Official Cribbage Rules

The complete rulebook for cribbage, covering standard play, tournament regulations, and common edge cases.

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.

2. Equipment

  • Deck: Standard 52-card deck (no jokers)
  • Board: Cribbage board with 121 holes per player 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

  1. Cut for first deal: Each player cuts the deck. Lower card deals first. Ace is lowest.
  2. Shuffle and cut: Dealer shuffles. Non-dealer cuts (minimum 4 cards).
  3. Deal: Dealer deals 6 cards to each player, one at a time, alternating.
  4. Alternate dealing: The deal alternates each round.

Misdeal Rules

  • If a card is exposed during dealing, the non-dealer may demand a redeal.
  • If wrong number of cards dealt, there must be a redeal.
  • If discovered after play begins, the round is void and redealt.

4. The Crib

  1. Each player examines their 6 cards and discards exactly 2 cards face down.
  2. These 4 cards form the crib, which belongs to the dealer.
  3. Cards cannot be changed once laid away.
  4. Players now hold 4 cards each.

5. The Starter Card

  1. Non-dealer cuts the remaining deck.
  2. Dealer turns up the top card of the lower portion as the starter (also called "cut card").
  3. If the starter is a Jack, the dealer immediately pegs 2 points ("two for his heels").
  4. The starter is used in counting hands but not during pegging.

6. The Play (Pegging)

Basic Play

  1. Non-dealer plays first, placing a card face-up and announcing its value.
  2. Players alternate, adding cards and announcing the running total.
  3. The count cannot exceed 31.
  4. If unable to play without exceeding 31, say "Go".
  5. Opponent continues playing until they also cannot, then count resets to 0.
  6. Player who didn't play last leads the next series.
  7. Continue until all 8 cards are played.

Pegging Scores

  • Fifteen (15): 2 points
  • Thirty-one (31): 2 points
  • Go: 1 point for last card if not 31
  • 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:

  1. Non-dealer counts first (important for close games!)
  2. Dealer counts their hand
  3. 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+
  • 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 or counting
  • Skunk: Winning before opponent reaches 91 = double win
  • Double Skunk: Winning before opponent reaches 61 = triple win

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
  • Common in tournament play but optional in casual games

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. In tournament play, you must peg before playing your next card or lose the points.

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 tournaments, the winner of the previous game often deals first in the next.

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 'Muggins' rules, if you undercount your hand, your opponent can call 'Muggins' and claim the missed points. Without Muggins rules, miscounted points are simply lost.

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.