Rules of cribbage
The rules here are based on those of the American Cribbage Congress and apply to two-, three- or four-player games, with details of variations being listed below.
The deal
Cribbage uses a standard 52-card deck of cards. The jokers are removed; the suits are equal in status. The players cut for first deal, with the player cutting the lowest card dealing first. If the cutters tie, the cards are re-shuffled and re-cut. The dealer shuffles, offers the deck to the player on his or her right to cut, and deals cards singly to each player, starting with the player on the dealer's left. During the deal, if any card is exposed by the dealer or found face-up in the deck, cards must be redealt.Cards must be dealt so that each player ends up with four cards after the crib is formed, and the crib should also have four cards. For two players, each is dealt six cards. For three or four players, each is dealt five cards. In the case of three players, a single card is dealt face down in front of the dealer to start the crib.
# of Players | # cards dealt to each player | # cards dealt to crib | # cards discarded by each player to crib |
2 | 6 | 0 | 2 |
2 | 5 | 2 | 1 |
3 | 5 | 1 | 1 |
3 | 6/5 | 0 | 2/1 |
4 | 5 | 0 | 1 |
The crib
Once the cards have been dealt, each player chooses four cards to retain, discarding the other one or two face-down to form the "crib" that will be used later by the dealer. At this point, each player's hand and the crib will contain exactly four cards.Example cribs
Two players
Three players
The starter
The player on the dealer's left cuts the undealt portion of the deck, and the dealer reveals the top card of the bottom section, called the "starter" or the "cut", placing it on top of the deck face up. If this card is a Jack, the dealer scores two points for "his heels", also known as "his nibs", or simply "nibs".The game can end on a cut of a Jack for the dealer.
The play
The play starts with the player on the dealer's left and continues clockwise. Each player lays one card in turn onto the table so that it is visible, stating the cumulative value, or count, of the cards played so far.. Face cards are worth ten; aces are worth one. Each player’s cards are retained on the table in front of that player, so that the hands can later be gathered and scored.The count must not exceed 31, so a player who cannot lay a card without bringing the count above 31 passes by saying "Go". The other players continue to lay cards in turn without exceeding 31 until no cards can be played. Players must lay a card if able to do so without exceeding 31. The last player to lay a card scores two points if 31 is reached exactly ; otherwise one point is scored, e.g., "29 for one", or "30 for one", etc. The one-point score is known as "One for go", or simply "Go". The count is then reset to zero and play resumes, starting with the player to the left of the last card played. Players with cards remaining repeat this process until all cards have been played.
In addition to scoring one or two points for the last card, players score points according to the following rules:
- fifteen-twos
- *two points for a cumulative total of exactly fifteen
- runs
- * three points for completing a run of three cards, regardless of the order in which they are laid
- * four points for completing a run of four
- * five points for completing a run of five
- * six points for completing a run of six
- * seven points for completing the run of seven; e.g. playing 2, 4, 6, A, 3, 5 and 7
- pairs
- * two points for laying a card of the same rank as the previous card, thus completing a pair
- * six points for laying a third card of the same rank
- * twelve points for laying a fourth card of the same rank
Players choose when to lay each card in order to maximise their score according to the scheme shown below. The first player to reach 121 wins the game.
Example plays
Two players
Player | Card | Cumulative | Score | Announced |
Bob | 10 | "ten" | ||
Alice | 15 | 2 points | "fifteen for two" | |
Bob | 22 | "twenty-two" | ||
Alice | 28 | 3 points | "twenty-eight for three" | |
Bob | "go" | |||
Alice | 30 | 1 point | "thirty for one" | |
Bob | 6 | "six" | ||
Alice | 10 | "ten" | ||
Bob | 14 | 3 points | "fourteen for three" |
Three players
Player | Card | Cumulative | Score | Announced |
David | 7 | "seven" | ||
Eve | 14 | 2 points | "fourteen for two" | |
Claire | 21 | 6 points | "twenty-one for six" | |
David | 26 | "twenty-six" | ||
Eve | 31 | 4 points | "thirty-one for four" | |
Claire | 8 | "eight" | ||
David | 18 | "eighteen" | ||
Eve | 28 | 2 points | "twenty-eight for two" | |
Claire | "go" | |||
David | "go" | |||
Eve | 31 | 2 points | "thirty-one for two" | |
Claire | 10 | "ten" | ||
David | 14 | "fourteen" | ||
Claire | 23 | 1 point | "twenty-three for one" |
The show
Once the play is complete, each player in turn receives points based on the content of their hand. Starting with the player on the dealer's left, players spread out their cards on the playing surface and calculate their score. The starter card turned up at the beginning of play serves as a fifth card shared in common by all hands; thus each player’s score is based on their own four cards along with the starter card. Scoring combinations are the following:- fifteen-twos
- *two points for each separate combination of two or more cards totalling exactly fifteen
- runs
- * three points for a run of three consecutive cards
- * four points for a run of four
- * five points for a run of five
- pairs
- * two points for a pair of cards of a kind
- * six points for three cards of a kind
- * twelve points for four cards of a kind
- flush
- *four points for a flush, where all four cards in the hand are of the same suit, with an additional point if the starter card is also of that suit.
