Cribbage scoring with worked examples
Count pegging, hands and the crib in a fixed order, with examples for fifteens, pairs, duplicate runs, flushes and nobs.

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Cribbage scores in two different stages. During the play, each new card can score against the uninterrupted sequence on the table. During the show, each player combines four kept cards with the starter and counts every distinct scoring combination.
Scoring during play
Keep a running total that never exceeds 31. A card may score more than one combination at once.
| Event made by the new card | Score |
|---|---|
| Running total reaches 15 | 2 |
| Running total reaches 31 | 2 |
| Pair with the immediately previous card | 2 |
| Three equal ranks in succession | 6 |
| Four equal ranks in succession | 12 |
| Uninterrupted run of three or more ranks | Number of cards in the run |
| Last card before a reset, when it did not make 31 | 1 |
A run during play may arrive out of order, but it must use the uninterrupted tail of the current sequence. Suits do not matter. Picture cards keep different ranks even though each is worth 10 toward the running total.
Example: the sequence is 4, 6, then 5. The 5 brings the total to 15 for 2 points and completes the three-card run 4-5-6 for 3 more. The player of the 5 scores 5.
After neither player can continue without exceeding 31, award the last-card point unless the final card made 31. Reset the total and start a new sequence; earlier cards cannot form pairs or runs with the new sequence.
Counting a hand
After all cards have been played, count in this order: non-dealer’s hand, dealer’s hand, then dealer’s crib. Each four-card hand or crib uses the same starter.
Use a repeatable checklist:
- Every distinct combination totalling 15: 2 points each.
- Every pair of equal ranks: 2 points each.
- Every longest distinct run of at least three: one point per card.
- Flush: four in a hand, or five when the starter matches.
- Nobs: a jack in the hand or crib matching the starter’s suit, 1 point.
The same card may participate in several different combinations. Do not remove a card mentally after using it in a fifteen.
Example: a double run and four fifteens
Your hand is 4♣, 5♦, 5♠, 6♥ and the starter is 10♣.
- Fifteens: each 5 pairs with the 10, giving two fifteens. Each 5 also joins 4+6, giving two more. Four fifteens score 8.
- Pair: the two 5s score 2.
- Runs: 4-5-6 can be formed with either 5. Two three-card runs score 6.
- Flush and nobs: none.
Total: 8 + 2 + 6 = 16 points.
“Double run” is a convenient name for the two runs plus the pair created by a duplicated rank. Count the actual combinations and the total becomes easier to verify.
Flushes in a hand and crib
A hand scores 4 for four cards of one suit, even when the starter is another suit. It scores 5 when the starter also matches.
The crib is stricter: four crib cards of one suit score no flush unless the starter matches too. A crib flush is therefore either 5 or 0, never 4.
Nobs and heels are different
- Nobs: a jack held in a hand or crib that matches the starter’s suit, worth 1 during the show.
- Heels: the starter itself is a jack, worth 2 to the dealer immediately after it is turned.
Heels can end the game before card play begins. Nobs is counted later with the relevant hand or crib.
Why the best hand is 29
Hold three 5s and the jack matching the suit of the fourth 5, which appears as the starter.
- Eight fifteens score 16: four combinations of three 5s, and four combinations of one 5 with the jack.
- Six pairs among the four 5s score 12.
- Nobs scores 1.
Total: 16 + 12 + 1 = 29. No hand can score 19; players often announce “nineteen” informally for a zero hand, but it is not a real score.
Stop as soon as someone reaches 121
The game ends immediately when a player reaches or passes 121. Counting order therefore matters: non-dealer can win while counting before the dealer gets to count a stronger hand or crib.
Sources & review
Rules checked 27 September 2026. Refer to the linked rules for tournament procedures and detailed adjudication.
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