Cribbage is a race to 121 for two players, over as many hands as it takes. Points are
pegged as you go, so the score moves several times a hand.
A hand, start to finish
- Six cards each. Throw two to the crib: an extra hand that belongs to the
dealer, marked D beside the score. You both throw, so the crib holds four.
- The starter is cut from the rest of the pack. If it is a jack, the dealer takes
2 for his heels straight away.
- The pegging. The player who did not deal lays the first card, then you alternate,
calling the running total aloud. It may never pass 31.
- The show. The non-dealer counts their four cards first, then the dealer, then the
dealer counts the crib. The starter counts as a fifth card for everybody.
- The deal passes, and the next hand begins.
Pegging points
- Fifteen (the total reaches exactly 15): 2
- Thirty-one (the total reaches exactly 31): 2
- Pair (you match the card just laid): 2. A third of the same rank: 6. A fourth: 12
- Run (the last three or more cards make a run in any order): 1 a card
- The go (your opponent cannot play under 31 and neither can you): 1 for the
last card laid. (Reaching 31 exactly scores 2 instead.)
If you have no card that fits under 31, the game says go for you and
play carries on with whoever can still lay one; there is nothing to tap.
Counting a hand
- Fifteens (every set of cards adding to 15): 2 each
- Pairs (every two cards of the same rank): 2 each (three of a kind is three
pairs, so 6; four is six pairs, so 12)
- Runs (three or more in rank order): 1 a card, counted once for every way
the run can be made
- Flush (all four of your cards in one suit): 4, and 5 if the starter
matches too. A crib needs all five
- His nob (the jack of the starter's suit, in your hand or the crib): 1
Aces are low: A-2-3 is a run, Q-K-A is not. Kings, queens, jacks and tens are all worth ten
towards a fifteen or a thirty-one.
Winning
The first to 121 wins the moment they get there, which is why the non-dealer counts first.
A game can end in the middle of the pegging, or before the dealer has shown a card.
Two house rules: there is no muggins, so a count you miss is never taken
by your opponent; every hand scores exactly what it is worth. And saying go is
automatic, because you never have a choice about it.