Hubbry Logo
CribbageCribbageMain
Open search
Cribbage
Community hub
Cribbage
logo
8 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Cribbage
Cribbage
from Wikipedia
Cribbage
OriginEngland
Alternative namesCrib
FamilyMatching
Players2 (variations for 3–6)
SkillsStrategy, tactics, counting
Cards52
DeckStandard 52-card pack
Rank (high→low)K Q J 10 9 8 7 6 5 4 3 2 A
PlayClockwise
Playing time15–30 min.
Related games
Noddy • Costly Colours

Cribbage, or crib, is a card game, traditionally for two players, that involves playing and grouping cards in combinations which gain points. It can be adapted for three or four players.[1]

Cribbage has several distinctive features: the cribbage board used for score-keeping; the crib, box, or kitty (in parts of Canada and New England);[citation needed] two distinct scoring stages; and a unique scoring system, including points for groups of cards that total 15. The game has relatively few rules yet many subtleties, which accounts for its ongoing appeal and popularity. Tactical play varies, depending on which cards one's opponent has played, how many cards in the remaining pack will help the hand one holds, and what one's position on the board is. A game may be decided by a single point, and the edge often goes to an experienced player who utilizes strategy, including calculating odds and making decisions based on the relative positions of players on the board.

Both cribbage and its close relative costly colours are descended from the old English card game of noddy. Cribbage added the distinctive feature of a crib and changed the scoring system for points, whereas costly colours added more combinations but retained the original noddy scoring scheme.

History

[edit]
Scrimshaw cribbage board. Museum of Anthropology. Vancouver. 2010

Cribbage has been characterized as "Britain's national card game".[2] According to John Aubrey, it was created by the English poet Sir John Suckling in the early 17th century as a derivation of the game "noddy". While noddy has become a historical, rarely-played game,[3] cribbage has continued as a popular game in the English-speaking world.[4] The objective of the game is to be the first player to score a target number of points, typically 61 or 121. Points are scored for showing certain jacks, playing the last card, for card combinations adding up to 15 or 31, and for pairs, triples, quadruples (cards of the same rank), runs (sequences of consecutive numbers irrespective of suit) and flushes (sets of cards of the same suit).[5]

The earliest rules were published in England and appear in Cotgrave (1662)[6] and are soon followed by Willughby (1672)[7] and Cotton (1674).[8]

The continuing popularity of cribbage is due in some part to the influence of the Victorian novelist Charles Dickens, who depicted the game in his novel The Old Curiosity Shop.[9]

Cribbage was popular among prospectors in the American West, and the small mining town of Nelson, Montana, to this day has a sign proclaiming it the "Cribbage Capital of the World".[10][11]

Cribbage is played by American submariners,[12] serving as a common pastime. The wardroom of the oldest active submarine in the United States Pacific Fleet carries on board the personal cribbage board of World War II submarine commander and Medal of Honor recipient Rear Admiral Dick O'Kane, and upon the boat's decommissioning, the board is transferred to the next oldest boat.[13]

Rules

[edit]
A game of cribbage being played

Play proceeds through a succession of "hands", each hand consisting of a "deal", "the play" and "the show". At any time during any of these stages, if a player reaches the target score (usually 121), play ends immediately with that player being the winner of the game. This can even happen during the deal, since the dealer scores if a jack is cut as the starter.

Deal

[edit]

The players cut for first deal, and the person who cuts the lowest card deals. The dealer shuffles and deals five or six cards to each player, depending on the number of players. For two players, each is dealt six cards; for three or four players, each is dealt five cards. In the case of three players, a single card is dealt face down in the centre of the table to start the crib. Once the cards have been dealt, each player chooses four cards to retain, then discards the other one or two face-down to form the "crib" (also called the box), which will be used later by the dealer.[14]

At this point, each player's hand and the crib will contain exactly four cards. The player on the dealer's left or, in a two-player game, the pone, cuts the remaining pack. The dealer reveals the top card of the lower half, called the "starter card" or "cut", and places it face up on top of the reunited pack.[15] If this card is a jack, the dealer scores two points for "his heels" or "his nibs".

