Two-player six-card cribbage; three- and four-player variants covered

How to play Cribbage

Two-player Cribbage rules with three- and four-player variants: the deal, the crib, the go, and scoring fifteens, pairs, runs and the 29 hand.

♙ 2–4 players◷ 20–40 minutes (estimate)♧ 52-card deck and cribbage board or score sheet

Also known as Crib

A walnut cribbage board, metal pegs and playing cards
On this page

Quick reference

At the table

Ruleset: Two-player six-card cribbage; three- and four-player variants covered

Goal
Be first to reach 121 points, during play or counting.
Setup
Deal six cards each and discard two to the dealer’s crib. Cut the starter card.
Turn
Non-dealer leads. Play cards alternately, calling the running total, never above 31.
Scoring
Peg fifteens, pairs and runs in play, then count each hand and the crib with the starter.
End of game
The game ends the moment either player reaches 121, even mid-count.
Full scoring table
Complete Cribbage scoring combinations
CombinationScore
Fifteen (play or count)2
Thirty-one in play2
Go or last card1
Pair / pair royal / double pair royal2 / 6 / 12
Run of three or moreIts length
Flush in hand (5 with starter)4 (5)
Flush in crib5 only
Nobs (jack matching starter suit)1
His heels (jack starter)2 to dealer

Objective

Be first to reach 121 points, during play or counting. This version uses the standard 52-card deck, a cribbage board or score sheet, and two-player six-card cribbage. Other forms of the game are variants, covered below.

Setup

Deal six cards each. Each player discards two face down to the dealer’s four-card crib. The number dealt depends on the player count:

Players Cards dealt to each player Each player discards Extra card dealt directly to crib
2 6 2 None
3 5 1 1
4, partnerships 5 1 None

Every version leaves each player with four cards and makes a four-card crib before the starter is cut. In four-player cribbage, the four discards already fill the crib; do not deal an extra card into it.

Cut the remaining deck to reveal a starter. A jack starter gives the dealer 2 points immediately — two for his heels. Keep the starter separate during play; it joins every hand at counting.

Turns

Non-dealer leads. Alternate exposing cards, announcing the cumulative total. Aces count 1, picture cards 10, others their number. Never exceed 31.

Making 15 scores 2; 31 scores 2. Consecutive equal ranks score 2 for a pair, 6 for a pair royal, 12 for a double pair royal. A final uninterrupted sequence of three or more distinct consecutive ranks scores its length, even if played out of order. Picture cards pair and run only with their own rank — a jack does not pair with a queen, and K-Q-A is not a run.

If unable to play, say “go”; the opponent continues alone while able, pegging any new combinations. Once neither can play, the last player to lay a card scores 1 for the go — unless that card made exactly 31, which scores 2 instead. Reset to zero; the other player leads. Continue until all cards are played. The final card of the hand scores 1 the same way, unless it makes 31.

Counting hands

Count non-dealer’s hand, dealer’s hand, then crib. Each uses its original four cards plus the starter.

Combination Points
Each distinct combination totalling 15 2
Each pair of equal ranks 2
Each maximal run of at least three Its length
Four original hand cards of one suit 4; 5 if starter matches
Crib flush 5 only when all five cards match
Jack in hand matching starter suit 1

Count distinct duplicate runs separately, not shorter runs contained within them. Aces stay low. Then alternate dealer and repeat.

Cribbage flush rules

A flush means all four original hand cards share a suit. It scores 4 points, or 5 if the starter has that suit too. Three matching hand cards plus a matching starter do not score a flush. In the crib, all four cards and the starter must match: 5 points or none. Flushes never score during pegging.

See flush scoring with card examples for the hand-versus-crib comparison.

Scoring combinations

The named combinations, with their values. Run values below are the pattern alone; add any fifteens separately.

Named combination Points Pattern
Fifteens 2 each Any combination of card values summing to 15
Pair 2 Two cards of equal rank
Pair royal 6 Three of a kind: its three pairs, 2 each
Double pair royal 12 Four of a kind: its six pairs, 2 each
Double run 8 Run of three with one card duplicated
Triple run 15 Run of three with one card triplicated
Double run of four 10 Run of four with one card duplicated
Nobs 1 Jack in hand matching the starter’s suit
His heels 2 Jack turned up as starter; dealer pegs at once
29 hand 29 Best possible hand; the top point is nobs
Skunk — Loss with the opponent short of 91 (variant)
Muggins — Claim points an opponent announces short (variant)

A hand such as 6-7-7-8 is a double run: two runs of three (6-7-8 with each 7) plus the pair of 7s, 8 points — before counting fifteens.

A worked example

You hold 7-8-8-K and the starter is a 9. Count fifteens, pairs, runs, then flush and nobs.

