How to Play Cribbage
The counting and pegging classic — race two pegs around the board to 121, fifteen at a time.
Rules as printed in the current standard edition · Last verified 2026-10-16
⚡ Quick Start — playing in 2 minutes
- Deal 6 cards each (5 in a 3–4 player game). Everyone throws 2 cards into the crib, which belongs to the dealer.
- Flip a starter card. Players take turns playing cards, counting toward 31 — pairs, runs, and hitting 15 score as you go.
- Then score the hands, and the crib, against the starter: 15s, pairs, runs, flushes.
- Peg every point on the board. First peg home to 121 wins — count order matters: pone's hand, dealer's hand, then the crib.
The Short Version
Cribbage is a card game and a race at once. Two (or three, or four) players score points in small bursts — during the play of the cards, then by counting combinations in their hands — and peg every point immediately on a wooden board of holes, two laps of 60 to a game hole at 121. Every deal has three phases: the play (called pegging), the show (counting the hands), and the crib (a bonus hand that belongs to the dealer). First peg home wins — and because the counting order is fixed, games are regularly won by a single hole.
What You Need
One standard 52-card deck and a cribbage board. The board has three tracks of 120 holes plus a game hole, and each player uses two pegs: you leapfrog them — front peg shows your current score, back peg where you were — so a miscount can always be checked. Card values for all counting: face cards count 10, aces count 1, everything else counts its number. Two players is the classic game; three- and four-player versions are covered under Variations.
Set Up
Cut the deck to decide the first dealer: low card deals (ace is low). Set both pegs at the start of your track. The dealer alternates every hand after that, and the deal matters — the crib belongs to the dealer, so dealing is an advantage that has to take turns.
How to Play
The deal and the crib. In a two-player game the dealer deals six cards to each player. Everyone then discards two cards, face down, into the crib — a fourth hand that belongs to the dealer and is scored at the end. Discard shrewdly: the dealer’s crib is found money, so feed it well on your deal and starve it on theirs. The non-dealer (the pone) then cuts the deck, and the dealer turns up the top card of the lower half — the starter — and places it face up on top of the deck. The starter belongs to every hand at counting time. If the starter is a jack, the dealer immediately pegs 2 points — his heels — before play begins.
The play (pegging). The pone leads any card, calling out its value. Players alternate laying cards face up in front of themselves, keeping a running total that may never pass 31. Face cards count 10, aces 1. You score as you play (the full table is under Scoring): hitting exactly 15, making a pair, building a run, and so on. If you cannot play a card without passing 31, say ‘go’ and your opponent keeps playing alone until they also cannot play; the last player to lay a card scores for the go, the total resets to zero, and the player who did not play last leads the next sequence. Continue until all eight cards are down; whoever plays the very last card scores for it.
The show. When the cards are played out, the hands are counted against the starter, in a strict order: pone’s hand first, then the dealer’s hand, then the crib. Each hand is four cards plus the starter making five, and the crib is counted exactly like a hand — it is the dealer’s second scoring chance, which is the whole compensation for the pone counting first. Count every combination: each separate fifteen, pair, run, and flush as set out below, and announce the total before pegging it.
Scoring
During the play:
| What happens | Points |
|---|---|
| Cards total exactly 15 | 2 |
| Pair (same rank as the previous card) | 2 |
| Pair royal — three of a kind in a row | 6 |
| Double pair royal — four of a kind in a row | 12 |
| Run of 3 or more cards in sequence, in any order, since the last reset (e.g. 4-2-3) | 1 per card |
| Getting to exactly 31 | 2 |
| ‘Go’ — opponent can’t play and you played last in the sequence | 1 |
| Playing the last card of the hand (when it doesn’t make 31) | 1 |
Note the arithmetic of 31: reaching exactly 31 scores 2 total, not 2 plus a last-card point. A run doesn’t need to be played in order — 4-2-3 is a run of three — but cards from before a pair don’t combine with cards after it, and the count resets after every 31 or go.
In the show (each hand and the crib, with the starter):
| What you hold | Points |
|---|---|
| Each combination of cards totalling exactly 15 | 2 |
| Pair | 2 |
| Pair royal (three of a kind) | 6 |
| Double pair royal (four of a kind) | 12 |
| Run of 3 / 4 / 5 cards | 3 / 4 / 5 |
| Flush in a hand: all 4 hand cards same suit (starter different) | 4 |
| Flush: all 5 cards including the starter same suit | 5 |
| Flush in the crib: only counts if all 5 cards (crib + starter) match | 5 |
| Nobs: the jack of the starter’s suit, in hand or crib | 1 |
Count fifteens first — most hands hide more than one. A run is counted once at its longest length; you don’t also score the shorter runs inside it. The crib flush rule is the one everyone gets wrong once: four suited crib cards with an off-suit starter score nothing, unlike a four-flush in a hand.
The best possible hand is 29: three 5s and a jack in hand, with the starter turning up the fourth 5 — the one matching the jack’s suit. Count it: each 5 makes a fifteen with the jack (4 combinations, 8 points), any three of the four 5s make another fifteen (4 combinations, 8 points), the four 5s are a double pair royal (12 points), and the jack is nobs (1 point) — 8 + 8 + 12 + 1 = 29. It happens roughly once in 216,000 hands, so count it slowly and enjoy it. The next best hand is 28. And 19 is impossible: no five-card combination scores it, which is why a zero hand is jokingly announced as ’nineteen’ at tables everywhere.
Winning
The game is to 121 points — two full laps of the board plus the game hole. Points are pegged the moment they’re scored, so the game can end in the middle of the play, mid-count, anywhere; you don’t finish the deal. Counting order therefore decides close games: in the show, the pone counts before the dealer, and the crib counts last of all, so a pone sitting on 120 with a single point in hand wins before the dealer’s enormous crib is ever looked at. If the loser hasn’t passed 90 holes when the winner goes out, they’ve been skunked — the skunk line at 90 is a real, marked line on most boards, and being caught short of it counts double in match play and double in shame everywhere.
Variations Worth Knowing
Three players: deal five cards each plus one card face down to start the crib; everyone discards one card to the crib. Each player races their own pegs on their own track, and counting order runs pone, second player, dealer, crib.
Four players (partners): partners sit opposite and share a track. Deal five cards each; everyone discards exactly one card to the dealer’s crib. Play and counting are the same, with partners’ points pegged on the shared pegs.
Five-card cribbage is the older, shorter game: deal five, discard one each (the crib gets two from the players’ discards), play to 61 instead of 121. Quick, swingy, and mostly historical now — but it’s the version many grandparents learned first.
Settle the Argument
Is there a 19 hand?
NO — it's impossible.No combination of five cards scores exactly 19 in cribbage, which is why “nineteen” is the classic joke answer for a hand worth nothing.
What is muggins?
REAL — if agreed.Muggins lets a player claim points their opponent failed to count. It is an official optional rule, but only when the table agrees to it before the game starts.
House RulesNOT OFFICIAL
Beloved, common, and not in the official rules. Play them if your table loves them — just know they're yours:
- Skunk lines house stakes: loser by 30+ points owes the table a round (a scoring tradition, not a rule — the skunk line itself is real, at 90).