Games Rules Explained

Card game, 2 to 4 players, 20–30 min

How to playCribbage

Each player is dealt 6 cards and puts 2 face down into the dealer's crib. Players then take turns laying cards and scoring for fifteens, pairs, runs, and 31 without going over 31, then each hand (and the crib) is counted with a shared starter card. The first player to peg 121 points wins.

1Object of the game

Be the first player to reach 121 points. You score in three ways: during the play (called pegging), when you count your hand after the play, and, if you are the dealer, when you count the crib. The moment a player's peg reaches 121, the game stops, even in the middle of a hand, so every point matters near the end.

2Setup

  1. Place the cribbage board between the two players. Each player puts two pegs in the starting holes. You move your back peg ahead of your front peg each time you score, so the gap between them always shows your last score.
  2. Cut for deal. The player who cuts the lower card deals first (aces are low). After that, the deal alternates every hand.
  3. The dealer shuffles and deals 6 cards to each player, one at a time, face down.
  4. Each player looks at their hand and places 2 cards face down to form the crib. The crib belongs to the dealer and is counted at the end of the hand, so the dealer throws cards that help it and the non-dealer throws cards that won't.
  5. The non-dealer cuts the remaining deck, and the dealer turns up the top card of the lower half. This is the starter. If the starter is a jack, the dealer immediately pegs 2 points, called 'two for his heels.'

3The play

  1. The non-dealer plays first by laying one card face up in front of them and announcing its value. Face cards count 10, aces count 1, and every other card counts its number.
  2. Players alternate laying one card at a time, each announcing the running total. The total may never go over 31. You score points during this play for making 15, making 31, pairs, and runs.
  3. If you cannot play a card without going over 31, say 'go.' Your opponent keeps playing any cards they can that stay at or under 31. Whoever played the last card scores 1 for the go, or 2 if they hit exactly 31.
  4. After a go or a 31, the count resets to zero and the player who did not play the last card starts the new count. Keep going until both players have played all 4 cards. Whoever plays the very last card of the hand scores 1 for last card (unless it made 31, which already scores 2).
  5. Now count hands, in this order: non-dealer's hand first, then dealer's hand, then the dealer counts the crib. Each counts their 4 cards plus the starter, scoring fifteens, pairs, runs, flushes, and nobs.

4End of a hand

A hand ends once the non-dealer's hand, the dealer's hand, and the crib have all been counted and pegged. The cards are gathered, the deal passes to the other player, and a new hand begins with a fresh 6-card deal. Counting order matters: the non-dealer counts first, so if both players are close to 121, the non-dealer can peg out and win before the dealer ever counts.

5Scoring

Points come from two phases. During the play (pegging), you score as you lay cards. During the show, you count your 4-card hand plus the starter. The same card can be part of several different combinations, and each combination scores separately.

ForPoints
His heels: starter is a jack (dealer)2
Play: card makes the count 152
Play: card makes the count exactly 312
Play: pair (same rank as the card just played)2
Play: pair royal (three of a kind in a row)6
Play: double pair royal (four of a kind in a row)12
Play: run of 3 or more (any order)1 per card
Play: go, or last card of the hand1
Show: each combination of cards totaling 152
Show: each pair2
Show: each run of 3 or more1 per card
Show: flush, all 4 hand cards same suit4
Show: flush, 4 hand cards plus starter same suit5
Show: nobs, jack in hand matching the starter's suit1

A hand flush needs all 4 cards in your hand to match; 3 hand cards plus the starter doesn't count. The crib scores a flush only when all 4 crib cards and the starter are the same suit (5 points). Three of a kind in the show counts as three pairs (6), and four of a kind as six pairs (12). A double run such as 4-5-5-6 scores two runs of three (6) plus the pair (2). The highest possible hand is 29: three 5s and the jack of the fourth suit, with the matching 5 as the starter.

The cribbage hand counter will do the adding up at the table. More detail: cribbage scoring: how to count a hand, cribbage pegging: how the play works, how to use a cribbage board.

6Winning

The first player to reach 121 points wins, and the game ends the instant that happens, even during pegging or partway through the count. Because the non-dealer counts first, they sometimes win before the dealer's hand and crib are counted. There are no ties in cribbage. Many players also track a skunk: if the loser finishes under 91 points, the winner scores a double game, and some tables play a double skunk when the loser has fewer than 61.

7A worked hand

Say you are the non-dealer holding 4♠ 5♥ 6♦ J♣ and the starter is the 5♣. Count fifteens first. 4-5-6 makes 15, and since there are two 5s you can make it twice: 'fifteen 2, fifteen 4.' The jack with the 5♥ is 15, and the jack with the 5♣ is another 15: 'fifteen 6, fifteen 8.' Next, the two 5s form a pair: 'and a pair is 10.' Now runs. You have 4-5-6 using the 5♥ and another 4-5-6 using the 5♣, two runs of three for 3 points each: 'and 6 is 16.' Finally, your jack of clubs matches the suit of the club starter, so you get 1 for nobs: '17.' No flush, since your hand cards are four different suits. You peg 17 points. Saying the count out loud in this order (fifteens, pairs, runs, flush, nobs) keeps you from missing anything, and it is how experienced players count at the table.

