Board Games & Accessories


Rules of the Game

 

Playing the game

In cribbage the deal rotates with each hand played. This is very important because of the advantage having the crib goes to the dealer (especially in five-card play). If in a hand a player "pegs out" (reaches the winning score), then the game is over and that player wins. A unique feature of cribbage is that when a player pegs out, the game is over; this can take place during the play of cards or while the hands are being scored. Some of the cribbage boards are marked with an "S" in place of "90" because a player is said to be "skunked" if, upon completion of the game, the player has fewer than 91 points. Any player that finishes with less than 61 points is said to be "double skunked" or "lurched ".

The deal and the formation of the crib

The dealer shuffles the playing cards and deals the required number of cards. The non-dealer can cut the deck before the deal, though they can also pass on this option. The players discard cards face-down to form the crib, which will be used by the dealer.

The Starter

The player to the right of the dealer or left (consistently use one or the other) cuts the deck and the dealer then turns up the top card, called the "starter". If the card is a Jack , the dealer scores two points for "his heels".

Card values

Aces are considered a low card and have a value of 1. Face cards always have a value of 10 but retain their customary rank for runs, thus 9,10,J,Q,K is a valid run of 5. Since the ace is always a low card it only counts as a run in combination with the 2 and 3 etc and not with the K and Q.

The play

Each player takes turn and plays a card in separate stacks, with the non-dealer playing first, stating the total value of all the cards played. The total can not pass 31.

If a player is not able play a card without bringing the total over 31, the player says "Go" and the other player(s) can then play any cards that keep the total at 31 or less; the last player to play a card before the count is reset to zero pegs 1 point for "the go", if some cards remain unplayed, or "last card", if no cards remain unplayed. If said player tallies exactly 31 points, another point for "31" is earned, making two points in total. The count then resets to 0, and the first player having unplayed cards to the left of the player who played last leads the next card.

During play, the players peg points are:

  • 2 points for a total of 15.
  • 2 points if the card is of the same value as the previous card (i.e. completing a pair).
  • 6 (12) points for playing a third (fourth) consecutive card of the same value without the count resetting to zero in between any two consecutive cards. Three in a row is 'pair royale', four is 'double pair royale'.
  • Three points for completing a run of three cards, four for completing a run of four cards, and so on. This is regardless of the order of play, as long as no non-run making card or a 'go' stands in the way, so if the cards played are 6,6,4,2,3, then the player who plays the 3 will score three for a run. However, if the order is 4,K,7,9 'go' 10,J,5,3 then no points are awarded for the 9,10,J.
  • 1 point for playing a card such that none of the other players can go — because either everyone else is out of cards, or no one else can play without exceeding 31—in either case this is a "point for go".
  • 2 points for bringing the total to 31.
  • 1 point for playing the last card, except in the preceding situation when the last card counts to 31, in which case 2 points are scored.

Example from a two player game:

Player 1 plays a 10, saying "Ten",

Player 2 plays a 5, saying "Fifteen for two" and pegging two points (for the 15).

Player 1 plays a 5, saying "Twenty for two" and pegging two points (for the pair of 5s).

Player 2 plays a 5, saying "Twenty-five for six" and pegging six points (for the triple 5).

Player 1 plays a 6, saying "Thirty-one for two" and pegging two points for getting 31.

The count resets and play continues until all eight cards are played.

Another example:

Player 1 plays a 9, saying "Nine",

Player 2 plays a 7, saying, "Sixteen",

Player 1 plays an 8, saying, "Twenty-four for three" and pegging three points (run of 7,8,9),

Player 2 plays a 5, saying, "Twenty-nine",

Player 1 having no cards which would keep the total at 31 or less, says "Go",

Player 2 plays an Ace, saying "Thirty" and pegging one point (for the "go"),

Player 1 plays a 9, saying "Nine" (the count has been reset after the "go"),

Player 2 plays a 3, saying "Twelve",

Player 1 plays a 4, saying "Sixteen and one for last" and pegs one point (for the last card of the hand)

The show

Each player in turn, in the order of play and ending with the dealer and then the crib, tallies the points in their hand, including the starter card, and "pegs" (counts) the amount. The order in which this is completed is important as a player who scores first may peg out and wins the game even though another player's tally would exceed that score. In a standard, two-handed game, the hands are scored in the following order:

1.     Non-dealer's hand

2.     Dealer's hand

3.     Dealer's crib

Hands are generally scored starting with the player to the dealer's left, then continuing clockwise towards the dealer, who counts his or her hand first and then his or her crib hand.

