Cribbage has a reputation for being complicated. That reputation is mostly undeserved. Yes, the scoring system is unlike anything in other card games -- but once it clicks, cribbage becomes one of the most satisfying and strategically rich card games you can play. This guide will take you from zero to playing a full game in about ten minutes.
Cribbage is a 2-player card game invented in 17th century England that has been played continuously for over 400 years. What sets it apart from other card games is its unique combination of hand management, pegging, and a scoring system built entirely around the number 15. Unlike most card games where you play to a fixed number of rounds, cribbage is a race -- the first player to reach 121 points wins.
The game is traditionally scored on a wooden peg board with 121 holes, and watching your peg advance while tracking your opponent's is one of the most satisfying elements of the game. On CribbageFix, we display a full digital peg board so you can follow every point in real time.
Cribbage uses a standard 52-card deck. Card values work as follows: Aces are worth 1, number cards are worth their face value, and all face cards (Jack, Queen, King) are worth 10. This matters most during pegging, where you're adding card values together.
In cribbage, suits only matter for flushes and nobs. For everything else -- fifteens, pairs, runs -- only the rank of the card counts. A King of Hearts and a King of Spades are a pair. A 5 of any suit combines with any face card to make 15.
A complete hand of cribbage has four phases. Here is each one explained simply.
Each player is dealt 6 cards. You choose 2 of those 6 to discard face-down into a bonus hand called the Crib. The dealer owns the Crib and will score it at the end of the hand, so both players need to think carefully about what they send there. If you are the dealer, send cards that might score well together. If you are not the dealer, try to send cards that won't help the Crib.
After discarding, the non-dealer cuts the deck to reveal one card called the Starter (or the Turn card). This card is used by both players when counting their hands at the end. If the Starter is a Jack, the dealer immediately scores 2 points -- this is called Two for His Heels.
Players alternate playing cards face-up, building a running count. The non-dealer goes first. Each time you play a card, add its value to the running total. You score points for hitting exactly 15, hitting exactly 31, playing a card that makes a pair, or completing a run of 3 or more cards. If the count reaches 31 or neither player can play without exceeding 31, the count resets and play continues with remaining cards.
After pegging ends, players count their 4-card hands combined with the Starter card. The non-dealer counts first, then the dealer, then the dealer counts the Crib. Points are scored for every combination of cards that totals 15, every pair, every run of 3 or more, flushes, and nobs (a Jack in hand matching the Starter suit).
The scoring system is what trips up most beginners. Here is every scoring combination in the game, clearly explained.
| Combination | Points | Example |
|---|---|---|
| Fifteen (any combo totaling 15) | 2 per combo | 7 + 8, 5 + J, A + 4 + 10 |
| Pair (two cards same rank) | 2 | Two 7s |
| Three of a kind (pair royal) | 6 | Three 7s |
| Four of a kind (double pair royal) | 12 | Four 7s |
| Run of 3 | 3 | 4-5-6 of any suit |
| Run of 4 | 4 | 4-5-6-7 of any suit |
| Run of 5 | 5 | 4-5-6-7-8 of any suit |
| Flush -- 4 cards same suit (hand only) | 4 | Four hearts in hand |
| Flush -- 5 cards same suit (with starter) | 5 | Four hearts + heart starter |
| Nobs (Jack matching starter suit) | 1 | Jack of hearts, heart starter |
| Hitting 15 during pegging | 2 | Running count reaches 15 |
| Hitting 31 during pegging | 2 | Running count reaches 31 |
| Go (opponent cannot play) | 1 | Opponent says Go |
| Last card (final card of pegging) | 1 | Playing the last card |
| Two for his heels (Jack starter) | 2 | Dealer cuts a Jack |
New players often undercount their fifteens because they only look for two-card combinations. Every possible combination of cards in your hand that totals exactly 15 scores 2 points -- including three-card, four-card, and five-card combinations. Consider a hand of 5, 5, 5, and Jack with a 10 as the Starter. The three 5s each combine with the Jack (10) and the 10 to make 15 -- that alone is 6 points just from fifteens, before counting the pair royals from the three 5s.
The best possible cribbage hand is 29 points -- three 5s plus a Jack in hand, with the 5 matching the Jack's suit as the Starter. It is extraordinarily rare. Most excellent hands score in the 16 to 20 point range.
When choosing which 2 cards to discard, beginners should follow two simple rules. First, keep cards that work well together -- pairs, cards that total 15, or cards close in rank for potential runs. Second, if you are not the dealer, avoid sending 5s or face cards to the Crib -- they score too easily for the dealer.
As you gain experience you will develop a feel for which hands are worth keeping intact and which cards are most valuable to the Crib. For now, just focus on keeping your strongest 4-card combination and letting the Crib take the leftovers.
During pegging, try to play cards that give you scoring opportunities without giving your opponent easy points. Leading with a 4 is generally strong -- if your opponent pairs it, you can play another 4 and score a pair royal. Avoid leading with a 5, as any face card pairs with a 5 to make 15 and hands your opponent 2 easy points.
Put these rules into practice with a full game of CribbageFix -- free, no sign-up required, you vs the computer.
Play CribbageFix Now →