Cribbage Rules: How to Play Cribbage, Step by Step
Cribbage (often just called crib) is a two-player card game where you score points by making fifteens, pairs and runs, first while playing cards and then by counting your hand. The first player to reach 121 points wins.
Play a game while you learn Printable rules sheet
Cribbage at a glance
| Players | 2 (also 3, or 4 as partners) |
|---|---|
| Cards | A standard 52-card deck, no jokers |
| Goal | Be first to 121 points |
| Each hand | Deal → discard to the crib → cut the starter → the play → the show |
| Equipment | A cribbage board and pegs make scoring easy, but pencil and paper work too |
Card values
Cards have a counting value, used to make 15 and 31:
- Ace = 1
- 2 through 10 = their number
- Jack, Queen and King = 10 each
For runs (sequences) and pairs, cards keep their rank: Ace is always low, and the order is A-2-3-4-5-6-7-8-9-10-J-Q-K. So J-Q-K is a run, but Q-K-A is not. A pair has to be the same rank: two Jacks are a pair, a Jack and a Queen are not, even though both count 10.
The deal and the crib
Who goes first: cutting for the deal
Each player cuts the deck. The player with the lower card deals first (Ace is lowest). If you tie, cut again. After the first hand, the deal alternates. The dealer’s opponent always plays the first card and counts first, so “going first” in the play goes to the player who doesn’t deal.
Dealing
The dealer shuffles and deals six cards to each player, one at a time, starting with the opponent. The dealer’s opponent is called the pone.
The crib
Each player looks at their six cards and puts two of them face down into the crib. The crib is a bonus hand that belongs to the dealer and is counted at the end of the hand.
This is the most important decision in cribbage. When it’s your crib, throw in cards that might score together, such as a pair or a 5. When it’s your opponent’s crib, avoid giving them 5s, pairs and cards close together like 7-8.
The starter card
After both players have discarded, the pone cuts the remaining deck and the dealer turns up the top card of the bottom half. This is the starter (also called the cut card). It is not played, but it counts as a fifth card in both hands and in the crib during the show.
If the starter is a Jack, the dealer immediately scores 2 points for “his heels”.
The play (pegging to 31)
Now the players take turns laying cards face up in front of themselves, starting with the pone. Each player calls out the running total of all cards played so far. The total may never go over 31.
Points during the play
| When your card… | You score |
|---|---|
| brings the count to exactly 15 | 2 |
| brings the count to exactly 31 | 2 |
| matches the rank of the card just played (a pair) | 2 |
| makes three of a kind in a row | 6 |
| makes four of a kind in a row | 12 |
| completes a run of 3 or more with the cards just played | 1 per card |
| is the last card before neither player can play (“go”) | 1 |
| is the last card of the whole play | 1 |
Runs in the play don’t have to be in order. If the cards played are 4, then 6, then 5, the 5 completes a run of three (and makes the count 15, for 2 more). But nothing may interrupt the run: after 4-6-6-5, there is no run, because the second 6 breaks it.
“Go”
If you can’t play a card without going over 31, you say “Go.” Your opponent then keeps playing as many cards as they can without passing 31. When neither player can play:
- the player who laid the last card scores 1 point for the go (if they hit exactly 31, they score the 2 for 31 instead, not 3);
- the count goes back to zero, and the player who did not play the last card starts the next round.
Play continues until all eight cards are played. Whoever plays the very last card scores 1 for last card (or 2 if it makes exactly 31).
An example
| Card played | Count | Points |
|---|---|---|
| Pone plays 4 | 4 | — |
| Dealer plays Jack | 14 | — |
| Pone plays Ace | 15 | Pone: fifteen for 2 |
| Dealer plays Ace | 16 | Dealer: pair for 2 |
| Pone plays 6 | 22 | — |
| Dealer plays 9 | 31 | Dealer: thirty-one for 2 |
The count starts again at zero, and the pone leads, because the dealer played the last card.
A go example: the count is 27 and the pone holds a 5 and a King. Both would pass 31, so the pone says “Go.” The dealer holds a 3 and a 2, plays the 3 to make 30, and can’t play the 2 (32). Neither player can play, so the dealer scores 1 for the go, and the pone leads the next round.
The show (counting hands)
After the play, each player picks their four cards back up and counts them together with the starter. The order matters:
- The pone counts first.
- The dealer counts their hand.
- The dealer turns over the crib and counts it as a second hand.
What scores in the show
| Combination | Points |
|---|---|
| Each different combination of cards that adds up to 15 | 2 |
| Each pair | 2 |
| Three of a kind (three pairs) | 6 |
| Four of a kind (six pairs) | 12 |
| Each run of 3 or more cards in sequence | 1 per card |
| Flush: all 4 cards in your hand the same suit | 4 |
| …and the starter matches too | 5 |
| Crib flush: only counts if all 5 cards (crib + starter) match | 5 |
| “Nobs”: the Jack of the same suit as the starter, in your hand | 1 |
The same card can be used in more than one combination. That is why a hand like 7-8-8-9 scores so well: there are two separate runs of 7-8-9 (one with each 8).