Play

[edit]
Cribbage being played with a travel-sized scoring board

Starting with the player on the dealer's left, the players each, in turn, lay one card face up on the table in front of them, stating the count—that is, the cumulative value of the cards that have been laid (for example, the first player lays a five and says "five", the next lays a six and says "eleven", and so on)—without the count going above 31. Face cards (kings, queens, and jacks) count as 10. The cards are not laid in the centre of the table as, at the end of the "play", each player needs to pick up the cards they have laid.

Players score points during the play as follows:

  • 15 – For causing the count to reach exactly 15 a player scores two points, then play continues.
  • Pair – Completing a pair (two of a kind) scores two points.
    • Three of a kind is the same as three different pairs, or 6 points.
    • Four of a kind is 6 different pairs, or 12 points.
  • A run of three or more cards (consecutively played, but not necessarily in order) scores the number of cards in the run.

If a player cannot play without causing the count to exceed 31, they call "Go". Continuing with the player on their left, the other players continue the play until no one can play without the count exceeding 31. A player is obliged to play a card unless there is no card in their hand that can be played without the count exceeding 31 (one cannot voluntarily pass). Once 31 is reached or no one is able to play, the player who played the last card scores one point if the count is still under 31 and two if it is exactly 31. The count is then reset to zero and those players with cards remaining in their hands repeat the process starting with the player to the left of the player who played the last card. When all players have played all of their cards the game proceeds to the "show".

Players choose the order in which to lay their cards in order to maximize their scores; experienced players refer to this as either good or poor "pegging" or "pegsmanship". If one player reaches the target (usually 61 or 121), the game ends immediately and that player wins. When the scores are level during a game, the players' pegs will be side by side, and it is thought that this gave rise to the phrase "level pegging".[16]

Show

[edit]

Once the play is complete, each player in turn, starting with the player on the left of the dealer, displays their own hand on the table and scores points based on its content in conjunction with the starter card. Points are scored for:

  • Combinations of any number of cards totalling fifteen (2 points each)
  • Runs (1 point for each card, minimum of 3 cards.[17])
  • Pairs (2 points each. Multiple pairs are scored pair by pair but may be referred to as three or four of a kind. Three of a kind forms 3 distinct pairs, and may be referred to as a "pair royal", while 4 of kind forms 6 distinct pairs, and may be referred to as a "double pair royal".[18])
  • Four-card flush (All four cards in the hand of the same suit score 4 points.)
  • Five-card flush (All four cards in the hand of the same suit as the starter card score 5 points. A flush in the crib must be a five-card flush according to the official rules of the ACC.[19])
  • Having a jack of the same suit as the starter card (1 point; referred to as "one for his nob [or nobs or nibs]" or sometimes the "right" jack)

Each distinct combination of cards that form one of these is counted separately, giving rise to hands such as a "double run" (e.g. A-A-2-3) worth 8 for a run of three or 10 for a run of four (two runs of three/four plus a pair), a "triple run" (e.g. A-A-A-2-3) worth 15 (three runs of three plus three pairs/a pair royal), or a "double-double run" (e.g. A-A-2-2-3) worth 16 (four runs of three plus two pairs).

The dealer scores their hand last and then turns the cards in the crib face up. These cards are then scored by the dealer as an additional hand, also in conjunction with the starter card. Unlike the dealer's own hand, the crib cannot score a four-card flush, but it can score a five-card flush with the starter.

All scores from 0 to 29 are possible, with the exception of 19, 25, 26 and 27.[20] Players may refer colloquially to a hand scoring zero points as a "nineteen hand".[21]

Muggins

[edit]

Muggins is a commonly used but optional rule, which must be announced before game play begins and exact rules worked out. If a player fails to claim their full score on any turn, the opponent may call out "Muggins" and peg any points overlooked by the player.[15]

Match

[edit]

A match (much like tennis) consists of more than one game, often an odd number. The match points are scored on the cribbage board using the holes reserved for match points. On a spiral board, these are often at the bottom of the board in a line with 5 or 7 holes. On a conventional board, they are often in the middle of the board or at the top or bottom.

