deal is determined by cutting the cards. The player cutting the lower card deals and has the first box or crib. If the cards are equal - and that includes both players cutting a ten card (10, J, Q or K) - there is another cut for first deal. The deal then alternates from hand to hand until the game is over. It is usual to play best of three games. The opponent of the first dealer in the first game deals first and gets the first box in the second game.

For the third game - if a decider is needed - there is a fresh cut to decide who deals first. The dealer shuffles, the non-dealer cuts the cards [but see variations ], and dealer deals 6 cards face down to each player one at a time. The undealt part of the pack is placed face down on the table. At the end of each hand, the played cards are gathered together and the whole pack is shuffled by the new dealer before the next deal. Discard Each player chooses two cards to discard face down to form the crib. These four cards are set aside until the end of the hand. The crib will count for the dealer - non-dealer will try to throw cards that are unlikely to make valuable combinations, but must balance this against keeping a good hand for himself. Dealer, on the other hand, may sometimes find it pays to place good cards in the box - especially if they cannot be used to best advantage in hand. Start Card Non-dealer cuts the stack of undealt cards, lifting the upper part without showing its bottom card. The dealer takes out the top card of the lower part, turns it face up and, after non-dealer replaces the upper part, places it face up on top of the pack.

This turned up card is called the start card. It is not used during the play of the cards but in the show it will count for combinations as part of both players' hands as well as of the dealer's box. If the start card is a jack, the dealer immediately pegs 2 holes - this is called Two for his heels. Play of the cards Beginning with the non-dealer, the players take turns to play single cards. You play your own cards to form a face-up pile in front of yourself, keeping them separate from the other player's cards. In this stage of the game the total pip value of the cards played by both players is counted, starting from zero and adding the value of each card as it is played. This total must not exceed 31. When no more cards can be played without going over 31, the count is restarted from zero. The pip values of the cards are: Ace = 1; 2 to 10 = face value; jack = 10; queen = 10; king = 10.

As each card is played, the player announces the running total - for example the non-dealer plays a king and says "10", the dealer plays an 8 and says "18", the dealer plays a jack and says "28", and so on. If a card is played which brings the total exactly to 31, the player pegs 2 claiming Thirty one for two as he does so. A player who cannot play without exceeding 31 does not play a card but says Go, leaving his opponent to continue if possible, pegging for any further combinations made (see below). Bringing the total to exactly 31 pegs 2, but if the total is 30 or less and neither player can lay a card without going over 31, then the last player to lay a card pegs one for the go or one for last. The cards that have been played are turned over and a fresh round of play starts with the cards remaining in the players' hands in exactly the same way. The opponent of the player who played last in the previous round (scoring Thirty one for two or One for last) plays first in the new round.

This second round of play starts again from zero and again continues until neither can play without going over 31. The last player again scores "1 for last" or "31 for 2", and if either player has any cards left there is a further round. Play continues for as many rounds as necessary until both players' cards are exhausted. Towards the end, it may happen that one player has run out of cards but the other still has several cards. In that case the player who still has cards simply carries on playing and scoring for any combinations formed until all his cards have been played. Example: Player A has king-king-2-2; player B has 9-8-7-6. First round: A plays king - "10"; B plays 6 - "16"; A plays king - "26"; B says "go"; A plays 2 - "28"; A plays 2 - "30 for 3". A pegs 3, namely 2 for the pair of twos and 1 for playing the last card of this round.

Second round: B plays 8 - "8"; A has no cards left so cannot do anything; B plays 7 - "fifteen two" (B pegs 2 points); B plays 9 "24 for 3 and 1 for last" (B pegs 4 points: three for the run 7-8-9 and one for playing the last card). Please note: it is never possible to score "one for last" and "31 for 2" at the same time. They are alternatives. If you make exactly 31 for two points just peg those two points - you do not get an additional "one for last" in this case. Tactical note: It is often worth keeping low cards in hand for this phase of the game, especially when there is a strong possibility of being able to peg out before one's opponent. Scoring during the play A player who makes any of the following scores during the play pegs them immediately. 15: If you play a card which brings the total to 15 you peg 2 claiming Fifteen two. 31: As mentioned above, if you play a card which brings the total to exactly 31 you peg 2.

Pair: If you play a card of the same rank as the previous card (e.g. a king after a king) you peg 2 for a pair. Note that (for example) a 10 and a queen do NOT make a pair even though they are both worth 10 points. Pair Royal: If immediately after a pair a third card of the same rank is played, the player of the third card scores 6 for pair royal. Double Pair Royal: Four cards of the same rank, played in immediate succession. The player of the fourth card scores 12. Run: A run or sequence is a set of 3 or more cards of consecutive ranks (irrespective of suit) - such as 9-10-jack or 2-3-4-5. Note that ace is low so, for example, ace-king-queen is not a run. The player of a card which completes a run scores for the run; the score is equal to the number of cards in the run. The cards do not have to be played in order, but no other cards must intervene. Example: cards are played in the following order: 4-2-3-5-6.

The player of the 3 scores 3 for a run, then the player of the 5 scores 4, and the player of the 6 scores 5. Another example: 4-2-3-4-3. The player of the first 3 scores 3 for the run 4-2-3. Then the player of the second 4 score 3 for the run 2-3-4. The player of the second 3 scores nothing because the 3 does not complete a run. Another example: 4-2-6-5-3. The final 3 scores 5 points for a 5-card run. Nothing is scored before then, because there is no run until the 3 is played. Last Card: If neither player manages to make the total exactly 31, whoever played the last card pegs 1. Note that to score for pair, pair royal, double pair royal or run, the cards must have been played consecutively during a single round of play.

