Common Cribbage mistakes in play and scoring
Catch illegal totals, missed go points, incorrect runs, crib flush errors and counting-order problems.

On this page
Most Cribbage disputes come from mixing the rules for pegging with the rules for counting a hand. Keep the two stages separate and announce totals clearly.
Playing past 31
You may not play a card that takes the running total above 31. If another card in your hand fits, you must play rather than call go. In tournament play, failing to play an available card is a renege with its own correction procedure.
Before saying go, add every card in your hand to the current total once. Do not assume a picture card is your only option.
Adding go to 31
Exactly 31 scores 2. The last card before a reset scores 1 only when it did not make 31. They are alternatives, so 31 never scores 3 by adding a go point.
After the reset, the player who called go leads the next sequence. If the final cards of the hand are exhausted, there may be no new sequence.
Pairing cards by value instead of rank
A 10 and a queen both add 10 to the running total, but they are different ranks and do not form a pair. Pairs require equal ranks: two queens, two 7s, and so on.
The same distinction matters in the show. Picture cards help make fifteens through their value, while pairs and runs use their rank.
Carrying a run across a reset
Pegging runs use consecutive cards in the current uninterrupted sequence. Once play resets to zero after go or 31, earlier cards no longer belong to a new pair or run.
During a sequence, ranks may arrive out of order. For example, 4-6-5 is a three-card run when the 5 is played. Look backward from the newest card until the tail no longer contains consecutive ranks without duplication.
Counting only one copy of a duplicate run
In a hand, a duplicated rank can make several distinct longest runs. With 4, 5, 5, 6, each 5 forms a separate 4-5-6 run, and the 5s also form a pair. Count the individual combinations instead of relying only on the phrase “double run.”
The same card may be reused across different kinds of score. A 5 can participate in a fifteen, a pair and a run.
Giving a crib a four-card flush
A normal hand with four cards in one suit scores 4 even if the starter differs. The crib does not. A crib flush scores only when all four crib cards and the starter share the suit, for 5 points.
This difference is easy to miss because every other hand combination scores the same way in the crib.
Mixing up nobs and heels
Nobs is a jack in the hand or crib whose suit matches the starter; it scores 1 during the show. Heels is a jack turned as the starter; it gives the dealer 2 immediately.
Do not give the dealer a second two points for heels while counting the crib. It was already pegged when the starter appeared.
Counting in the wrong order
The non-dealer counts first, then the dealer’s hand, then the dealer’s crib. The game stops the moment someone reaches 121, so changing the order can change the winner.
Lay each hand back out after pegging, keep the starter separate, and do not mix the crib into the dealer’s hand.
Assuming muggins without agreement
Muggins lets an opponent claim certain missed points. It is optional in ordinary play and announced in advance for tournaments that use it. Without muggins, correct the learning mistake according to the rules your group agreed; do not introduce a penalty after the count.
Use the same counting script
For every hand say: fifteens, pairs, runs, flush, nobs. For every pegging card say: new total, then points for 15/31, pair or run, and finally go/last when the sequence ends. A fixed order catches omissions without relying on memory alone.
Sources & review
Rules checked 27 September 2026. Refer to the linked rules for tournament procedures and detailed adjudication.
Suggest a correctionContinue learning
Similar games

Blackjack
Blackjack rules for a six-deck, stand-on-soft-17 game: card values, hitting, standing, doubling, splitting, surrender, natural payouts and dealer play.
Also known as 21, Twenty-one

Euchre
North American Euchre rules for four players: the 24-card deck, choosing trump, right and left bowers, following suit, going alone and scoring to 10.

Gin Rummy
Gin Rummy rules for two players: ten-card hands, sets and runs, deadwood, knocking, laying off, going gin, undercuts and scoring a match to 100.
Also known as Gin