Counting a hand, step by step
Your hand is 7♠︎ 8♥︎ 8♣︎ 9♦︎ and the starter is K♠︎.
- Fifteens: 7 + 8♥ and 7 + 8♣ — fifteen two, fifteen four
- Pair: the two 8s — six
- Runs: 7-8♥-9 and 7-8♣-9 — nine, twelve
Total: 12 points. Players traditionally count out loud: “Fifteen two, fifteen four, a pair is six, and a double run is twelve.”
Another: 5♦︎ 5♣︎ J♣︎ Q♥︎ with a 4♠︎ starter. Each 5 makes 15 with each ten-card, which is four fifteens (8 points), plus the pair of 5s (2): 10 points. The Jack is a club but the starter is a spade, so there is no nobs.
Want to check a hand of your own? Use the cribbage score calculator.
Runs in cribbage
A run is three or more cards of consecutive rank, such as 4-5-6 or 9-10-J-Q. Suits don’t matter: 4♥︎ 5♣︎ 6♠︎ is a run. Ace is always low, so A-2-3 is a run, but Q-K-A and K-A-2 are not. A run scores 1 point per card.
Runs score in both parts of the hand, but the rules are a little different in each.
Runs during the play
In the play, look at the cards just played, counting back from the last one. If the last three or more cards can be arranged into a run, the player who laid the last card scores it.
- They don’t have to be played in order. 4, then 6, then 5 is a run of three.
- Nothing may break it. A pair or any other card in the middle stops the run: 4-6-6-5 is not a run.
- Runs can grow. Either player can add to a run and score the longer run.
- Runs stop at a go or 31. When the count goes back to zero, a new run has to start from scratch.
| Card played | Count | Points |
|---|---|---|
| Pone plays 2 | 2 | — |
| Dealer plays 4 | 6 | — |
| Pone plays 3 | 9 | Pone: run of three (2-3-4) for 3 |
| Dealer plays 5 | 14 | Dealer: run of four (2-3-4-5) for 4 |
| Pone plays 6 | 20 | Pone: run of five (2-3-4-5-6) for 5 |
Runs in the show
In the show, use any of your four cards plus the starter, in any order. Only the longest run counts: 5-6-7-8 is one run of four for 4 points, not two runs of three. But when a pair sits inside a run, each card of the pair makes its own run, and that is where the big scores come from:
| Cards | Name | Points (not counting fifteens) |
|---|---|---|
| 4‑5‑6 | Run of three | 3 |
| 4‑5‑6‑7 | Run of four | 4 |
| 4‑5‑6‑7‑8 | Run of five | 5 |
| 4‑5‑5‑6 | Double run (two runs of three + a pair) | 8 |
| 4‑5‑6‑6‑7 | Double run of four (two runs of four + a pair) | 10 |
| 4‑4‑4‑5‑6 | Triple run (three runs of three + three of a kind) | 15 |
| 4‑4‑5‑5‑6 | Quadruple run (four runs of three + two pairs) | 16 |
Example: a hand of 5-6-7-8 with a King starter has one run of four (4) and two fifteens, 7 + 8 and 5 + King (4), for 8 points.
Jack rules: nobs and his heels
A Jack counts 10 toward 15 and 31, and in runs it sits between the 10 and the Queen. It also earns two special scores:
- His heels: if the starter card is a Jack, the dealer scores 2 points right away. If that takes the dealer to 121, the dealer wins on the spot.
- Nobs (also called his nobs or the right Jack): in the show, a Jack of the same suit as the starter scores 1 point. It counts in either player’s hand and in the crib.
When the starter itself is a Jack, nobody can score nobs: the only Jack of that suit is the starter. A Jack scores nothing special during the play, only the usual fifteens, 31s, pairs and runs.
Winning, and what a skunk is
The first player to reach 121 points wins immediately — even in the middle of the play or before the other player has counted their hand. This is why the counting order matters near the end: the pone counts first and can “count out” before the dealer gets to count.
If the loser has fewer than 91 points when the game ends, they are skunked, and many players count that as two games. Fewer than 61 points is a double skunk.
Using a cribbage board
A cribbage board has a track of holes for each player, with two pegs each. To score, move your back peg ahead of your front peg by the number of points you just made. The pegs leapfrog each other, so the gap between them always shows your last score, which makes mistakes easy to spot. A standard board goes twice around a 60-hole track, and the final hole is 121.
The game on this site draws the board for you: the bright peg is your score and the faded peg shows where you were before.
Two, three and four players
Two players is the standard game, and it’s the one this page describes: deal six cards each, each player puts two in the crib, so both hands and the crib have four cards. The pone plays first and counts first, then the dealer counts their hand and the crib. The deal alternates every hand, and the first to 121 wins.
Three players: deal five cards to each player and one card to the crib. Each player discards one card to the crib, so everyone ends with four cards and the crib has four. Play and count as usual, starting with the player to the dealer’s left.
Four players: play as two teams of partners sitting opposite each other. Deal five cards each; each player discards one to the crib. Partners add their scores together.