In a two-player game of cribbage, a player scores one match point for winning a game. Their opponent will start as dealer in the next game. If a player lurches (British) or skunks (US) their opponent (reaches 121 points before their opponent scores 91 points), that player wins two match points for that game. If a player double skunks their opponent (reaches 121 points before their opponent reaches 61), they score three or four match points for the game, depending on local convention.[22] If a player triple skunks their opponent (reaches 121 points before their opponent reaches 31 points), they automatically win the match. Double and triple skunks are not included in the official rules of cribbage play and are optional. There are several different formats for scoring match points.

Match point scoring
Scoring Variation Points for ...
Normal win Skunking
opponent
Double skunking
opponent
Triple skunking
opponent
Official Tournament rules (American Cribbage Congress) 2 points 3 points Inapplicable Inapplicable
Long Match scoring 3 points 4 points Inapplicable Inapplicable
Free play rules 1 point 2 points 3 or 4 points Inapplicable
Free play rules with triple skunk 1 point 2 points 4 points Immediate match win

Cribbage board

[edit]
Traditional wooden board layout with wooden pegs
Modern 120-hole board

Visually, cribbage is known for its scoring board—a series of holes ("streets") on which the score is tallied with pegs (also known as "spilikins").[23] Scores can be kept on a piece of paper, but a cribbage board is almost always used, since scoring occurs throughout the game, not just at the conclusion of hands as in most other card games.

Points are registered as having been scored by "pegging" along the crib board. Two pegs are used in a leapfrog fashion, so that if a player loses track during the count one peg still marks the previous score. Some boards have a "game counter" with many additional holes for use with a third peg to count the games won by each side.

There are several designs of crib board:

  • The classic design is a flat wooden board approximately 250–300 mm (10–12 in) by 70–80 mm (3–4 in) and 10–20 mm (0.4–0.8 in) deep. There are two sets of 60 holes (30 'out' and 30 'back') divided into 5 point sections. A pegging-out hole in the middle at each end allows the board to be used in either direction. One player or team scores on one set of 60 holes and the other player or team scores on the second set. Different arrangements are made for three player games.
  • A relatively old design is that of an equilateral triangle with two rows of forty holes on each side. These boards did not generally include extra pegging-out holes or holes to count games.
  • A newer design has three or four rows of 120 holes in a "paperclip" shape (with a pegging-out hole at the end) and is often brightly coloured. It is best suited to games played to 121, though it can also be used for 61-point games.
  • Another common variation is based on features of the highest-scoring cribbage hand. The board takes the form of the number 29 (the highest possible score), with the pegging rows following the contour of the numbers "2" and "9". The design can sometimes include a background image of three fives and a jack, with the fourth five offset—the "perfect hand" giving that score. The count being 8 combinations of 15 for 16 points, 6 pairs of 2 for 12 points and a matching "nobs" jack (matching the cut card) for 1 totalling 29.

Each of the four 30-point divisions of the cribbage board (1–30, 31–60, 61–90, and 91–120) is colloquially called a "street". Being at 15 points would be on first street, being at 59 points would be on second street, etc.

Noddy and costly colours

[edit]

The ancestor of cribbage is noddy, a game for two or four players, each receiving just three cards and playing and scoring in a similar manner to modern cribbage. However, instead of scoring 2 points for reaching 15 or 31 (called hitter), players scored the number of constituent cards making up the point. In addition, there was originally a third point at 25. Players also scored for pairs, prials, runs and flushes as in cribbage. There was no crib and game was 31.

Costly colours may have developed separately from noddy, as it retains several original features that are no longer part of cribbage. Again, only three cards are dealt, there is no crib and it uses the same scoring scheme for points at 15, 25 and 31 or hitter. What is new is that deuces play a similar role to jacks and that players may score for colours—i.e., having three or four cards of the same suit or colour. Four cards of the same suit are costly colours, hence the name.

