In plain terms: Cribbage is a two-player card game where you score points during play (pegging) and again after the hand (the show), racing to 121 on a peg board. The rules sound fiddly for the first three hands and then click hard, and the part beginners underrate is the crib discard, not the pegging, because that's where most games are won.
I picked cribbage back up during a quiet winter a few years ago, the kind of stretch where you rebuild your evenings as well as your business, and it's stuck as my go-to game for anyone who wants something with real strategy but a board you can teach in twenty minutes. Say you've got a deck of cards and one other person free for half an hour. That's all this needs.
What you need to play
- A standard 52-card deck (no jokers)
- A cribbage board with 120 holes per side, plus a game peg, or a piece of paper if you don't own one
- Two players (three or four player versions exist but learn the two-player game first)
- About 20 to 40 minutes per game
Card values work differently to most games. Ace is always worth 1. Number cards 2 through 10 are worth their face value. Jack, Queen and King are all worth 10. Suits never matter for scoring except one specific case (nobs, covered below).
Setting up the deal
Each player is dealt six cards. Look at your hand and put two cards face down into a separate pile called the crib. That leaves you with four cards each for the round.
The crib belongs to whoever is dealer that hand, and dealership alternates each round. This matters more than most beginner guides admit: the dealer has a real, structural scoring advantage, worth roughly 3 to 4 points a hand on average across a game, because they own the crib points at the end. Non-dealers often feel robbed early on and quit before they've worked out how to compensate for it. You compensate by discarding stingily into your opponent's crib and generously into your own, which is the single skill that separates people who win consistently from people who just enjoy the pegging.
After discarding, the non-dealer cuts the remaining deck and the dealer turns over the top card of the lower half. This is the starter card. If it's a Jack, the dealer immediately scores 2 points, called "his heels."
The play (pegging)
This is the phase people call pegging, and it happens card by card. Starting with non-dealer, players take turns placing one card face up on the table, announcing the running total of the cards played so far. You cannot go over 31.
Points during play:
- Fifteen: if the running count hits exactly 15, score 2 points
- Pairs: playing a card of the same rank as the previous one played scores 2 points; three in a row scores 6 (a "pair royal"); four in a row scores 12 (double pair royal)
- Runs: if the last three or more cards played form a run in any order (say 4, 6, 5), you score a point for each card in the run
- Thirty-one: hitting exactly 31 scores 2 points
- Go: if you can't play without going over 31, you say "go" and your opponent scores 1 point for playing the last card (or 2 if they hit exactly 31)
Once neither player can play, the count resets to zero and play continues with whoever didn't play last. This carries on until all cards are played.
The show: scoring your hand
After the play, each player turns over their four kept cards, plus the shared starter card, and scores their hand out loud. Non-dealer scores first, then dealer, then dealer scores the crib (using their own four crib cards plus the same starter).
You're counting combinations across all five cards (your four plus the starter):
- Fifteens: 2 points for every combination of two or more cards that adds to 15
- Pairs: 2 points per pair
- Runs: 1 point per card in any run of three or more
- Flush: 4 points if all four cards in hand are the same suit, 5 if the starter matches too (the crib needs all five to match, hand doesn't)
- Nobs: 1 point if you hold the Jack of the same suit as the starter card
A worked example
Say your hand at the show is 5, 6, 7, 7, with a starter card of 8. Here's how you'd count it out loud, the way it's done at the table:
- Fifteens: 7 and 8 make 15, and you have two 7s, so that's two separate combinations, worth 4 points
- Pair: the two 7s score 2 points on their own
- Runs: 5-6-7-8 is a run of four, and because you've got two 7s, that run exists twice, scoring 4 points each time, so 8 points
Total: 4 + 2 + 8 = 14 points from a single hand. That's a strong show, and it's the kind of hand that reminds new players why cribbage rewards holding cards close in rank and value rather than spreading them across the deck.
Want AI doing the heavy lifting in your marketing?
I build the systems that handle the boring 80 percent, so you get your week back. Done properly, with the human kept in.
The rare, famous maximum is 29 points from one hand: three 5s plus the Jack of a suit, with the fourth 5 turning up as the starter card in that same suit. It happens roughly once in every 216,580 hands, according to cribbage statisticians, so don't expect to see it, but knowing it exists tells you everything about how the scoring system rewards duplicate ranks.
Winning the game
You peg your points immediately as you score them, moving your peg along the board (or up a scoresheet if you're not using a physical board). First player to reach 121 points wins. If you win before your opponent has passed 91 points, that's a "skunk," traditionally worth extra bragging rights and, in some scoring house rules, a doubled stake if you're playing for something.
The discard decision most guides skip
Most beginner articles spend all their energy on pegging because it's the flashy, interactive bit, and barely touch the crib discard. That's backwards. Over a full game, the cards you choose to bin into the crib matter more than how cleverly you play them, because a careless discard hands your opponent free points on a hand they didn't even build.
If you're the dealer, throw your two best-combining cards into your own crib, since you'll score them later. If you're not the dealer, throw your worst, most disconnected cards, because you want your opponent's crib to score as little as possible. A 5 and a 10 are the single worst pair you can gift an opponent's crib, since 5+10=15 is an instant two points before the starter's even turned. New players give these away constantly because they're focused on what stays in their hand, not what they're feeding the other side.
A few honest quirks worth knowing before you start
Cribbage has a rule called "muggins," used in serious and tournament play: if you miss points you were entitled to during the show, your opponent can call it and steal those points for themselves. Most casual households drop this rule because it turns friendly games sour fast, but if you want to get good, play with muggins on and you'll sharpen your counting within a handful of games.
The other quirk beginners find uncomfortable is that skill matters less in any single hand than most players assume. The starter card and the luck of the deal swing outcomes. What skill controls, over a full game, is your discard discipline and your pegging awareness, which is why cribbage rewards patience across a series of games rather than a single one. If you lose your first five games, that's not a sign you're bad at it, it's a sign you've played five hands.
I keep every related walkthrough in the Free Games to Play Offline and Online: Every Guide in One Place (2026).
Frequently asked questions
How many points do you need to win a cribbage game?
121 points wins a standard cribbage game, tracked by moving pegs twice around a 60-hole board with a bonus hole, or by simply counting up on paper if you don't have a board.
What is the highest possible hand in cribbage?
The maximum single-hand score is 29 points, achieved with three 5s and the Jack of a suit in hand, plus the fourth 5 of that same suit turning up as the starter card, a combination that occurs only about once in every 216,580 hands.
Why does the dealer get an advantage in cribbage?
The dealer scores the crib, an extra four-card hand built from both players' discards, which typically adds an extra 3 to 4 points to their total each round, on top of whatever they score from their own hand.
Do you need a special board to play cribbage?
A cribbage board makes scoring faster and easier to track mid-game, but it's entirely optional; a scrap of paper where you tally each player's running total works just as well for learning the rules.