- * one point for holding the Jack of the same suit as the starter card
The dealer scores his hand last and then turns the cards in the crib face up. These cards, in conjunction with the starter card, are scored by the dealer as an additional hand. The rules for scoring the crib are the same as scoring a hand, with the exception of the flush; a four-card flush in the crib is scored only if it is the same suit as the starter card.
The highest possible score for a hand is 29 points: a starter card of a 5, and a hand of 5, 5, 5, J with the Jack being the same suit as the starter card. The score might be announced thus:
Scores between 0 and 29 are all possible, with the exception of 19, 25, 26 and 27. Players may colloquially refer to a blank hand as a "nineteen hand".
Example scores
Two players
Player | Cards | Score | Announced |
Bob | 2 | "fifteen two" | |
Bob | 2 | "fifteen four" | |
Bob | 4 | "four for a run" | |
Bob | 1 | "and one for his nob" | |
Bob | Total | 9 | |
Alice | 2 | "fifteen two" | |
Alice | 2 | "fifteen four" | |
Alice | 8 | "and eight for a double run" | |
Alice | Total | 12 | |
Alice | 2 | "fifteen two" | |
Alice | 2 | "fifteen four" | |
Alice | 2 | "and two for a pair" | |
Alice | Total | 6 |
Three players
Player | Cards | Score | Announced |
David | 2 | "fifteen two" | |
David | 2 | "fifteen four" | |
David | 3 | "and three for a run" | |
David | Total | 7 | |
Eve | 2 | "fifteen two" | |
Eve | 2 | "fifteen four" | |
Eve | 2 | "fifteen six" | |
Eve | 2 | "and two for a pair" | |
Eve | Total | 8 | |
Claire | 2 | "fifteen two" | |
Claire | 3 | "and three for a run" | |
Claire | Total | 5 | |
Claire | 2 | "fifteen two" | |
Claire | 3 | "and three for a run" | |
Claire | Total | 5 |
The end
After the dealer has scored the crib, all cards are collected and the deal passes to the player on the dealer's left. The next round starts with the deal.Although the rules of cribbage do not require it, the traditional method of keeping score is to use a cribbage board. This is a flat board, usually made of wood, with separate series of holes that record each player's score. It is usually arranged in five hole sections for easier scoring. Players each have two pegs that mark their current and previous scores, and all scoring is done by moving the back peg ahead of the front peg.
When a player reaches the target score for the game, the game ends with that player the winner.