See also

[edit]

References

[edit]

Further reading

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Cribbage is a primarily for two players—though adaptable for three or four—played with a and scored using a cribbage board with pegs to track points. The objective is to be the first to reach 121 points by forming scoring combinations during the play (pegging) phase and in the hand and crib, including pairs, runs, flushes, and totals of 15 or 31. Invented in early 17th-century , it combines elements of strategy, memory, and luck, making it one of the oldest continuously played card games in the . Originating as a derivation of the earlier game noddy, cribbage was created by English poet and playwright Sir John Suckling around the 1630s, with the earliest printed rules appearing in by the mid-17th century. The game quickly gained popularity among the English aristocracy and has endured with minimal changes, spreading to and becoming a staple in social and military settings, such as among American submariners during . Its distinctive cribbage board, often wooden with 121 holes, allows players to "peg" points visually, adding a tactile element that distinguishes it from other card games. In standard two-player rules, the dealer shuffles and deals six cards to each player, who then discards two face-down to form the shared "crib"—an extra hand belonging to the dealer. The non-dealer cuts the deck to reveal the starter card, which can yield immediate points if it is a jack (two points to the dealer). During the pegging phase, players alternate laying cards face-up, announcing cumulative totals up to 31, and score for interim combinations like 15 (two points), pairs (two points), runs (one point per card), or a "go" (one point when a player cannot play without exceeding 31). Scoring concludes with the "show," where each player tallies their four-card hand plus the starter for 15s, pairs, runs, flushes (four points for a four-card hand of the same suit, five points if the starter matches that suit; five points in the crib only if all four cards and the starter match), and "his nobs" (one point for holding a jack of the starter's suit). The crib is scored last by the dealer, and the deal alternates until one player reaches 121 points, at which point the game ends—though variants like playing to 61 or rules for "skunking" (penalizing a lurch, or heavy loss) add strategic depth.

History

Origins

Cribbage is traditionally attributed to the invention of the English poet and courtier Sir John Suckling in the 1630s or 1640s. This attribution stems from historical accounts recorded by the antiquarian John Aubrey in his Brief Lives, where he states that Suckling devised the game and distributed specially marked packs of cards to gaming establishments across England to gain an advantage in play. As a notorious gambler and member of the Cavalier circle, Suckling popularized the game among the English aristocracy during a period when card games were central to social and wagering activities. The game evolved from the earlier English Noddy, which had been played since at least the late and featured similar scoring for card combinations such as pairs, runs, and sums of 15. Unlike Noddy, which relied on a simple trump and a scoring board for points up to 31, Cribbage introduced the innovative "crib" mechanic—a separate hand formed by players discarding cards, which is scored by the dealer after the main hands. This addition allowed for deeper strategic depth in forming high-scoring combinations while maintaining Noddy's core elements of pegging during play and hand evaluation. In its original form, Cribbage used a five-card deal to each player, with two cards discarded to the crib, leaving three cards in hand for play and scoring. This version, aimed at reaching 61 points, emphasized concise hands and rapid play, differing from the later six-card variant that became more widespread. Early documentation of Cribbage appears in 17th-century English literature on gaming, notably in Charles Cotton's The Compleat Gamester (1674), which describes the rules in detail within a guide to fashionable pastimes and pursuits. The game quickly gained traction in taverns and courts as a wagering staple, reflecting the era's enthusiasm for strategic card play among gentlemen. A dedicated cribbage board for pegging scores emerged later as an accessory, supplementing initial tallies kept by hand or memory.

