Cribbage, a card game steeped in history and strategy, offers a unique blend of luck and skill. Credited to Sir John Suckling, an English poet, in the 17th century, Cribbage evolved from the game “Noddy” and has captivated players for generations with its distinctive scoring system and engaging gameplay. Unlike many card games that rely solely on card combinations in hand, Cribbage incorporates a unique scoring board and a ‘crib’ – an extra hand that adds a layer of complexity and excitement. Whether you’re a complete beginner or looking to refine your understanding, this guide will walk you through everything you need to know about How To Play Cribbage, from the basic rules to advanced strategies.
Understanding the Basics of Cribbage
Before diving into the gameplay, it’s essential to grasp the fundamental components and objectives of Cribbage.
What You Need to Play Cribbage
- Standard 52-card deck: The familiar deck of playing cards is used.
- Cribbage Board and Pegs: This is a signature element of Cribbage. The board is typically wooden with rows of holes for scorekeeping using pegs, replacing pencil and paper for a more engaging and error-free scoring process.
- Two Players (or variations for three or four): While Cribbage can accommodate up to four players in partnerships, it is ideally played and best enjoyed as a two-player game.
Card Ranking in Cribbage
Understanding card ranks is crucial for both play and scoring:
- King (K): Highest rank
- Queen (Q)
- Jack (J)
- 10
- 9 down to 2
- Ace (A): Lowest rank
In terms of point value, Kings, Queens, and Jacks are each worth 10 points. Aces are worth 1 point, and all other cards are worth their face value (e.g., a 7 is worth 7 points).
Setting Up a Game of Cribbage
Let’s walk through the initial steps to get a Cribbage game started.
The Deal, Shuffle, and Cut
- The Draw: To determine who deals first, both players cut the deck. The player who draws the lower-ranked card becomes the dealer for the first hand. If cards of the same rank are drawn, players redraw.
- Shuffling: The dealer shuffles the deck thoroughly.
- The Cut: The dealer presents the shuffled deck to the non-dealer for a cut, ensuring at least four cards remain in each portion. This is a standard procedure to ensure fairness.
- Dealing: The dealer distributes six cards face down to each player, starting with the non-dealer.
Objective of the Game
The primary goal in Cribbage is to be the first player to reach 121 points. A shorter game can be played to 61 points. Points are accumulated through card combinations during the play and count phases of each hand.
The Crib and the Starter Card
These unique elements of Cribbage significantly influence strategy and scoring.
Laying Away to the Crib
After receiving their six cards, each player must strategically discard two cards face down to form “the crib.” This crib is a separate hand that belongs to the dealer. However, the crib cards are not revealed or used until after the main hands have been played. The non-dealer wants to give the dealer as few points as possible in the crib, while the dealer wants to maximize the crib’s scoring potential.
The Starter Card (The Turn-Up)
Once the crib is set aside, the non-dealer cuts the remaining deck. The dealer then turns over the top card of the lower portion, placing it face up on top of the deck. This card is called the “starter” or “turn-up.”
Image alt text: A close-up of a cribbage game setup, highlighting the dealer turning up the starter card. The cribbage board, hands of cards, and deck are visible, illustrating the initial stage of the game.
His Heels: If the starter card is a Jack, the dealer immediately scores 2 points, known as “His Heels,” before play even begins. The starter card is not used in the play phase but becomes a crucial fifth card for scoring combinations in both players’ hands and the dealer’s crib during the count.
The Play: Building Combinations and Pegging Points
The play phase is where players strategically use their four-card hands to score points by pegging on the cribbage board.
Sequence of Play and Counting
- Lead Card: The non-dealer begins by playing one card face up, announcing its value.
- Alternating Play: Players then alternate turns, playing one card at a time face up, adding the value of their card to the running total of the cards played so far.
- Running Count: Players must announce the cumulative count as they play each card. Remember, face cards (K, Q, J) count as 10, Aces as 1, and numbered cards at their face value.
- Count Limit: The running total cannot exceed 31.
The “Go”
If a player cannot play a card without pushing the count over 31, they declare “Go.”
- Go Point: When a player says “Go,” the opponent pegs 1 point.
- Continuing Play: After a “Go,” the opponent must play any additional cards from their hand that do not exceed 31, potentially scoring further points through pairs or runs (explained below).