If one player had to say "go" while the combination was being formed, the combination is still valid, but if both players are unable to play, causing a new round of play to be started from zero, all combinations are started afresh. Example 1: Player A has 10, 10, 9, 6; player B has 7, 6, 5, 4. A plays 9, B plays 6 (scoring fifteen two), A plays 6 (scoring two for a pair), B plays 5. The total is now 26; A has to say "go", so B plays 4, scoring three for a run, plus one for last. The A begins again with 10, B plays 7, and A plays the other 10, scoring one for last. Example 2: Player A has 10, 8, 7, 5; player B has 7, 6, 5, 4. A plays 8, B plays 7 (scoring fifteen two), A plays 7 (scoring two for a pair), B plays 6.

The total is now 28; neither can play, so B scores one for last. If A now begins again with a 5, A does not score for a run, because the 7 and 6 were played in the previous round of play (before the total was reset to zero). The Show Players now retrieve the cards that they put down during the play and score for combinations of cards held in hand. First the non-dealer's hand is exposed, and scored. The start card also counts as part of the hand when scoring combinations. All valid scores from the following list are counted. 15: Any combination of cards adding up to 15 pips scores 2 points. For example king, jack, five, five would score 10 points altogether: 8 points for four fifteens, since the king and the jack can each be paired with either of the fives, plus 2 more points for the pair of fives. You would say "Fifteen two, fifteen four, fifteen six, fifteen eight and a pair makes ten". Pair: A pair of cards of the same rank score 2 points.

Three cards of the same rank contain 3 different pairs and thus score a total of 6 points for pair royal. Four of a kind contain 6 pairs and so score 12 points. Run: Three cards of consecutive rank (irrespective of suit), such as ace-2-3, score 3 points for a run. A hand such as 6-7-7-8 contains two runs of 3 (as well as two fifteens and a pair) and so would score 12 altogether. A run of four cards, such as 9-10-J-Q scores 4 points (this is slightly illogical - you might expect it to score 6 because it contains two runs of 3, but it doesn't. The runs of 3 within it don't count - you just get 4), and a run of five cards scores 5. Flush: If all four cards of the hand are the same suit, 4 points are scored for flush. If the start card is the same suit as well, the flush is worth 5 points. There is no score for having 3 hand cards and the start all the same suit.

Note also that there is no score for flush during the play - it only counts in the show. One For His Nob: If the hand contains the jack of the same suit as the start card, you peg One for his nob (sometimes known, especially in North America, as "one for his nobs" or "one for his nibs").. Nineteen: It is impossible to score nineteen in hand or in box. If you think you have, then you should either stop playing or stop drinking. Nineteen is proverbially used as a term to indicate a worthless hand. Note that when scoring a hand, the same card may be counted and scored as part of several different combinations. For example if your hand is 7 8 8 K and the start card is a 9 you score Fifteen 2, fifteen 4, and a pair is 6, and a run is 9 and a run is 12 - 12 holes to peg, with each of your 8s forming part of a fifteen, a pair and a run. After non-dealer's hand has been shown and the score pegged, dealer's hand is shown, scored and pegged in the same way.

Finally the dealer exposes the four cards of the crib and scores them with the start card. The scoring is the same as for the players' hands except that a flush in the crib only scores if all four crib cards and the start card are of the same suit. If that happens the flush scores 5. Muggins (optional rule). If a player, when scoring his hand or the crib, overlooks some points, then after the player has announced the total and scored it, his opponent can call "muggins", and peg the points himself. Some people apply the same rule if a player fails to claim a combination scored during the play. Some Americans call this version of the game "cutthroat" cribbage, and play that you don't have to say anything - you just wait until the opponent finishes pegging the points they have noticed and then silently peg the rest of their points yourself. Winning the game As soon as someone reaches or passes 121, that player wins the game. This can happen at any stage - during the play or the show, or even by dealer scoring two for his heels.

It is not necessary to reach 121 exactly - you can peg out by scoring 2 more when you were on 120 and still win. All that matters is that your opponent's pegs are both still on the board. Four-handed play All the scoring features are identical to the two-handed version. Partners sit opposite each other. One member of the partnership is elected to peg and these two players cut for first box. Dealer offers the pack to the opponent on his right for the first cut (or not, if you pay the rule that the cards are not cut). Cards are dealt clockwise one at a time, five to each player. (So this is six card crib with five cards each - the logic of the game is the same since hand and box always contain the same number of cards.) Each player puts one card in the dealer's box. Dealer then offers the undealt stack to the opponent on his left to cut for start.

('Cut back for box, forward for start.') Partners may help each other keep score and will try to assist each other with a good discard if possible (putting a 5 in partner's box on occasion, for example) and will co-operate during play to trap their opponents or to improve each other's chances of pegging. But they may not overtly advise on play or indicate the cards they hold. When three players are forced to say "go", the fourth player continues to play cards until unable to play without exceeding 31 and then earns the point for last card, or two points if the total is exactly 31. Play then continues with the next player to the left. In the show, counting begins at the dealer's left and ends with the dealer. Three-handed play Again, all the main features of play are identical. Dealer deals five cards to each player and one into the box. Each player discards one card, so that everyone has a four card hand and there are four cards in the crib. The player to the dealer's left cuts the deck to reveal the turn-up card. This player also begins the play, playing the first card.

When two players are forced to say "go", the third player continues to play cards until unable to play without exceeding 31 and then earns the point for last card, or two points if the total is exactly 31. Play then continues with the next player to the left. In the show, counting begins at the dealer's left and ends with the dealer. Each player acts completely independently, although the two trailing players may temporarily conspire to do down the leader. This form of the game really requires a special board with either three sides or some other arrangement to accommodate three sets of holes. Variations Dealing Sequence According to the American Cribbage Congress rules, in a match consisting of a series of games, the loser of each game deals first in the next game. No cutting In some circles, the non-dealer does not get the opportunity to cut the cards before the deal. For example, David Dailey writes: Dealer shuffles the deck (and may cut it himself [though some disagree]) but does not place it on the table to be cut. If he does, the opponent may pick up the deck and deal, giving himself the "crib" and a slight advantage.