Printable cribbage rules (one page)
Everything you need at the table, on one sheet.
| A hand of cribbage, in order (2 players) | |
|---|---|
| 1. Deal | Lower cut deals first, then the deal alternates. Six cards each. |
| 2. Crib | Each player puts 2 cards face down in the crib. The crib belongs to the dealer. |
| 3. Starter | Pone cuts, dealer turns the top card. A Jack = 2 for his heels to the dealer. |
| 4. The play | Pone leads. Take turns, call the running total, never over 31. Say “Go” if you can’t play. |
| 5. The show | Count hands with the starter: pone first, then dealer, then the dealer’s crib. |
| 6. Win | First to 121 wins at once. Loser under 91 = skunk; under 61 = double skunk. |
| During the play | Points | In the show | Points |
|---|---|---|---|
| Count hits 15 | 2 | Each combination making 15 | 2 |
| Count hits 31 | 2 | Each pair | 2 |
| Pair | 2 | Three of a kind | 6 |
| Three of a kind | 6 | Four of a kind | 12 |
| Four of a kind | 12 | Run (3+ in sequence) | 1/card |
| Run of 3+ (any order) | 1/card | Flush in hand (4 cards / with starter 5) | 4 / 5 |
| Go (last card under 31) | 1 | Flush in crib (all 5 must match) | 5 |
| Last card of the play | 1 | Nobs: Jack of the starter’s suit | 1 |
Card values: Ace 1, 2–10 face value, J Q K = 10. Ace is always low in runs (Q‑K‑A is not a run). Double run 4‑5‑5‑6 = 8 · double run of four = 10 · triple run = 15 · quadruple run = 16 (not counting fifteens). Best hand: 29 (5‑5‑5‑J + the 5 of the Jack’s suit as starter). Rules and a free game with big cards: bigcardgames.com/cribbage/
Cribbage words
- Pone
- The dealer’s opponent. The pone plays first and counts first.
- Crib
- The four discarded cards that belong to the dealer.
- Starter (cut card)
- The card turned up after the discard. It counts in every hand.
- His heels (his nibs)
- 2 points to the dealer when the starter is a Jack.
- Nobs (his nobs)
- 1 point for holding the Jack of the starter’s suit.
- Go
- What you say when you can’t play without passing 31.
- Peg out
- Reach 121 and win.
- Skunk
- Winning before your opponent reaches 91.
- Muggins
- An optional rule: if a player misses points in their count, the opponent may claim them. The game on this site counts automatically, so nothing is ever missed.
- Nineteen
- Slang for a hand worth zero. No hand can score exactly 19.
Common questions
Is cribbage hard to learn?
The rules take one or two hands to pick up: deal, give two cards to the crib, play cards toward 31, then count your hand. The part that takes practice is counting hands quickly, because fifteens and runs hide in plain sight. Playing against the computer helps, since every hand is counted and explained for you.
How long does a game of cribbage take?
A two-player game to 121 usually takes 15 to 30 minutes, about eight or nine hands.
Is crib the same as cribbage?
Yes. “Crib” is the everyday name for cribbage, especially in the UK, Canada and Australia, and it is also the name of the dealer’s extra hand. The rules are the same; in Britain you may also hear “one for his nob” and “two for his heels”.
Is there a printable sheet of the cribbage rules?
Yes: the one-page rules sheet above has the order of a hand and every score for the play and the show. Press “Print this sheet” and only that part prints.
Who goes first in cribbage?
Both players cut the deck, and the lower card deals first. The non-dealer (pone) then plays the first card of the play and counts first in the show. The deal alternates after every hand.
How do you play cribbage with 2 players?
Two players is the standard game. Deal six cards each, each player puts two in the dealer’s crib, cut the starter, peg to 31 in the play, then count hands in the show: pone first, then the dealer’s hand, then the crib. First to 121 wins. Everything on this page is written for two players; see three and four players for the changes.
How many cards do you deal in cribbage?
Six to each player in a two-player game, and each player puts two in the crib. With three or four players, deal five each and everyone puts one in the crib.
Do runs have to be in order in cribbage?
No. In the play, the last cards just need to form a sequence in any order, with nothing breaking it. In the show, any cards in your hand plus the starter count. See runs in cribbage.
Do runs have to be the same suit in cribbage?
No. Suits don’t matter for runs. Suits only matter for flushes and nobs.
Who counts first in cribbage?
The non-dealer (pone) counts first, then the dealer counts their hand, then the dealer counts the crib.
Can you win during pegging?
Yes. Points from the play are scored the moment they happen, so reaching 121 during the play ends the game right away.
Does a four-card flush count in the crib?
No. A flush in the crib only counts if all four crib cards and the starter are the same suit, for 5 points.
Is Ace high or low in cribbage?
Always low. A-2-3 is a run; Q-K-A is not.
What is the best possible cribbage hand?
29 points: three 5s and the Jack in your hand, with the fourth 5 of the Jack’s suit as the starter. See more on the scoring page.