Development and Popularity

Following its invention by the English poet Sir John Suckling in the early 17th century, cribbage underwent significant refinements in gameplay and scoring mechanisms during the subsequent decades. Early descriptions in Charles Cotton's The Compleat Gamester (1674) outlined the five-card variant, though updated editions through the and period rule compilations reflect the growing favor of the six-card version for two-player games, offering more strategic depth through additional discards to the crib and extended hand evaluation, as evidenced in surviving play records from English gaming circles. The cribbage board emerged in the late as an essential tool for accurate score tracking, replacing informal methods like tallies or verbal counts in games aiming for points. Initially resembling nautical traverse boards—reflecting the game's appeal to —these early boards featured linear tracks of holes for pegs, evolving into the familiar continuous layout by the early to accommodate scores up to or, less commonly, 121 points in longer matches. This innovation, documented in gaming treatises and artifact collections, facilitated fair play in social and wagering contexts, solidifying cribbage's place in English . Cribbage's popularity surged in English-speaking countries throughout the 19th and 20th centuries, particularly among naval and who valued its portability and quick setup on ships or in . British traditions embraced the game as a morale booster during long voyages, with officers and enlisted sailors alike crafting boards from available materials; this enthusiasm carried over to American forces through colonial ties, where it became a staple in whaling fleets and later U.S. submarines during . By the mid-20th century, the game had embedded itself in working-class and professional cultures across the , , , and the , with millions of players fostering clubs and informal gatherings. Standardization efforts in the , driven by organized playgroups like the American Cribbage Congress (founded 1979), cemented the six-card format and shifted the standard game length to 121 points, a gradual change accelerating in the late 1930s to extend matches and heighten competition. This adjustment, reflected in updated rulebooks and tournament protocols, distinguished modern cribbage from shorter 61-point variants still used in casual or time-constrained settings, ensuring consistency for global enthusiasts.

Equipment

Cribbage Board

The cribbage board serves as a dedicated scoring device in the game of cribbage, allowing players to track points visually through peg advancement rather than relying on verbal counts or paper. It typically features a layout designed for two players, with parallel tracks that enable competitive progress monitoring during play. Historically, the cribbage board emerged in the mid-17th century shortly after the game's invention around the 1630s by English poet Sir John Suckling, serving as a practical alternative to tallying scores on paper or with matchsticks amid the game's growing popularity. Early boards featured layouts similar to ancient gaming artifacts, such as the Egyptian "Dogs and Jackals" game with its 58-hole ivory or bone layout grouped in sets of five, but cribbage-specific designs evolved to accommodate the game's point-based scoring. By the early , wooden boards became common, reflecting the need for durable, portable scoring tools among sailors and gamblers who favored the game. The traditional layout consists of a 121-hole track, forming a continuous loop or linear path divided into two parallel lanes for opposing players, with a starting "box" position at one end and an end hole marking victory at 121 points. This configuration supports the standard game's objective of reaching 121 points first, where players advance their pegs by the number of points scored from card combinations during play and the show phase. Each player uses two pegs—often one red and one black or contrasting colors—to leapfrog along the track, with the trailing peg indicating the current score and the leading peg marking the previous total for error-checking. Boards may include additional holes for tracking games won in matchplay or storing spare pegs. Common materials for cribbage boards include hardwoods such as , , , and cherry, valued for their durability, grain patterns, and workability in crafting intricate designs. These wooden boards, often measuring about 10–12 inches by 3–4 inches, feature precisely drilled holes (typically 1/8 to 3/16 inch in diameter) to hold metal or wooden pegs securely. Variations include continuous-track boards for two players, which form a single looping path, and three- or four-track designs for multiplayer games, sometimes incorporating decorative elements like inlays or engravings. Earlier 61-hole boards, used for shorter games to 61 points, persist in some traditional or travel versions, while modern innovations like folding or oversized boards enhance portability and accessibility.

Playing Cards

Cribbage requires a standard 52-card Anglo-American deck, with all jokers removed. The numerical values assigned to cards for gameplay purposes are uniform: aces count as 1, numbered cards from 2 to 10 retain their , and face cards (jacks, queens, and kings) each count as 10. Aces function as low cards in sequences and runs, preventing formations such as queen-king-ace. To prepare the deck, the dealer shuffles it face down and presents it to the non-dealer for a cut, ensuring at least four cards remain in each portion to avoid exposing cards prematurely. After dealing, the non-dealer cuts the remaining undealt cards, and the dealer turns up the top card of the lower packet as the starter, which serves as a communal card integral to the hand evaluations.