- Reaching Exactly 31: If a player plays a card that brings the count exactly to 31, they score 2 points instead of 1 for the “Go.”
- New Sequence: The player who called “Go” leads the next sequence of play, starting the count back at zero. The cards played in the previous sequence are now set aside and do not contribute to new combinations.
- Last Card Point: The player who plays the last card in a sequence (i.e., the count is as high as possible but under 31, and the other player has no playable cards) also scores 1 point for “last card,” or 2 points if the last card brings the count exactly to 31.
Pegging: Scoring During the Play
“Pegging” refers to scoring points during the play phase by forming combinations as cards are played. Points are immediately recorded on the cribbage board using pegs. Here are the pegging combinations:
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Fifteen: If playing a card makes the running count exactly 15, the player pegs 2 points.
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Pair: Playing a card of the same rank as the immediately preceding card forms a pair, pegging 2 points. (Pairs are based on rank, e.g., Jack pairs with Jack, not Jack with Queen).
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Triplet (Prial): Playing a third card of the same rank in sequence creates a triplet, pegging 6 points.
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Four of a Kind (Double Pair Royal): Playing a fourth card of the same rank results in four of a kind, pegging 12 points.
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Run (Sequence): Playing a card that forms a sequence of three or more cards with the previously played cards (regardless of suit and order of play) scores points:
- Run of three cards: 3 points
- Run of four cards: 4 points
- Run of five cards: 5 points, and so on.
Runs must be consecutive in rank (e.g., 7, 8, 9, 10). Order of play doesn’t matter for runs, but there cannot be an intervening card of a different rank breaking the sequence. For example, if cards are played 8, 7, 7, 6, there is no run because of the extra 7. However, 9, 6, 8, 7 does form a run of four (6, 7, 8, 9).
Counting the Hands: Post-Play Scoring
After all cards have been played from both hands, the scoring shifts to counting the point value of the card combinations within each hand, including the starter card. Hands are counted in this order: non-dealer’s hand, dealer’s hand, and finally the dealer’s crib. This order is significant as the non-dealer can potentially win (“count out”) before the dealer gets to count their hand or crib.
Each hand now consists of five cards (the four originally dealt and the starter card). The scoring combinations for hand counting are as follows:
Hand Combination Counts
- Fifteen: Each distinct combination of cards that totals exactly 15 scores 2 points.
- Pair: Each pair of cards of the same rank scores 2 points.
- Run: Each combination of three or more cards in sequence (rank) scores 1 point per card in the run.
- Flush: If all four cards in a hand are of the same suit, it scores 4 points. If the starter card is also of the same suit, the flush is 5 points. (Flushes in the crib only count if all four crib cards and the starter card are of the same suit, scoring 5 points total. A four-card flush in the crib of a different suit than the starter counts for zero).
- His Nobs (His Knob): If a hand contains the Jack of the same suit as the starter card, it scores 1 point.
Combination Counting Principles
Importantly, combinations are counted separately. This means a single card can be part of multiple scoring combinations.
Example Hand Count: Consider a hand (including the starter card) of 8, 7, 7, 6, 2.
- Fifteen: There are four combinations that make 15: (8+7), (8+7), (6+7), (6+7) – totaling 8 points (2 points each).
- Pair: The two 7s form a pair – 2 points.
- Run: There are two runs of three: (6, 7, 8) and (6, 7, 8), using each of the 7s – totaling 6 points (3 points each).
The total score for this hand is 8 + 2 + 6 = 16 points.
Image alt text: An example hand of cribbage cards, including an 8, 7, 7, 6, and 2, laid out to demonstrate scoring combinations like fifteens, pairs, and runs in hand counting.
Key Counting Formulations to Remember
- Triplet (3 of a kind): 6 points
- Four of a kind: 12 points
- Double Run (Run of three with one card duplicated): 8 points
- Double Run of four (Run of four with one card duplicated): 10 points
- Triple Run (Run of three with one card triplicated): 15 points
- Double-Double Run (Run of three with two different cards duplicated): 16 points
The Perfect 29 Hand
The highest possible score in a Cribbage hand is 29 points. This incredibly rare hand occurs when the starter card is a 5, and a player holds three 5s and the Jack of the same suit as the starter.