Points are scored as such:

  • 1 point - for Jack in hand with the same suit as the starter card - called having "his knobs" or "his knob" in the UK and "right Jack" in the US.
  • 2 points
    • for each combination of cards that total 15 - again, face cards count 10, aces 1.
    • for each pair - "three of a kind" forms three pairs (6 points), "four of a kind" forms six pairs (12 points); "three of a kind" is sometimes called a "pair royal" or "prail", "four of a kind" being a "double royal" or "double prail".
  • 1 point per card
    • for each card in a run - a run is three or more consecutive cards, so a run of three scores 3 points, a run of four 4 points, etc.
    • for each card in a flush - a flush must be at least all cards in hand (3 in five card, 4 in six card, 5 in seven card) but may also include the starter card. The crib hand may only score a flush if the starter card is included.

Please note, that cards may be used in several different combinations in the same deal, thus a jack may score for his nob, in a flush, a run, as a 15 (in combination with a 5) and as a pair.

Traditionally the score is stated aloud as shown, though players may simply declare the score, particularly with low-scoring hands. The highest possible score in six-card cribbage is 29, for a holding of 5, 5, 5, J with a starter of a 5 of the same suit as the Jack. This scores:

"fifteen sixteen" - for J-5 four times and 5-5-5 four times,

"and twelve" - for four 5s,

"and one for his nobs makes twenty-nine."

In the seven-card game the highest possible score is 46, which is scored by holding 4,4,5,5,6,6 (including starter), which is fifteen 16, 24 in runs and 6 in pairs. In the six-card game, all scores between 0 and 29 are possible with the exception of 19, 25, 26 and 27. Players will sometimes refer to a hand scoring no points as having a score of 19, which can confuse new players.

The crib

After all the players have counted their hands the dealer will tally all the points in the crib. This is counted as with the other hands, except that a flush is scored only if the starter card is also of the same suit.

Cribbage Board

Visually, cribbage is known for its scoring board - a series of holes (streets or tracks) on which the score is tallied with pegs. Scores can be kept on a piece of paper, but a cribbage board is preferred, since scoring occurs throughout the game, not just at the conclusion of hands as in most other card games.

There are two main designs of cribbage board:

  • The older has four rows of thirty holes and a pegging-out hole in the middle at each end (allowing the board to be used both ways round). It is not suitable for three player games. In variations it can however be used for team crib with four players and five cards each. Partners are normally opposite each other.
  • The newer has three or four rows of 120 holes with a pegging-out hole at the end and is often brightly coloured. It is best suited to games played to 121, though it can also be used for 61-point games.

In both cases there are two pegs for each player (except team crib where it is two pegs per team\partnership), so that if a player loses track in the count one peg still marks the previous score. The holes are divided into groups of 5.

Tactics

Forming the crib

There are certain cards and card combinations that are likely to be beneficial so a non-dealer will try to keep them in hand. The dealer will try to keep any good combinations together, either in hand or in the crib.

Cards and combinations dealer would throw into the crib, but non-dealer would avoid, are:

  • directly scoring combinations
    • pairs
    • 15's - 10-5, 9-6 and 8-7
  • best individual card is a 5 since 4/13 cards are worth 10 which combines to make 15.
  • consecutive cards - A-2 ... 7-8 ... J-Q give an opportunity of forming a run. Note 7-8 is best as it also scores 15.
  • 3s, 6s, 9s - Likely to combine to 15 (6,9,; 3,6,6,; 3,3,9; etc.).

In the "old game" (2 players, 5 cards of which 2 from each hand go into the crib) the crib is potentially the highest scoring hand and non-dealers may be prepared to sabotage their own hand to avoid giving dealer a high-scoring crib.