I think this version without a cut is played only in some informal circles in North America. The American Cribbage Congress rules require the cards to be cut, as do the rules normally used in Britain. Those who omit the cut is sometimes justify this by asserting that Cribbage is a gentleman's game in which cutting (seen as a device to make it more difficult for the dealer to cheat by stacking the deck) is out of place. Lurching or Skunking When playing to 121 points, some play that if the loser scores 60 or fewer points he is lurched and loses a double stake. Some play that if the loser scores 61-90 points he is skunked and loses a double stake; if he scores 60 or fewer he is double skunked and loses a triple (or quadruple) stake. 91-Point Cribbage Mike Tobias reports that in and around Manchester, England it is usual to play Cribbage to 91 points rather than 121 - that is up, down and up a standard 30-point long cribbage board. Restrictions on pegging in the endgame Jim Hinds reports the following variations.

These are certainly not part of the usual game; I do not know how widespread they are: You cannot finish the game on a go. So if you have 120 points in a 121 point game, the point for playing the last card does not count. You cannot score "two for his heels" if you need five or fewer points to go out. Two into the Crib This version is reported by Bruce Clouette of Connecticut, USA. The dealer deals out five cards to each player instead of six, and deals two cards into the crib. The players then discard one card each into the crib, and play proceeds as usual with six card play. This introduces an extra level of uncertainty into the game. Other WWW pages about Cribbage Cribbage rules and strategy pages Bill Whitnack's Rules of Cribbage (archive copy) More Cribbage Variations My Five Card Cribbage page describes an older form of the game, still played in parts of Britain. See also the page on Noddy , an earlier ancestor of Cribbage. A collection of variations contributed by visitors to pagat.com can be found on the Cribbage Variations page of the Invented Games section of the site.

These include a Cribbage Solitaire game contributed by Natty Bumppo. Table Top Cribbage is a different type of game using Cribbage combinations: the players score for combinations formed in the rows and columns of a 5x5 layout. Cribbage software With Meggiesoft Cribbage you can play on-line or against a computer opponent. The target score is configurable and Muggins and Skunking are available as options. The program supports 5-card, 6-card and 7-card Cribbage and also Noddy. A free trial version is available. The collection HOYLE Card Games for Windows or Mac OS X includes a 6-card Cribbage program, along with many other popular card games. Einar Egilsson has published a free Java Cribbage program with which you can play online against a computer opponent. The Canadian site Cribbage.ca has Cribbage rules and software in French and English. The Softgame Company's Funcrd Card Games program plays hearts, Spades, Cribbage and Go Fish. Royal Cribbage is a freeware Cribbage program.

Master Cribbage is available from the Vossverlag web site, where there is a Flash Cribbage program that can be played on line against the server. GoToFreeGames.com offers a free Java Cribbage game which can be played online against the server. Sites for playing Cribbage on-line Game Colony offers head to head Cribbage games and multi-player tournaments, which can be played free or for cash prizes. Gaming Safari - free online play against human or computer opponents Cribbage Pro offers an online Cribbage game for a wide range of mobile devices (iPhone, iPad, Android, etc.) The Dracis site offers a Java online Cribbage game. At eCribbage.com traditional 6-card cribbage and a number of variants can be played online. Rules of Cribbage 1 Rule 1.4. The Cribbage Board The cribbage board is used to show the score accumulated by each player during the play of a game (front peg) and the amount of the latest incremental score (difference between front and rear pegs). Rule 1.5.

Outline of Playing Sequence The following listed sequence is an outline of the actions performed in playing a game of cribbage and is intended for the benefit of those learning the game. It does not include any detailed playing rules, which are specified elsewhere in rule 1 and thereafter. a. The pack is cut to determine which player will deal first in the first game of a match; the low card wins the deal. Thereafter the loser of the previous game deals first. b. The dealer shuffles and, after a mandatory cut by the pone (nondealer), distributes one card alternately to each player, beginning with the pone, until each has six cards. c. Each player discards two cards to form the crib, which belongs to the dealer. d. The pone cuts the remainder of the pack to select a starter card, which is used in counting the value of each player's hand and the crib. e. Play of the cards: (1) Players alternately play (place face up on the table) one card at a time, starting with the pone. The cumulative value of the cards played is announced as each card is played.

(2) When a player cannot play a card without the cumulative total exceeding 31, that player calls "go", and the opponent continues to play all cards possible (not exceeding a 31-count). The player who calls "go" plays first in the following 31-count sequence. (3) Points are scored during this play of the cards (see scoring chart in rule 1.7 ). f. When both players have played all their cards, the pone's hand is counted and pegged by the pone (see scoring chart). The dealer then does the same for the dealer's hand and then for the crib. g. The deal alternates between the players until the game ends, which occurs when a player scores 121 points (see rule 8.11 ). Rule 1.6. Definitions crib: Four cards (two from each player) set aside for the dealer to score after the dealer's hand. cut card: (1) The starter card or (2) the card cut by either player at the start of the game or match to determine the dealer.

flush: Four cards of the same suit held in the hand count four points; five cards of the same suit (including the starter card) count five points in the hand or crib. game hole: Hole number 121. go: Called by a player who cannot play a card without exceeding the cumulative count of 31; the opponent scores one point, or two if reaching exactly 31. hand: The six cards dealt to each player or the four cards remaining after discarding to the crib. his heels (nibs): Jack, when it is the starter card, counts two points for the dealer. his nobs: Jack of the same suit as the starter card, either in the hand or crib, counts one point. judge: A person authorized by the ACC or the tournament director to answer questions and settle disagreements between players relating to the rules of play. match: One or more games between two players, the outcome of which is a match winner and a match loser. The play of one or more games between two players during tournament qualification play does not constitute a match. muggins: The scoring of certain points that one's opponent fails to peg. It has no relationship to penalties.

