How to Play Cribbage
A simple guide to setting up and playing
Setting up:
Lay board on a flat surface.
Each player chooses a set of pegs.
Shuffle the deck and deal the appropriate number of cards to each player.
Place remaining cards aside as the deck.
Rank of Cards:
K(high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A
The Draw, Shuffle and Cut:
From a shuffled deck face down, each player cuts a card, leaving at least four cards at either end of the deck. If both players cut cards of the same rank, each draws again. The player with the lower card deals the first hand. Thereafter, the turn to deal alternates between the two players. The loser of the game deals first if another game is played. When the dealer has completed shuffling the deck, he presents the cards to the non-dealer for the cut prior to the deal.
The Crib:
Each player looks at their six cards and "lays away" two of them face down to reduce the hand to four. The four cards laid away together constitute "the crib". The crib belongs to the dealer, but these cards are not exposed or used until after the hands have been played. (See strategies below.)
The Play:
After the starter is turned, the non-dealer lays one of their cards face up on the table. The dealer similarly exposes a card, then non-dealer again, and so on - the hands are exposed card by card, alternately except for a "Go," as noted below. Each player keeps their cards separate from those of their opponent. As each person plays, they announce the running total reached by the addition of the last card to all those previously played. (Example: The non-dealer begins with a four, saying "Four." The dealer plays a nine, saying "Thirteen".) The kings, queens and jacks count 10 each; every other card counts its face value (the ace counts one).
Pegging:
The object in play is to score points by pegging. In addition to a Go, a player may score for the following combinations: Fifteen: For adding a card that makes the total 15 Peg 2 Pair: For adding a card of the same rank as the card just played Peg 2. For adding the third card of the same rank Peg 6. For adding the fourth card (also called "Double Pair") of the same rank Peg 12. Run (Sequence): For adding a card that forms a sequence with those just played: For a sequence of three Peg 3 For a sequence of four. Peg 4 For a sequence of five. Peg 5 (Peg one point more for each extra card of a sequence. Note that runs are independent of suits, but go strictly by rank; to illustrate: 9, 10, J, or J, 9, 10 is a run but 9, 10, Q is not.) It is important to keep track of the order in which cards are played to determine whether what looks like a sequence or a run has been interrupted by a "foreign card." Example: Cards are played in this order: 8, 7, 7, 6. The dealer pegs 2 for 15, and the opponent pegs 2 for pair, but the dealer cannot peg for run because of the extra seven (foreign card) that has been played. Example: Cards are played in this order: 9, 6, 8, 7. The dealer pegs 2 for fifteen when he or she plays the six and pegs 4 for run when he plays the seven (the 6, 7, 8, 9 sequence). The cards were not played in sequential order, but they form a true run with no foreign card.
Object of the Game:
The goal is to be the first player to earn 121 points. Players earn points during the play and when counting hands.
Number of Players:
Two or three players can play cribbage. Cribbage is best played by two people, and the rules that follow are for two players.
The Deal:
The dealer distributes six cards face down to each player, beginning with the opponent.
Before the Play:
After the crib is laid away, the non-dealer cuts the deck. The dealer turns up the top card of the lower deck and places it face up on top of the deck. This card is the "starter." If the starter is a jack, it is called "His Heels," and the dealer pegs (scores) 2 points at once. The starter is not used in the play phase of Cribbage, but is used later for making various card combinations that score points when counting hands.
The Go:
During play, the running total of cards may never be carried beyond 31. If a player cannot add another card without exceeding 31, he or she says "Go" and the opponent pegs 1. After gaining the Go, the opponent must first lay down any additional cards he can without exceeding 31. Besides the point for Go, he may then score any additional points that can be made through pairs and runs (described later). If a player reaches exactly 31, he pegs two instead of one for Go. The player who called Go leads for the next series of plays, with the count starting at zero. The lead may not be combined with any cards previously played to form a scoring combination; the Go has interrupted the sequence. The person who plays the last card pegs one for Go, plus one extra if the card brings the count to exactly 31. The dealer is sure to peg at least one point in every hand, for he will have a Go on the last card if not earlier.