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Answers to the most common questions about cribbage rules, scoring, strategy, terminology, and gameplay.
Any combination of cards in your hand (plus the starter card) that totals exactly 15 scores 2 points. Cards are valued at face value (Ace = 1, 2-10 = face value, Jack/Queen/King = 10). You count every possible combination — for example, a hand of 5-5-5-J scores 8 points for fifteens because each 5 pairs with the Jack to make 15 (three combinations of 2 points each) plus all three 5s together make 15 (another 2 points).
The crib is an extra hand that belongs to the dealer. Before play begins, each player discards 2 cards face-down to form the crib (4 cards total in a 2-player game). After the pegging phase and hand counting, the dealer scores the crib as a separate hand using the starter card as the fifth card. The crib follows the same scoring rules as a regular hand, except a four-card flush does not count — only a five-card flush (all four crib cards plus the starter matching suit) scores.
Nobs and nibs are two Jack-related scoring rules. Nobs (also called "one for his nob") scores 1 point when you hold a Jack in your hand that matches the suit of the starter card. Nibs (also called "two for his heels") scores 2 points for the dealer when the starter card turned up is a Jack. Nibs is scored immediately when the starter is revealed, before pegging begins.
Pegging is the play phase of cribbage. Starting with the pone (non-dealer), players alternate playing one card face-up, keeping a running count. The count cannot exceed 31. Score 2 points for reaching exactly 15 or 31, 2 points for a pair, 6 for three-of-a-kind, 12 for four-of-a-kind, and 1 point per card in a run of 3 or more consecutive ranks. If you cannot play without exceeding 31, say "Go" — the last player to play scores 1 point. After reaching 31 or a Go, the count resets to zero and play continues until all cards are played.
A double run occurs when you have a run of consecutive cards with one rank duplicated by a pair. For example, 3-4-4-5 is a double run of three: two separate runs of 3-4-5 scoring 3 points each, plus a pair of 4s for 2 points, totaling 8 points. Longer patterns pay more, and the fifteens in them count on top. A double run of four such as 3-4-5-5-6 pays 8 for the runs and 2 for the pair, then 4 more because 4-5-6 makes fifteen twice, for 14 in all. A triple run such as 3-4-4-4-5 pays 9 for three runs of three and 6 for three pairs, plus 2 for the 3-4-4-4 fifteen, for 17.
Yes, but only a five-card flush counts in the crib. Unlike a regular hand where four cards of the same suit score 4 points (and five cards score 5 points), the crib only scores a flush if all four crib cards AND the starter card are the same suit — a five-card flush for 5 points. A four-card flush in the crib scores nothing. This rule makes flushes in the crib much rarer and less reliable to plan for when discarding.
The highest possible hand is 29 points, achieved with three 5s and the Jack of the same suit as the starter card (which is the fourth 5). This scores: 8 fifteens (16 points), 6 pairs from four-of-a-kind (12 points), and 1 point for nobs (Jack matching starter suit) = 29 total. A 29 hand is extremely rare — the odds are approximately 1 in 216,580 deals. The highest possible crib is 29 as well, though it requires help from both opponents' discards.
A skunk occurs when the winner reaches 121 points before the loser passes 90 points (the three-quarter mark on the board). In many cribbage clubs and tournaments, a skunk counts as two games instead of one. A double skunk — reaching 121 before the loser passes 60 — counts as three or four games depending on house rules. The skunk lines are often marked on traditional cribbage boards at holes 90 and 60.
Muggins (also called "cut-throat" scoring) is an optional rule where if a player fails to count all the points in their hand, the opponent can call "muggins" and claim the missed points for themselves. For example, if you count your hand as 8 but it actually contains 10 points, your opponent can say "muggins" and peg the 2 unclaimed points. Muggins encourages careful counting and is common in competitive play, though many casual games play without it. Our cribbage game counts every hand and crib for you, so muggins never comes up here.
The pone (non-dealer) counts their hand first in the show phase as a balancing mechanism. The dealer has the advantage of scoring the crib as an extra hand, which typically adds 4-6 points per round. To offset this advantage, the pone gets to count first — meaning if both players are close to 121, the pone wins because their hand is counted before the dealer's hand and crib. This counting order is one of the most important strategic elements in endgame situations.
In standard two-player cribbage, each player is always dealt 6 cards and discards 2 to the crib. However, in three-player cribbage, each player is dealt 5 cards and discards 1 to the crib (plus one card dealt directly to the crib from the deck). In four-player partnership cribbage, each player is dealt 5 cards and discards 1 to the crib. The number of cards dealt varies by the number of players to ensure the crib always has 4 cards.
Cribbage combines skill and luck, and skill wins out over a long session. The deal is random, but three decisions carry the game: which two cards you discard, how you peg, and how you read board position. A single game can turn on one starter card. Across the many games of an American Cribbage Congress tournament, the same names keep reaching the final tables.
Still have questions? The best way to learn is to play. Try cribbage against the AI and see these concepts in action.
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