Muggins is played at the option of the tournament director, but must be listed on a sanctioned tournament flyer and announced prior to the beginning of play. pair: Two cards of the same rank, such as two Aces. peg: (1) A small marker that fits into the holes of a cribbage board and is used for scoring. (2) To record a score by advancing the rear peg in front of the front peg. pegging: The recording of scored points by advancing the rear peg in front of the front peg and releasing it. pone: The opponent of the player who deals. score: Any points earned by a player. scoring: The earning of points. shuffle: A random mixing of the cards, which could include riffling. skunk: To win by 31 or more points. skunk, double: To win by 61 or more points. starter card: The card that is cut and placed on the remainder of the pack and is used in counting the value of each hand and the crib. stink hole: Hole number 120, which is one short of the game hole.

straight (or run), single: Sequence of three or more consecutive cards in any order during the play of the cards; for example, 3-5-6-7-4 (counts three when the 7 is played and counts five when the 4 is played). straight, multiple: (used only in counting hands and crib): * Double run: two three-card or four-card straights, including one pair; for example, A-2-3-3 or A-2-3-3-4. * Double-double run: four three-card straights, including two pairs; for example, 8-8-9-9- 10. * Triple run: three three-card straights including three of a kind; for example, J-Q-Q-Q-K. street: A stretch of 30 holes on the game board. First street consists of holes 1-30, second street of holes 31-60, third street of holes 61-90, and fourth street of holes 91-120. Rule 1.7.

Scoring Chart How to Play Cribbage | HowStuffWorks How to Play Cribbage Cribbage is a card game that is thought to have been invented in the 17th century by Sir John Suckling. It was also the favorite card game of Mr. and Mrs. Benjamin Franklin. Here's how to play: Number of players: Best for two players although three- and four-handed variations also exist. Object: To reach 121 points for the traditional or long game ; 61 points for the short game. Points are scored by forming specific combinations of cards. The cards: Standard 52-card deck. Cards are assigned a point value equal to rank. Aces are low and count 1; face cards count 10. The Cribbage board: A regulation board has four rows of 30 holes, marked off in groups of five and organized in two rows of two (two for each player). The pegs that come with the board are typically different colors to identify individual players. Each player has two pegs. Before play begins, the four pegs are placed at the start end of the board.

The movement of the pegs, up the outside row and down the inside row back to the start, shows the progress of each player's game. The complete trip of the pegs is equal to 61 points. The traditional game is two trips, or 121 points. Use the two pegs in alternating fashion (the first peg indicates the previous score; the second peg indicates the most recent score); in this way, scores can be checked for accuracy. (Don't worry if you lack a Cribbage board because paper and pencil can substitute as a way to keep score. However, a Cribbage board is preferable.) See the sections on scoring for a complete guide on how to score points and move the pegs. Dealing: Players cut for low card to determine first dealer. If this results in a tie, cut again. The nondealer immediately pegs 3 points for compensation, which occurs only once. Henceforth, players alternate dealing, as well as alternate taking turns during a game. Each player is dealt six cards, one at a time. Both players select two cards from their hands and place them facedown to form the "crib," which belongs to the dealer.

The crib is not shown or used until the end of play. The crib is essentially an extra hand scored for the dealer. Deciding which cards to place in the crib, whether or not you are the dealer, is an enormous part of cribbage strategy. The start card: After the deal and after forming the crib, the nondealer cuts the remaining pack. The dealer turns over the top card of the stack to indicate the start card. If the start card is a jack (called "two for his heels"), the dealer automatically pegs 2 (scores 2 points). The start card will not be used until play is complete. Playing: Nondealer may now play any one card from his or her hand. This is done by turning a card faceup and calling out its value -- face cards count as 10, the ace counts as 1, and the rest of the cards count as their face value. The dealer next does the same, saying aloud the sum value of the two cards played. For instance, if the nondealer laid down a 3 and the dealer laid down a 4, the dealer would announce the combined value as 7. The cards are kept separate in front of the players.

The play continues back and forth between players until one player makes 31 and pegs 2 points. If, however, you cannot play any of your remaining cards without exceeding 31 during this round, you say, "Go." This tells your opponent to continue lay down cards as long as he or she cannot go past 31 while scoring combinations (see "Pegging for melds in play"). Your opponent must play any remaining cards in his or her hand, adding up to 31 or less. At this point, your opponent pegs 1 point for a "Go" or 2 points if he or she scores 31 points exactly. Play now ends for this deal. Pegging for melds made in play: Scoring is kept for the "Go," 31, last card, and combinations ( melds ) made in play. Melds are pegged as they happen. These melds are: If you make a count of 15 during play, peg 2. If you match the rank of the card played by the opponent, peg 2 for the pair.

Three cards of the same rank are worth 6 points (6 pegs), the fourth one scores (pegs) 12. Sequences also count, and the cards don't have to be in exact order. For example, 3-6-4-5 scores 4 points for the last player, and if the next player follows with a 2, that sequence is worth 5 points. You do not score a flush (a sequence of cards of the same suit) in play, however, until the hand is tallied. Scoring Combinations Fifteen: Any combination of cards totaling exactly 15 points, 2 points Pair: Two cards of the same rank, 2 points Triplet: Three cards of the same rank, 6 points Quartet: Four cards of the same rank, 12 points Sequence: Three or more cards in a row, any suit (aces always low), 1 point per card Flush: Four cards of the same suit (not the crib and not including the starter), 4 points; five cards in hand or crib with starter, 5 points His Nobs: Jack of same suit as starter, 1 point Combination melds are also possible.