8House rules

The rules above are the version most US players use. These are the variations you are most likely to run into; settle them before the first deal.

Muggins
If a player misses points while counting, the opponent can call 'muggins' and take those points for themselves. Common in clubs and competitive play; many family games leave it out.
Skunk and double skunk
If the loser finishes below 91 points, the winner is credited with two games (a skunk). Some players count a double skunk, worth four games, when the loser is below 61. Pagat.com calls a loss at 60 or fewer a lurch.
Three-player cribbage
The dealer deals 5 cards to each player and 1 card to the crib, and each player discards 1 card, so everyone holds 4 and the crib has 4. Play goes around the table starting left of the dealer.
Four-player partnership cribbage
Partners sit opposite each other. Each player is dealt 5 cards and puts 1 in the crib. Partners share one score on the board.
Nineteen hand
No combination of 5 cards can score exactly 19, so many players jokingly call a zero hand 'nineteen.'

9Mistakes people make

  • The non-dealer counts first, then the dealer, then the crib. Order matters when someone is close to 121.
  • Nobs is a jack in your hand matching the starter's suit (1 point). His heels is the starter itself being a jack, and it gives the dealer 2 points.
  • A 4-card flush counts in your hand, but the crib only scores a flush when all 5 cards, starter included, are one suit.
  • Runs in the play don't need to be laid in order. If the last three cards played are 7, 5, 6, that's a run of three for the player who laid the 6.

10Playing better

  • When you deal, throw good cards to the crib, since it's yours. 5s, pairs, and cards that add to 15 (like 7 and 8) are strong crib cards.
  • When you are not the dealer, avoid giving away 5s, pairs, and touching cards like 6-7 that can build runs in your opponent's crib.
  • Keep 5s and ten-count cards together. Any 10, jack, queen, or king pairs with a 5 for 15, and the starter is often a ten-card.
  • In the play, avoid leading a 5, because any ten-card lets your opponent make 15. A 4 or lower is a safe lead since your opponent can't reach 15 with one card.
  • Try not to leave the count at 5 or 21. Your opponent can then play a ten-card to make 15 or 31.
  • Watch the board. When you are near 121, play for pegging points and safe hands; when you are far behind, keep hands with bigger upside.

Cribbage: questions people ask

How many cards do you deal in 2-player cribbage?
Deal 6 cards to each player in two-player cribbage. Each player then puts 2 cards face down into the crib, which belongs to the dealer, leaving 4 in each hand. The crib ends up with 4 cards too. In three- or four-player games, each player gets 5 cards instead and discards only 1 to the crib.
What is the highest possible cribbage hand?
The highest hand is 29 points: three 5s and a jack in your hand, with the fifth 5 turned up as the starter, where the jack matches the starter's suit. That gives eight fifteens (16), six pairs from four 5s (12), and 1 for nobs. It is rare, roughly once in over 200,000 hands.
What is his nobs vs his heels?
His nobs is a jack in your hand (or the crib) that is the same suit as the starter card, worth 1 point when you count. His heels happens when the starter itself is a jack; the dealer pegs 2 points right away. Nobs can go to either player, heels only to the dealer.
Does a flush count in the crib?
Only if all five cards match. A crib flush needs all 4 crib cards plus the starter to be the same suit, and it scores 5. In your own hand, 4 matching cards score 4, and 5 if the starter also matches. Three hand cards plus the starter never counts as a flush.
What does 'go' mean in cribbage?
Saying 'go' means you cannot play a card without pushing the count over 31. Your opponent then plays any cards they can that stay at or under 31. The player who laid the last card scores 1 point for the go, or 2 if the count hit exactly 31. Then the count restarts at zero.
Who counts first in cribbage?
The non-dealer always counts their hand first, then the dealer counts their hand, then the dealer counts the crib. Because the game ends the instant someone reaches 121, counting first is an advantage near the end, and the non-dealer can win before the dealer counts at all.
What is a skunk in cribbage?
A skunk happens when the winner reaches 121 before the loser gets to 91. It usually counts as winning two games. A double skunk, where the loser is under 61, is often worth four games. These are common scoring customs rather than part of the core rules, so agree before you start.

Sources

Checked by Morgan Hale against the sources below. Last reviewed September 28, 2026.

  1. Cribbage (six-card), pagat.com. Read September 28, 2026.
  2. How to Play Cribbage, Bicycle Cards. Read September 28, 2026.

Also on the table: Gin Rummy, Euchre, Pinochle, Rummy.