The play

Some of these tactics will only work in a two-player game (with more players it is harder to devise a strategy). The player who leads the play should consider the following:

  • Do not lead a five; chances are the opponent has a ten or face card and can easily make 15 for two points.
  • Playing a four or less guarantees that an opponent cannot make 15 on the next card played. The best that player can do is to complete a pair (which there is no defense against unless one holds at least two of a given card).
  • Other than the above, if two cards total fifteen, play one; that way if an opponent takes the score to fifteen for two, the first player can complete the pair to get two points.
  • If a hand has a 7 and a 9, or an 8 and a 9, play the 7 or 8. Chances are that the opponent will play for the 15, giving the first player a run of 3 with the 9.

In general:

  • Play a card from a pair; if an opponent completes the pair for two, the first player can complete a triple for six (unless the triple would result in the running total to exceed 31, in which case this play is not possible).
  • If a hand holds two cards which are two apart in sequence and the middle card in the sequence would total 15 (i.e. a 6 and an 8), playing one of those two cards may result in scoring a run if the opponent plays the card to make the 15 and the first player follows up to complete the run.
  • Try to keep small cards, increasing the possibility of being able to play the last card for a point or 31 for two points; however, leading a card lower than five prevents the next player from immediately scoring a fifteen.
  • Leading with a 6 or a 9 is generally considered a bad play, although there are situations when it can be advantageous.
  • Avoid making the count 21 if at all possible. There are 16 cards in the deck (30.8% of deck) with a value of 10, so making the count 21 gives an opponent a good chance to bring the running tally to 31 and score two points.

Variations

  • Six-card cribbage is a common game, and is the version played in organized tournaments. In this version, each player is dealt six cards, leaving them with four cards once two are placed in the crib. Play is to 121 — two streets of 60 (up and down) and the pegging-out hole.
  • For three players, five cards are dealt each and one to the crib. Each player places one card in the crib. Then play is as six card.
  • Five-card cribbage (for two players) is an old version, and is sometimes known as "old game". Each player is dealt five cards, so the crib consists of four cards but each hand only three. Whoever is non-dealer first is given a three-point start and play is to 61. The pegging is also different from six card.
  • For four players, five cards are dealt each and each player places one in the crib. Play is as six card. In partner crib, players opposite each other form a partnership (as bridge) and the scores are combined.
  • Seven-card cribbage is rare. Seven cards are dealt each and one to the crib, so the hands have five cards. The points can be very complicated to calculate. Play is to 151 (two and a half times round a traditional board).
  • Low-ball is a variant of six-card, in which the first person to score 121 points loses.
  • Muggins is a variation in which a player who fails to count all the points in the play or the show may lose those unclaimed points to an opponent who declares "muggins". Whether or not to play muggins is determined before the start of the game.
  • CrossCribb, a board game in which players try to form intersecting cribbage hands on a five-by-five grid.

Statistics

  • There are 12,994,800 scoring hands in cribbage ((52 choose 5) x 5 -- 5 cards then any of those 5 as the starter card).
  • Approximately 7.8% of randomly drawn four-card hands score zero points before the starter card is factored in, and exclusive of in-play pegging points.
  • The highest score is 29 (555J in hand with the starter 5 of the same suit as the Jack).
  • The second highest score is 28 (any 10/J/Q/K+5555 in hand and starter excepting the above 29 hand) and the third highest is 24 (A7777, 33339, 36666, 44447, 44556, 44566, 45566, 67788, 77889).
  • The odds of getting a 28 hand in a 2 player game are 1 in 15,028.
  • The odds of getting a perfect 29 hand in a 2 player game are 1 in 216,580.
  • The odds of getting a perfect 29 hand in a 3 or 4 player game are 1 in 649,740.
  • The most points that can be pegged by playing one card is 15. This is accomplished by completing a double pair royale, while making the count 15 on the last card (12 for double pairs royale, 2 for the 15, plus 1 for last card). Although this is rare, players declare it as "15 for 15".
  • The highest score (excluding pegging) as a dealer is 53. The starter must be a 5, and one hand must have J555 while the other has 4466. The first being a 29 (With the right Jack) and the second being 24.
  • The dealer in 2-player, 6-card cribbage will always peg at least one point during the play (the pegging round), unless the opponent wins the game before the pegging is finished.
  • While 19 is generally recognized as "the impossible hand", meaning that there is no combination of 5 cards that will produce a score of 19 points, 25, 26, 27 and any number of points greater than 29 are also impossible in-hand point totals. Sometimes if a player scores 0 points in their hand they will claim they have a "19 hand".

 



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