For instance, if you start by playing a 5, your opponent can score 2 points by matching your 5, but then you can match with a third five and receive a bonus for hitting 15 as well as a bonus for matching three cards. Scoring the hands: After the play, the players reexamine their cards for possible scoring combinations (see the "Scoring Combinations" sidebar). First, the nondealer counts points from the four played cards and the start card, making as many combinations as they can from the five cards available to them. Second, the dealer counts points from the four played cards and the start card; and third, the dealer counts points from the four cards in the crib and the start card. Much like the melds in play, combination scores are not only possible, but essential in cribbage. Cards may be used several times in an effort to make separate scoring combinations. For instance, if the start card is a 3 and you have a J in your hand, you can use the J to make the "His Nobs" combination as well as any other combinations possible with the card. Because Cribbage scoring is involved and precise, many players follow the rule of Muggins.

In this variation players count aloud their points. If any points are overlooked, the opponent says aloud "Muggins" and takes the points overlooked into their own tally. Pegging out: A game is over when one player pegs out at 121 (or 61, in the shorter game). This can occur at any time, including before your opponent scores his or her points. So while the dealer gets the advantage of the crib, the nondealer -- because they tally their points first -- can peg out before the dealer even has the chance to score their points. It is also not necessary to reach 121 exactly. You can peg out by scoring more than 121 points. You score a double game when you skunk or "lurch" your opponent -- win by more than 60 points (in a 121-point game). Tips: One of the fine arts of Cribbage is choosing which cards to go into the crib and which cards to keep. If you have a high-scoring four-card group, such as 7-8-8-9, keep them and put the other two in the crib.

If it's your own crib, put scoring cards such as pairs and 15s (or at least a 5-spot) into the crib, when this also leaves you a reasonable hand. In general, put middle-range cards (4 through 8) in your own crib, and put high and low cards (2s and kings) in your opponent's. Take into account how many start cards will be good for the various choices of cards to keep. Likewise, consider how different start cards can combine with your crib discards. In play, start with a card that counts under 5 so that opponent can't peg an immediate 15. Near the end of the game, scoring order can greatly influence your discards and your decisions in play. For example, if you need just 3 or 4 points to win, then you don't need a high-scoring hand. Try to keep cards that will permit you to win during the play-out. Similarly, when dealer is 5 or 10 points from winning, opponent needs to score points soon and may have to gamble on getting help from the start card for a high-scoring hand. ©Publications International, Ltd. game ; 61 points for the short game.

Points are scored by forming specific combinations of cards. The cards: Standard 52-card deck. Cards are assigned a point value equal to rank. Aces are low and count 1; face cards count 10. The Cribbage board: A regulation board has four rows of 30 holes, marked off in groups of five and organized in two rows of two (two for each player). The pegs that come with the board are typically different colors to identify individual players. Each player has two pegs. Before play begins, the four pegs are placed at the start end of the board. The movement of the pegs, up the outside row and down the inside row back to the start, shows the progress of each player's game. The complete trip of the pegs is equal to 61 points. The traditional game is two trips, or 121 points. Use the two pegs in alternating fashion (the first peg indicates the previous score; the second peg indicates the most recent score); in this way, scores can be checked for accuracy. (Don't worry if you lack a Cribbage board because paper and pencil can substitute as a way to keep score.

However, a Cribbage board is preferable.) See the sections on scoring for a complete guide on how to score points and move the pegs. Dealing: Players cut for low card to determine first dealer. If this results in a tie, cut again. The nondealer immediately pegs 3 points for compensation, which occurs only once. Henceforth, players alternate dealing, as well as alternate taking turns during a game. Each player is dealt six cards, one at a time. Both players select two cards from their hands and place them facedown to form the "crib," which belongs to the dealer. The crib is not shown or used until the end of play. The crib is essentially an extra hand scored for the dealer. Deciding which cards to place in the crib, whether or not you are the dealer, is an enormous part of cribbage strategy. Up Next Cribbage: Rules - LearnPlayWin LearnPlayWin Contact Cribbage: Rules Cribbage Guide: Overview | How to play | Rules | Scoring Chart | Tips and Strategies | Tournaments | 5 Card Cribbage | Boards | Where to Play | Glossary | Links Number of players Two to four people may play.

These cribbage rules describe two-player cribbage. Rule variations for three- and four-player cribbage are given after the basic rules. Equipment needed A cribbage board and a standard deck of 52 cards (jokers discarded). A typical cribbage board is show below. Object of the game The object of cribbage is to be the first player to score 121 points. Dealing and cutting Cut the deck to determine who deals. Low card deals. Aces are low (one). For subsequent games, the loser deals. The dealer deals 6 cards to each player. The opponent puts two cards face-down into the dealer’s “crib”. The dealer also puts two cards face-down into the crib. The opponent cuts the deck. The dealer takes one card off the deck at the cut point and places it face-up on the table. If this card is a jack, the dealer scores 2 points. This card will also be used later when scoring the hands. Playing to 31 The opponent starts by playing one card face-up on the table. Players alternate turns. On their turn, each player announces the cumulative value of the cards played.

An ace is worth 1, face cards are worth 10, all others are worth their face value. When a player cannot play a card without the cumulative total exceeding 31, that player says “go” and passes their turn. The other player then continues to play all the cards they can without exceeding 31. When no more cards can be played, the count restarts at 0 and play continues. The player who said “go” plays the first card. Players can’t use cards played in the previous run to 31 for scoring combinations in this new counting round. Points are scored in cribbage as follows: Pair, three-of-a-kind, four-of-a-kind: If a player follows another player’s card with a card of the same value, that player scores 2 points. They commonly say “a pair is 2”. If a player plays a third card of the same value (three-of-a-kind), they score 6 points. A fourth card (four-of-a-kind) scores 12. Run: A run (a straight) of 3 or more cards scores 1 point per card. The cards do not have to run in order.

