Cribbage Rules
Fifteen two, fifteen four, and a run for a bit more
Cribbage is not playable yet Coming Soon
There is no Cribbage table in the lobby. The rules below describe a real, working game engine that already exists in this site's code — the hand size, the crib, the cut, pegging, the count — but nobody can sit down to a game of it here today.
When there's a table to sit at, this page will say so, the same way the Go Fish and Krazy 8's pages do.
Objective
Score points during the play and the count until one side reaches the target — 121 by default, with a shorter 61-point game also available. The first side to reach it wins the instant it gets there, whether that's during the play, on turning up his heels, or partway through somebody else's count — the game stops the moment the target is reached, even before the dealer has counted a card.
The Table and the Deal
- Two, three or four players. Four-handed is partners — seats 0 and 2 against seats 1 and 3 — sharing one score between them, though each seat still plays its own hand and partners cannot consult.
- Two-handed: six cards dealt to each hand, and each player throws two of them to the crib.
- Three-handed: five cards each, one thrown to the crib from each hand, and one more dealt straight off the top of the deck to make the crib up to four.
- Four-handed: five cards each, one thrown to the crib from each hand.
- Whatever the table size, the crib is always four cards and it always belongs to the dealer. The deal passes to the left after every hand.
The Cut
Once the last discard is in, the top card of what's left of the deck is turned up as the starter. If it's a Jack, that's "his heels" and the dealer pegs two immediately, before a card is played.
The Play (Pegging)
Starting on the dealer's left, seats play one card at a time face up onto a running count that must never pass 31. Aces count one; face cards count ten. Points score immediately, to whoever played the card that earned them:
| What happens | Points |
|---|---|
| The count reaches exactly 15 | 2 |
| The count reaches exactly 31 | 2 (and the count resets) |
| A pair (two of the same rank played back to back) | 2 |
| Three of a rank in a row | 6 |
| Four of a rank in a row | 12 |
| A run of three or more, in any order (7-5-6 counts) | 1 per card |
| "Go" — nobody can play under 31, so the last card played scores | 1 |
Face cards pair by rank only — a Queen does not pair a King — and runs are by rank too, so 10-J-Q is a run and 9-10-J-Q-K is a run of five.
A seat that cannot play under 31 is passed automatically. There's no decision in it and no turn left waiting on a seat that has nothing legal to play. Once nobody at the table can go, the count resets to zero and the seat after whoever played last leads off again, if anyone's still holding cards.
Pairs and runs never reach back across a reset. Once the count returns to zero, the cards that made the last run or pair stop counting toward the next one.
The Count
Once every card has been played, each hand is counted against the starter as a fifth card — non-dealer first, then the dealer, then the dealer's crib last. That order matters: on the last hand of a game, the non-dealer can win before the dealer gets to count anything at all.
| What's in the hand | Points |
|---|---|
| Every distinct combination of cards summing to 15 | 2 each |
| Every pair of same-rank cards | 2 each (three of a kind is 6, four of a kind is 12) |
| A run of three or more, once for every way it can be made | 1 per card, per run |
| A flush — four cards of the hand's own suit | 4 |
| A flush including the starter — all five the same suit | 5 |
| His nobs — a Jack of the starter's own suit, in the hand or crib | 1 |
The crib counts the same way, with one exception: a four-card flush does not count in the crib. Only a full five-card flush — crib and starter all one suit — scores there, and it scores 5.
Face cards count ten for fifteens, but keep their own rank for pairs and runs. That's the distinction that trips up most kitchen-table counts, and the site's engine has been checked against the perfect 29, the classic 24s, and the scores that can never occur at all (19, 25, 26 and 27) over the entire distribution of possible hands.
Rules Options
Three things are decisions, not facts, and the engine states each one out loud:
| Option | Default | Meaning |
|---|---|---|
| Target score | 121 | The short game to 61 is also allowed; nothing else is. |
| Muggins | Off | On, a seat must claim its own score and an under-claim gives the shortfall to the next opposing seat. Off, the engine counts every hand itself. |
| First dealer | Seat 0 | Whoever deals the very first hand; the traditional cut for the deal isn't played out here. |
A game report also says whether the losing side was skunked (below 91 in a 121-point game, below 31 in a 61-point game) or double-skunked (below 61 in a 121-point game). That's informational only — nothing is doubled on this site, because that's a wager convention and not a rule of the game itself.
Cribbage isn't in the lobby yet, but the other four games are. Create a free account and go to the Game Lobby to play one of them.