Cribbage Rules
The complete rulebook for standard six-card, two-player cribbage, covering the deal, the play, the show, common house rules and the edge cases that start arguments. There is no single governing body; these are the rules most players and rule sets agree on, and the ones CardCouch plays by.
1. Objective
The objective of cribbage is to be the first player to score 121 points (or 61 points in a short game). Points are scored during play (pegging) and by making various card combinations. CardCouch plays the full 121-point game.
2. Equipment
- Deck: Standard 52-card deck (no jokers)
- Board: Cribbage board with a 120-hole track plus a game hole for each player (121 in all; traditional boards go twice round a 60-hole track) and 4 pegs (2 per player)
- Players: 2 (variants exist for 3-4 players)
Card Values
- Ace = 1
- Number cards = face value (2-10)
- Face cards (J, Q, K) = 10
3. Dealing
- Cut for first deal: Each player cuts the deck. Lower card deals first. Ace is lowest.
- Shuffle and cut: Dealer shuffles. Non-dealer cuts (minimum 4 cards).
- Deal: Dealer deals 6 cards to each player, one at a time, alternating.
- Alternate dealing: The deal alternates each round. In a series the loser of the previous game usually deals first; on CardCouch you deal the first hand of every game.
Misdeals (usual conventions)
- If the dealer exposes a card while dealing, the non-dealer may call for a redeal.
- If the wrong number of cards is dealt and it is noticed before the discard, the hand is redealt.
- Groups differ on what happens when the error is only found after play has begun (some redeal, tournament rule sets apply penalties). Agree it before the first deal.
4. The Crib
- Each player examines their 6 cards and discards exactly 2 cards face down.
- These 4 cards form the crib, which belongs to the dealer.
- Cards cannot be changed once laid away.
- Players now hold 4 cards each.
5. The Starter Card
- Non-dealer cuts the remaining deck.
- Dealer turns up the top card of the lower portion as the starter (also called "cut card").
- If the starter is a Jack, the dealer immediately pegs 2 points ("two for his heels", also called nibs). Many rule sets require the dealer to peg them before playing a card.
- The starter is used in counting hands but not during pegging.
6. The Play (Pegging)
Basic Play
- Non-dealer plays first, placing a card face-up and announcing its value.
- Players alternate, adding cards and announcing the running total.
- The count cannot exceed 31.
- If you hold a card that keeps the count at 31 or under, you must play it. If unable to play without exceeding 31, say "Go".
- Opponent continues playing until they also cannot. The last player able to play pegs 1 for the go, then the count resets to 0.
- Player who didn't play last leads the next series.
- Continue until all 8 cards are played.
Pegging Scores
- Fifteen (15): 2 points
- Thirty-one (31): 2 points
- Go / last card: 1 point to the last player able to play, unless that card made 31 (then 2 only, never 3)
- Pair: 2 points (same rank as previous card)
- Pair Royal: 6 points (third consecutive same rank)
- Double Pair Royal: 12 points (fourth consecutive)
- Run: 1 point per card for 3+ cards in sequence (need not be played in order)
Run Clarification
For pegging runs, the cards must form a valid sequence from the cards just played. For example: if cards 5-3-4 are played, the player of the 4 scores 3 for a run. If 5-3-4-2 are played, the player of the 2 scores 4 for a run. The sequence 5-3-6 does not form a run (missing 4).
7. Counting Hands
After pegging, players count their hands using the starter as a fifth card:
- Non-dealer counts first (important for close games!)
- Dealer counts their hand
- Dealer counts the crib
Scoring Combinations
- Fifteen: 2 points per combination totaling 15
- Pair: 2 points per pair
- Run: 1 point per card in sequence of 3+ (Ace is low: A-2-3 is a run, Q-K-A is not)
- Flush: 4 points for 4 cards same suit in hand; 5 if starter matches
- Nobs: 1 point for Jack matching starter suit
Crib Counting Rules
The crib counts the same as a hand except: a flush in the crib requires all 5 cards (including starter) to be the same suit.
8. Winning
- First player to 121 points wins
- Game can end during pegging, on his heels, or in the middle of a count; nothing beyond 121 is scored
- Skunk: Winning before opponent reaches 91. Usually counted as a double win in match play
- Double Skunk: Winning before opponent reaches 61. Usually a triple win, by agreement (some groups count four, some do not score it separately)
Order of Counting
The counting order matters! Non-dealer counts first, then dealer hand, then crib. If both players could reach 121 in the same round, whoever counts first wins. This gives the non-dealer an advantage.
9. Muggins Rule
Muggins is an optional rule (agree before playing):
- If a player miscounts (claims fewer points than entitled), opponent may call "Muggins!"
- The opponent then scores the overlooked points
- Played in some clubs and home games, always agreed in advance; it is not part of every tournament rule set
- Not used on CardCouch: every hand, crib and pegging score is counted automatically, so there is nothing to miss
10. Edge Cases & Disputes
Common Situations
Both players say "Go"
The last player to play a card scores 1 for Go (or 2 if the count reached exactly 31). The count resets, and the opponent leads.
Card played by mistake
Once a card is played face up, it cannot be taken back. Any scores made by the opponent as a result stand.
Forgetting to peg
In casual play, forgotten scores are typically lost. Many tournament rule sets require you to peg before the next card is played or lose the points, and under muggins your opponent may claim them.
Scoring after opponent pegs out
If your opponent reaches 121 and wins, you do not count any remaining points - even if you would have won with your count.
Frequently Asked Questions
Who deals first in cribbage?
Players cut the deck; the player with the lower card deals first. Ace is low. In a series the loser of the previous game usually deals first in the next, though groups differ. On CardCouch you deal the first hand of every game and the deal then alternates.
Can you score more than 121 points in cribbage?
No, the game ends immediately when a player reaches or exceeds 121 points. Any additional points in that count are not scored.
What happens if you miscount in cribbage?
Under the optional 'Muggins' rule, if you undercount your hand, your opponent can call 'Muggins' and claim the missed points. Without Muggins, miscounted points are simply lost. On CardCouch every hand is counted automatically, so nothing can be missed.
Can you peg out during the count?
Yes, you can win the game during any scoring phase: pegging, counting your hand, or counting the crib. The game ends immediately upon reaching 121.