For example, if the cards are played 7-5-6, the player who played the 6 scores 3 points for the run. The other player could then lay down a 4, for example, and score 4 points for a four-card run. 15: If a player plays a card that brings the cumulative total to 15 exactly, they score 2 points. Reaching 31 exactly also scores 2 points. Go: When a player passes (says “go”), the other player scores 1 point. 31: The player who plays the final card, without reaching a total of 31, scores 1 point. Clarification on scoring a go: If the player who scores the go then plays a card to reach 31, they score one point for the go but only one additional point for reaching 31. Example: The cards are played 8-7-7-6. The dealer played the 8. Then the opponent played the 7 and scored 2 points because the total is 15. Then the dealer played the second 7 and scored 2 points for the pair.

Then the opponent played the 6 and scored nothing (this is not a run because of the extra, intervening 7). Scoring the hands Next, the players score the cards in their hand. They use the cut card as part of their hand. The opponent goes first and the dealer last. The dealer will score the value of the cards in their hand, then separately score the value of the cards in the crib also using the cut card. Here is how points are scored for this round of play: Pair: A pair scores 2 points. Three-of-a-kind scores 6. Four-of-a-kind scores 12. Run: A run of three or more cards scores 1 point per card. 15: A combination of two or more cards that add up to 15 exactly scores 2 points. Flush: A four card flush in the hand (not in the crib and not including the cut card) scores 4 points. A five card flush including the cut card, in the hand or crib, scores 5. His Nobs: A jack of the same suit as the cut card (which is called His Nobs) scores 1 point. Players may use the same card more than once to make multiple scoring combinations.

Example: The player has 7-7-7-8 and the cut card is a 9. The player scores 6 for three-of-a-kind. He can make 15 three ways (7 plus 8) so scores another 6 points. Also the player can make three runs of 7-8-9 for 9 points. The player’s total score for this hand is 21 points. For more assistance, see our cribbage scoring chart which lists the correct scores for most hard-to-count hands. Winning the game The winner is the first player to reach 121 points. If the loser fails to score at least 91 points, they are “skunked”. In match play, this is the equivalent of losing 2 games. If the player fails to score at least 61 points, they are “double-skunked”, which is the equivalent of losing 4 games. For scoring purposes, remember that the non-dealer counts their hand first. If they reach 121, the dealer can not count their points to try to avoid being skunked. Three-player cribbage Deal five cards to each player and one to the crib.

Each player then gives one card to the crib. Four-player cribbage Deal five cards to each player. Each player then gives one card to the crib. Further clarification QUESTION: When the players get to the last 5 holes at the end of the game, my friend plays that you can only peg out, and that you can’t count your cards if you’re in the last 5 holes. He says that you have to have the exact number to peg out and win! I’ve always played that when you’re in the STINK HOLE, which is the last hole only, that you can only peg out; that you can’t count your cards at that time. But he insists it starts at the last FIVE holes, and then you can only peg out, and you can’t count your hand if you are in those last five holes! Is there only a STINK HOLE or is there a LAST FIVE HOLE pegging only? ANSWER: In the most common rules, it doesn’t matter how you reach 121 points. You can peg out or count out. And you don’t need to reach 121 exactly. It’s okay to overshoot it.

However, I have seen variations that require you to peg out if you are in the next to last hole. Your friend’s variation is new to me. But any variation is okay as long as players agree to it beforehand. For official tournament rules, refer to the American Cribbage Congress rules . QUESTION: In a run, is it possible to reverse a run for points? For example: 3-4-5-6-3 Does 4-5-6-3 also get 4pts? ANSWER: No, you can’t reverse the run. In your example 3-4-5-6-3, you would count 8 points for two unique runs as follows: 3-4-5-6 (using one 3) for 4 points 3-4-5-6 (using the other 3) for another 4 points QUESTION: I need your help on the rules of crib, in particular the cutting of the deck to determine who deals first. If the two cards cut are both picture cards is it the lowest picture card wins or are they both classed as a ten card? Please help settle an arguement. ANSWER: Normal card rank applies.

For example, on person cuts a Jack and the other a Queen. The Jack deals. Also remember that Aces are low. Video: How to play cribbage Sometimes written rules can be a little confusing. For a visual explanation of the rules to Cribbage, watch the video below. LearnPlayWin.net Skill Games Rules and Strategy Learn to Play, Play to Win Recent Posts Rules of Card Games: Six card cribbage Six Card Cribbage Cribbage is traditionally supposed to have been invented in the early 17th Century. It is basically a game for two players, though adaptations for 4 players in fixed partnerships, and for 3 players also exist. Two players using a standard 52 card pack. Cards rank K(high) Q J 10 9 8 7 6 5 4 3 2 A(low). Object To be the first to score 121 points accumulated over several deals. Points are scored mainly for combinations of cards either occurring during the play or occurring in a player's hand or in the cards discarded before the play, which form the "crib". Deal Cut cards to determine who deals first. The player cutting the lower card deals. The other player is called Pone.

Subsequently the turn to deal alternates. The dealer shuffles, non-dealer cuts the cards, and dealer deals 6 cards to each player one at a time. The undealt part of the pack is placed face down on the table. Discard Each player must choose two cards to discard face down to form the "crib". These four cards are set aside until the end of the hand. Any card combinations in the crib will count for the dealer, so non-dealer will try to throw cards that are unlikely to make valuable combinations. Start Card The non-dealer cuts the pack of undealt cards, lifting the upper part without showing its bottom card. The dealer takes out the top card of the lower part, turns it face up and, after non-dealer replaces the upper part, places it face up on top of the pack. This turned up card is called the "start" card. If the start card is a jack, the dealer immediately scores 2 points - this is called "two for nobs". Play of the cards Starting with the non-dealer, the players take turns to play a single card face up in front of them.

In this stage of the game the total pip value of the cards played by both players must not exceed 31. The pip values of the cards are: Ace = 1; 2 to 10 = face value; jack = 10; queen = 10; king = 10. As each card is played, the player announces the running total. If a card is played which makes the pip total exactly 31, the player scores two points and the score is reset to zero. A player who cannot play without exceeding 31 does not play a card but says "Go". If your opponent says "Go" then you may continues playing cards and scoring for any combinations you make (see below). If you bring the total to exactly 31 you score 2 points as above, otherwise you receive 1 point for playing the last card. Play may end at a total lower than 31, either because both players have played all their cards or because all cards left in the players' hands have pip values so high that they would take the total over 31 if played. In these cases whichever player was the last to play a card scores 1 point for "last card".