  1. Fifteens: 7+8 makes 15 with each 8 — two combinations, 4 points.
  2. Pair: the two 8s, 2 points.
  3. Runs: 7-8-9 counts twice, once with each 8 — 6 points. This is the double run pattern from the table.
  4. Flush: no. Nobs: no jack.

Total: 4 + 2 + 6 = 12 points. The king counts 10 toward fifteens but joins no run — picture cards keep their own rank. The same card may serve several combinations; here each 8 is part of a fifteen and a run.

Winning

Stop as soon as either player reaches 121; counting order matters, because the game ends mid-count. This version uses no muggins penalty for missed points.

Variants

Three- and four-player cribbage keeps the same scoring combinations, with changes to the deal, turn order and counting order.

Three players. Deal five cards each plus one to the crib. Each player discards one card to the crib, leaving a four-card hand and a four-card crib. The player left of the dealer cuts for the starter and leads. When the other two players are out of plays, the third continues alone, scoring 1 for the last card, or 2 for making 31. Count hands from the dealer’s left, dealer last.

Four players, in partnerships. Partners sit opposite. Deal five cards each, with no extra card dealt to the crib; each player discards one card to it, making the four-card crib. When the other three players are out of plays, the fourth continues alone for 1, or 2 for making 31. Count hands from the dealer’s left, dealer last. These games use the same 121-point target as the two-player game.

Three- and four-player games deal five cards each, as above; only the three-player game deals an extra card directly to the crib. The separate five-card form of cribbage is an older two-player variant. This version plays to 121 — the first point past 120, so you need not land exactly on 121 — and shorter games to 61 are also variants. Agree the target before playing.

Muggins is a variant: after a player announces a count, an opponent may claim points the announcement fell short of. It is optional in casual play; organised events may use it when announced in advance. This version does not use it — announced points stand.

Skunk scoring is a variant for multi-game matches. If the loser never reached 91, the winner records a double game; below 61, a quadruple game, a double skunk. Agree it before playing; it does not change the race to 121 within a game.

Beginner tips

Consider whether the crib is yours before discarding. During play, check the running total before choosing a tempting pair.

Common questions

How many cards are dealt in cribbage?

In standard two-player cribbage, deal six cards to each player, then each discards two to the crib. With three or four players, deal five each and discard one each. Only the three-player game needs one extra card dealt directly to the crib; the four-player game does not.

How many points is a flush in cribbage?

Four original hand cards of the same suit score 4; a matching starter makes 5. A crib flush requires all five cards to match and scores 5, never 4. Three matching hand cards plus the starter score no flush.

How many points for the go?

One. When neither player can lay a card without exceeding 31, the last player to play a card pegs 1 — unless that card made exactly 31, which scores 2 instead.

Can a go combine with 31?

No. Making exactly 31 scores 2 and replaces the go point; they are alternatives, never combined.

Does the last card always score?

The last card scores 1 unless it made exactly 31, which scores 2 instead. This applies to the last card of each round and of the whole hand.

Is the 29 hand possible with nobs?

Yes. The 29 hand is three fives and the jack of the same suit as the starter in hand, with the remaining five as starter: eight fifteen-combinations (16 points), the four fives as a double pair royal (12), and nobs (1). The right jack is the 29th point, so 29 includes nobs by construction.

Is muggins optional?

Yes. Casual groups choose it; organised events may use it when announced in advance. Under muggins, an opponent claims points your announced count fell short of. This version does not use it — announced points stand.

Do runs need the same suit?

No. Runs are rank-only in both play and counting; aces stay low, so A-2-3 is a run and Q-K-A is not. Suit matters only for flushes and for nobs.

What changes with three or four players?

Deal five cards each and discard one each. With three players, also deal one card directly to the crib; with four, the four discards fill it. Turn and counting order follow the multiplayer procedures under Variants, with the same combination values as the two-player game.

What is a skunk?

A match-play result: a loss in which the opponent finished short of 91 counts as a double game, short of 61 as a quadruple game. Optional; agree before playing.

Can the dealer win on his heels?

Yes. Two for his heels is scored immediately after the cut, and the game ends the moment either player reaches 121 — during play, during the count, or on the heels.

What is a pair royal?

Three of a kind, worth 6 — the three pairs inside it. Four of a kind is a double pair royal, worth 12. During play, the third and fourth cards of a rank score these values in turn.

What is a double run?

A run with one card duplicated: two runs of three plus a pair, 8 points. A triple run scores 15; a double run of four scores 10. Any fifteens in the hand add on top.

How do you count a hand?

Fifteens first, then pairs, then runs, then flush, then nobs — reusing cards across combinations freely. Count distinct duplicate runs separately, never the shorter runs inside them. Then recheck before announcing; under this version, announced points stand.

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