- His Nobs: 1 point
- Four of a kind (four 5s): 12 points
- Fifteens (using various combinations of fives): 8 points (four combinations)
- Fifteens (using Jack and a 5): 8 points (four combinations)
Total: 29 points. Achieving a 29 hand is a momentous occasion for any Cribbage player!
Muggins (Optional Rule)
“Muggins” is an optional rule that adds an extra layer of attentiveness to scoring. When used, each player must announce their hand and crib count aloud. If a player misses any points in their count, the opponent can call “Muggins” and claim those overlooked points for themselves. Muggins encourages careful counting and can add a bit of gamesmanship.
Winning the Game and “Lurching”
A standard Cribbage game is played to 121 points, often tracked as “twice around the board.” A shorter game can be played to 61 points (“once around”). The game ends instantly when a player reaches or exceeds the target score, either through pegging during play or counting their hand or crib. If the non-dealer reaches the winning score when counting their hand, the game ends immediately, and the dealer does not get to count their hand or crib.
Lurch, Skunk, and Double Skunk: To add stakes, variations exist for a more decisive win:
- Lurch: If the winner reaches the target score before the loser has scored half the points (less than 31 in a 61-point game or less than 61 in a 121-point game), the winner scores two games instead of one.
- Skunk (Double Game): In 121-point games, if the loser doesn’t reach 91 points, the winner scores double the game points.
- Double Skunk (Quadruple Game): If the loser doesn’t reach 61 points in a 121-point game, the winner scores quadruple game points.
The Cribbage Board: Keeping Score in Style
The Cribbage board is not just a scorekeeper; it’s an integral part of the game’s tradition. Typically made of wood, it features four rows of 30 holes each, divided into two pairs, with “game holes” at one end to hold pegs before play. Each player uses two pegs of the same color.
Image alt text: A detailed close-up of a cribbage board showing the arrangement of holes and pegs, illustrating the traditional method of scorekeeping in Cribbage.
Pegging Mechanics: To track scores, players move their pegs along the rows. Starting from the game holes, each point scored moves a peg one hole forward. Two pegs are used per player; the rearmost peg is always moved “jumping” over the front peg to mark the new score. Players typically move “down” the outer rows and “up” the inner rows to traverse the board. A game of 61 points is “once around” the board, and 121 points is “twice around.”
Alternative Scorekeeping: If a Cribbage board isn’t available, players can use paper and markers, creating columns for “Units” (1-10) and “Tens” (10, 20, 30, etc.) and using coins or buttons as markers.
Basic Cribbage Strategy
While luck is a factor in card dealing, skillful play and strategic discarding significantly impact your success in Cribbage.
Crib Strategy
- Dealer’s Crib Advantage: As the dealer owns the crib, they aim to maximize its scoring potential. When discarding to the crib as the dealer, favor cards that create potential 15s, runs, and pairs.
- Non-Dealer’s Crib Strategy: As the non-dealer, aim to discard cards that will be least helpful to the dealer in forming scoring combinations in the crib. Avoid discarding 5s (which easily make 15 with 10-value cards), pairs, or sequential cards. Aces and Kings are often safer discards for the non-dealer as they are harder to incorporate into runs.
Play Strategy
- Leading with a Four: A four is often considered a safe lead card as it cannot create a 15 for the opponent on their immediate next play.
- Leading Pairs: Leading with a pair can be advantageous. If the opponent pairs it, you can play your third matching card for a triplet (prial).
- Avoiding 21: Try not to bring the running count to 21, as the opponent can easily play a 10-value card to reach 31 and score 2 points.
- Prioritizing 15s over Pairs: When facing a play that could make either a 15 or a pair for your opponent, generally, preventing the 15 is more critical as it scores the same as a pair but is often easier to make.
- Saving Low Cards: Aces and 2s are valuable to hold onto for making 15s, achieving a “Go,” or reaching 31 later in the play.
Dive into the Game of Cribbage
Learning how to play cribbage opens the door to a rich and engaging card game experience. With its blend of strategic card play, unique scoring system, and the ever-present crib, Cribbage offers endless replayability and mental stimulation. Gather a deck of cards, find a cribbage board, and challenge a friend to a game – you’ll quickly discover the enduring appeal of this classic card game.