At this point, the score is reset to zero and play resumes with the player who least recently played a card playing the first card. Play proceeds until each player has played all four of his cards. Scoring during the play A player who makes any of the following scores during the play scores them immediately. 15: If you play a card which brings the total to 15 you score two points ("Fifteen two") 31: As mentioned above if you play a card which brings the total to exactly 31 you score 2 points. Pair: If you play a card of the same rank as the previous card (e.g. a king after a king) you score 2 points for a pair. Note that (for example) a 10 and a queen do NOT make a pair even though they are both worth 10 points. Three of a Kind: If immediately after a pair a third card of the same rank is played, the player of the third card scores 6 for "three of a kind". Four of a Kind: Four cards of the same rank, played in immediate succession. The player of the fourth card scores 12.

Run: A "run" or "sequence" is a set of 3 or more cards of consecutive ranks (irrespective of suit) - such as 9-10-jack or 2-3-4-5. Note that ace is low so for example ace-king-queen is not a run. The player of a card which completes a run scores for the run; the score is equal to the number of cards in the run. The cards do not have to be played in order, but no other cards must intervene. Example: cards are played in the following order: 4-2-3-5-6. The player of the 3 scores 3 for a run, then the player of the 5 scores 4, and the player of the 6 scores 5. Another example: 4-2-3-4-3. The player of the first 3 scores 3 for the run 4-2-3. Then the player of the second 4 score 3 for the run 2-3-4. The player of the second 3 scores nothing because the 3 does not complete a run.

Last Card: If neither player manages to make the total exactly 31, whoever played the last card scores 1 point. The Show Players now score for combinations of cards held in hand. First the non-dealer's hand is exposed, and scored. The start card also counts as part of the hand when scoring combinations. All valid scores from the following list are counted. 15: Any combination of cards adding up to 15 pips scores 2 points. For example seven, king, jack, five, five would count 8 points (four fifteens as the king and the jack can each be paired with either five). You would say "Fifteen two, fifteen four, fifteen six, fifteen eight). Pair: A pair of cards of the same rank score 2 points. Three cards of the same rank contain 3 different pairs and thus score a total of 6 points for "three of a kind". Four of a kind contain 6 pairs and so score 12 points. Run: Three cards of consecutive rank (irrespective of suit), such as ace-2-3, score 3 points for a run.

A hand such as 6-7-7-8-10 contains two runs of 3 (as well as two fifteens and a pair) and so would score 12 altogether. A run of four cards, such as 9-10-J-Q scores 4 points. This is slightly illogical - you might expect it to score 6 because it contains two runs of 3, but it doesn't. The runs of 3 within it don't count -you just get 4. Flush: If all four cards of the hand are the same suit, 4 points are scored for flush. If the start card is the same suit as well, the flush is worth 5 points. There is no score for having 3 hand cards and the starter all the same suit. Note also that there is no score for flush during the play - it only counts in the show. One For His Nob: If the hand contains the jack of the same suit as the start card, score 1 extra point. Note that when scoring a hand, the same card may be counted and scored as part of several different combinations.

For example if your hand is 7 8 8 Q and the start card is a 9 you score "fifteen 2, fifteen 4, and a pair is 6, and a run is 9 and a run is 12" - 12 points to score, with each of your 8s forming part of a fifteen, a pair and a run. After non-dealer's hand has been shown and scored, dealer's hand is shown and scored in the same way. Finally the dealer exposes the four cards of the crib and scores them with the start card. The scoring is the same as for the players' hands. Winning the game As soon as someone reaches 121 points, that player wins the game. This can happen at any point - during the play or the show, or even by dealer scoring "two for nobs". Note that it is not necessary to reach 121 exactly - for example if you overshoot by scoring 2 more points when you had 120 you still win. This page was originally created for five card cribbage by John McLeod (john@pagat.demon.co.uk) .

It has been updated for six card cribbage by John Paxton . Last updated 14 September 1995 Cribbage Cribbage On Sale Now Cribbage Cribbage is a game for two to four players; since Hoyle Card Games uses the two-player version, we’ll confine ourselves to that. The game uses the standard 52-card pack. The cards in each suit rank from the king (the highest) down to the ace (the lowest). In counting or numerical value, the king, queen, jack, and 10 each count for 10 (and so are called tenth cards), the ace counts as one, and the other cards are face value. The game operates on the principle of matching combinations of cards: pairs, three or more of a kind, flushes, runs (sequences), and groups of cards that add up to 15. Players score points for matching both during and after play (after play, points are totaled for combinations in hand). The first person to score 121 points is the winner. Cribbage also uses a “cribbage board,” a rectangular panel with rows of holes that form a sort of track.

At one end, or in the center, you’ll find three additional holes, called game holes. Each player has two pegs, which are placed at the start in the game holes. After each hand, the player advances a peg an appropriate number of holes (one hole per point) away from the start (assuming that that player scored any points). The player’s second score is recorded by placing the second peg an appropriate distance ahead of the first. For each subsequent score, the peg in back jumps over the peg in front. The distance between the two pegs always shows the amount of the last score. This method holds math mistakes to a minimum. Each player receives six cards, dealt one at a time. After looking over the hand, each player lays away two cards face-down. The four cards laid away, placed in one pile, form the crib. The crib, also called the kitty, counts for the dealer (the dealer always has an advantage in this game). The non-dealer therefore tries to lay away balking cards— cards that are least likely to create a score in the crib. To begin play (called pegging), the dealer turns up the top card of the stock. This card is called one for the starter.