Match
A match consists of more than one game, often an odd number. The match points are scored on the cribbage board using the holes reserved for match points. On a spiral board, these are often at the bottom of the board in a line with 5 or 7 holes. On a traditional board, they are often placed in the middle of the board or at the top/bottom.Two player game
In a two player game of cribbage a player scores one match point for each game won. Their opponent will begin the next game as first dealer. If a player skunks their opponent then that player scores one extra match point for that game. If a player double skunks their opponent, then they score two extra match points for the game. If a player triple skunks their opponent, they automatically win the match regardless of how many match points are needed to win. Double and triple skunks are not included in the official rules of cribbage play and are optional. There are several different formats for scoring match points.Scoring Variation | Points for a normal win | Points for skunking opponent | Points for double skunking opponent | Points for triple skunking opponent |
Official Tournament rules | 2 points | 3 points | no extra points | no extra points |
Variation of Tournament rules | 2 points | 3 points | 4 points | no extra points |
Free play rules | 1 point | 2 points | 4 points | no extra points |
Free play rules with triple skunk | 1 points | 2 points | 4 points | Automatic win of match |
Example match
Example of a full match using Free play rules. The match is first player to score 5 match points.Game | Alice | Bob | Result | Match Score |
1 | 121 | 98 | Alice beats Bob with Bob passing the skunk line for a simple win. ' and leads the match one to zero | - |
2 | 121 | 119 | Alice quite narrowly beats Bob with Bob well passed the skunk line for a simple win. ' and now leads two to zero | - |
3 | 82 | 121 | Bob easily beats Alice with Alice not passing the ' line but passing the double skunk line, Bob skunks Alice. ' for skunking Alice and evens the match score at two all. | - |
4 | 121 | 89 | Alice handily beats Bob with Bob almost but not quite passing the ' line though crossing the double skunk line, Alice skunks Bob. '' for skunking Bob with the match now four to two. Alice needs one more win. | - |
5 | 92 | 121 | Bob beats Alice with Alice having just crossed the skunk line for a simple win. ' With the score at four to three, both can potentially win the match next hand. | - |
6 | 121 | 100 | Alice beats Bob with Bob crossing the skunk line for a simple win. ' Alice reaches 5 match points and wins the match beating Bob five match points to three match points. | - |
Three player game
Winner takes all
When playing a three player match in a winner takes all format, the winner scores two match points for each game won. If he/she skunks just the third opponent, they score an additional match point with second place receiving one point. If he/she double skunks both opponents, he/she still scores three match points but second place would not receive any points at all.Continued play
In continued play format, the winner of the match earns two match points for three player cribbage and four match points for five player cribbage. The remaining players play until there is a second winner, who scores one match point for three player cribbage and two match points for five player cribbage. In five player cribbage, the remaining three players play until there is a third winner, who scores one match point.Variations
- Three players: Five cards are dealt to each player and one card directly to the crib, and each player then discards one card to the crib, as shown in the examples above. Three players can score individually, with the winner the first to reach 121, or in a "two against one" team format, where the two-player team must score 121 to win before the lone player reaches 61. Another variation of the "two against one" team format, is that prior to the cut, the lone player picks up the crib, examines all 8 cards, and then discards 4 cards to the crib. Both the team and lone player need to reach 121 to win.
- Four players: Five cards are dealt to each player, each of whom discards one to the crib. The players can play as individuals or as two sets of partners.
- Five-card cribbage : The two players are dealt five cards each, two of which are discarded into the crib. The crib thus consists of four cards but each hand only three. The non-dealer is given a three-point start, the play goes up to 31 only once, and the goal is 61.
- Five players: Five cards are dealt to each player except the dealer, who has only four cards. The four non-dealers each discard one card to the crib.
- Muggins: This is a scoring variant in which a player who fails to count all the points to which he is entitled in the play or the show loses the unclaimed points to an opponent who calls "muggins" or "cut throat".
- Lowball : This is a misère variant in which the normal rules apply but the aim is to avoid scoring. The loser is the first to 121.
- Jokers: Jokers are fully wild, with their rank and suit decided only at the moment of play. The choice of card may even replicate a card already in play, allowing for 5 of a kind, 6 of a kind, etc. When a joker is cut as the starter, the dealer scores 2 for heels and each player may choose a different rank and suit for the joker when hands are scored.
- Toss Fives: This is a variant in which players must discard any 5s they may have into the crib.
- Auction Cribbage: In Auction Cribbage, any player may bid for the points in the box after the cards are dealt. Bidding continues in turn until no further bids are offered; the winning bidder then immediately deducts that number of points from their hand; the crib is scored at the usual time and its points awarded to the winning bidder for that round. If no bid is placed, the dealer retains the crib.
- Null point penalty: When a player scores zero points during "the show", their opponent scores one point. This applies to both players hands as well as in the crib.
- Back 10 : The hand and the crib must contain points. If either hand does not, the owner of the hand must go back ten points.
- Canadian Doubles: A variation on doubles, the dealer and the player to the dealer's left are dealt 10 cards each. Both players keep 4 cards, give their partners 4 cards and throw two to the crib. Play proceeds normally. This game is normally over in four deals, at most five.