If this card is a jack, the dealer immediately pegs two (advances his peg two spaces), traditionally called two for his heels. The non-dealer begins the play by laying a card from his or her hand face-up on the table, announcing its value. The dealer does the same (each player discards to his or her own pile). Play continues in the same way, by alternate exposures of the cards, each player announcing the new total count. The total may not be carried past 31. If a player adds a card that brings the total exactly to 31, he or she pegs two. If a player is unable to play another card with - out exceeding 31, he or she says “Go,” and the second player must play as many cards as possible up to but not more than 31. The player who plays the last card under 31 scores a point. The discard process begins again from zero. After the hands have been emptied, the totals of any matches in the discards (including the starter card) are counted and added to each player’s score. The non-dealer scores first. The dealer then scores and also scores the crib.

Any jack of the same suit as the starter card scores one point (for nobs). One game option is called Muggins, which means that if your opponent forgets to claim any points, you’re allowed to yell “Muggins!” and claim the points for yourself. (The knowledge of who or what a Muggins is has long been lost to us. The word is also used in a form of Dominoes, though with a different meaning.) These are the most usual point scores: In Play Quadruple Run* 16 *A Run is a sequence of cards such as 6-5-4. A Double Run of Three means one duplication in a sequence of four: 6-6-5-4. A Double Run of Four is one duplication in five cards: 7-6-6-5-4. A Triple Run is one triplication in a sequence of five: 8-7-6-6-6. A Quadruple Run is two duplications in a sequence of five: 8-8-7-7-6.

Strategies If you’re just beginning at Cribbage and you’re not sure what to discard, here’s a prescription for improving your play—focus first on building your hand. Begin by looking for combinations of 15. 5s are especially prized because a third of the deck is made up of cards with a value of ten (10s and face cards), making lots of easy 15s. Any sequential cards are good (runs are easy to get and score relatively well). Combinations of 7 and 8 are very powerful, because in addition to scoring potential on runs, they also add up to 15. Pairs score easy points and are often (not always) worth keeping. After considering the hand you’d like to keep, turn your attention to the crib. If it’s your crib (i.e., you dealt), see if you have two good cards that can’t be easily joined to the rest of your hand. If you do, discard them. If it’s your opponent’s crib, be cautious about giving away cards that could be easily turned into big points. Avoid giving any 5s or any of the card combinations already mentioned (15s, sequences, and pairs).

Advanced Strategies Since the highest points are obtained when scoring the hands, it is easy to think that pegging one or two points at a time during play is small potatoes. However, all other things being equal, a good pegger will usually win at Cribbage. It’s a case of the tortoise and the hare—slogging it out for the little points really adds up. Support Fun For All Software - Cribbage Champion, Cribbage, cribbage games, cribbage online, free cribbage, online cribbage, cribbage rules Thanks for playing Cribbage Champion, I really hope you're having a great time. Or if you haven't started playing yet I'm sure you're in for a great experience. My family started playing Cribbage a little less than a year before I decided to write this game for it. Writing the game was good fun but just knowing that you are playing the game is fantastic. The rules for this game are based almost completely on the standard house cribbage playing rules. There is one rule that I have modified since it seems to make the game more enjoyable and helps speed up game play. The game board shows an [S] for Skunk and a [D] for double skunk.

In the standard cribbage rules if a player gets to the finish line (121 pegs) before the other player passes the [D] the winner gets a double skunk worth 2 wins. In Cribbage Champion the game has been modified so that anyone who passes the [S] before the other player passes the [D] gets an skunk immediately at that point and a new game will be played. And in Cribbage Champion skunks will always be worth 2 wins, so those skunks can be very important. The rules for playing cribbage may appear to be long and tedious, but they are not as complicated as they may look. During play the Cribbage Champion will be sure to keep you informed with what your next move is. Thanks again, and enjoy. Object of Game: To Pass the Winning mark before the other player. There are a total of 121 available points, the first person to reach 121 points wins. As I mentioned earlier, if you can pass the [S] mark before the other player reaches the [D] mark, that too is an automatic win. Remember a player can win at any point during play, the other player does not get a chance to catch up.

Each win adds to the winners position on the games won pegging board in the top left corner. You may select first to 5 or first to 10 to determine when a player gets a Mega Win. What do you get for a Mega Win? Well, you will get a Trophy. Keep racking those trophies up, they'll definetely add to bragging rights. The Deal: At the start of a new game, both players select a card to determine who wins the crib. The crib will give you an added advantage when counting points. However, after each deal the players switch becoming the current crib owner. To win the crib the lowest card wins. The King is the highest card and the Ace is the lowest. Who ever owns the crib deals the cards 2 at a time to each player until both players have six cards. Then both players look at their own hands and place two of their cards into the crib. Starting the Game: After discarding to the Crib the opponent cuts the pack and the dealer turns the top card of the lower packet face up on top of the whole pack. This card is called the "Start" card. It is not used in the play.

It is counted with each hand and the crib after play is completed. If the "Start" card is a Jack. the crib owner pegs two holes on the playing board immediately. Playing the Hand: After cutting the "Start" card, the player without the crib plays the first card from his hand, face up on the table. The crib owner then plays a card from his hand, face up as well. Each player alternates play unless they can not play a card. The current sum of the played cards is shown just right of both players' names. During play the maximum count is 31. If one player does not have a card that will keep the count less than 31 and the other player does, the player with the cards that will sum up to less than or equal to 31 must play until they have no more cards to play. The person who plays the last card less than or equal to 31 gets a "go", the card count resets back to zero and the person who did not get the "go" plays the first card. Card Values: Face cards are worth 10, all other cards are worth card value.

Example: Ace = 1 and Jack = 10 Scoring Durring Play: NOTE: Any cards that where used during the previous 31 points are not used in the beginning of the next cards to be played. Cribbage Champion offsets cards that are a part of a new 31 point group. "go" = 1 point

Question: How many points are required to win a standard game of cribbage?
Answer: 121