Rules of Standard Two-Player Cribbage

Objective and Setup

The objective of standard two-player cribbage is for a player to be the first to reach 121 points, with points accumulated through combinations of cards during the play phase (pegging) and the show phase (scoring hands). This goal emphasizes strategic card play and hand evaluation to maximize scoring opportunities while minimizing the opponent's. Setup begins with a , excluding jokers, and a cribbage board featuring tracks marked up to at least 121 points for pegging progress. To determine the initial dealer, players cut the deck, and the one drawing the lower-ranking card deals first; dealing then alternates between players for each hand. Both players start with their pegs at the zero position on the board. A single game typically concludes when one player reaches 121 points, though a full match may consist of multiple such games. The dealer holds an advantage due to the crib, a separate four-card hand that the dealer scores last in each round, potentially adding extra points.

Dealing and the Crib

In standard two-player cribbage, the first dealer is determined by each player cutting the deck after it has been shuffled, with the player cutting the lower card becoming the initial dealer; if the cards are of equal rank, the cut is repeated until a decisive result is obtained. The deal then alternates between players after each hand throughout the game, which continues until one player reaches 121 points. Once the dealer is established, they shuffle the and offer it to the non-dealer (known as the pone) for a cut; the pone divides the deck into two packets without exposing any cards. The dealer then proceeds to deal six cards face down to each player, distributing them one at a time in clockwise order starting with the pone, resulting in a total of 12 cards dealt from the top of the reassembled deck. All cards are dealt face down to maintain secrecy of hands. After the deal, each player selects and discards two cards from their hand face down into a central pile that forms the crib, a shared but exclusively scored hand belonging to the dealer. The discards are placed without revealing their identities, and the order of discarding does not affect the game, though players typically do so simultaneously or in turn to avoid observation. This leaves each player with a four-card hand, while the crib consists of the four discarded cards. With the hands and crib formed, the pone cuts the remaining undealt portion of the deck (the ) into two packets, and the dealer reveals the top card of the lower packet as the starter, or turn-up card, which is placed face up and used in conjunction with all hands and the crib for scoring purposes later. If this starter card is a knave (jack), the dealer immediately scores two points, known as "two for his heels," providing an early advantage regardless of the hand's progress. The starter remains visible throughout the hand but is not played during the pegging phase.

The Play

The play, also known as the pegging phase, begins after the starter card is revealed and constitutes the second main part of a cribbage deal, following the discard to the crib. During this phase, the non-dealer (pone) leads by playing the first card face up, announcing its pip value (face cards and tens count as 10, aces as 1), and the dealer then responds with a card, announcing the running total of the combined values. Players continue alternating in this manner, each announcing the updated cumulative count after their play, until neither can play a card without exceeding 31 or until both have exhausted their hands. Cards played are laid overlapping in a line to maintain visibility of their ranks, and a card once released cannot be withdrawn except if it would cause the total to surpass 31, in which case it may be retrieved and replaced. A player unable to contribute a card without exceeding 31 must say "go," allowing the opponent to play any remaining cards that do not exceed 31, scoring points for each as they go, until the limit is reached or no more playable cards remain. The opponent then leads the next sequence, starting a new count from zero, and play resumes alternating until all cards are played or a final "go" halts the round. If the total reaches exactly 15 or 31 with a player's card, that player immediately scores 2 points; reaching 31 also ends the current sequence, with the next lead starting anew. Scoring occurs in real time during play for specific combinations formed by the cards laid down: the player contributing the card that completes a pair scores 2 points, a three-of-a-kind (three cards of the same rank) scores 6 points, a four-of-a-kind scores 12 points, and a run of three or more consecutive cards scores 1 point per card in the run (e.g., 3 points for a three-card run). Additionally, the player who plays the last card before a "go" is called scores 1 point per card remaining in the opponent's hand that could not be played, and the player laying the very last card of the entire play (if it does not make exactly 31) also scores 1 point. All such points are pegged immediately on the board as they are scored, with the dealer having the final play in each sequence if possible.

Scoring the Show

After the play phase concludes, players score their hands and the crib based on combinations formed by their four cards plus the starter card. The non-dealer (pone) scores their hand first, followed by the dealer scoring their own hand, and finally the dealer scores the crib. Points for each component are pegged immediately upon completion of its scoring. Scoring relies on identifying specific combinations within the five cards (four held plus the starter). Each combination of cards totaling exactly 15 scores 2 points; multiple such combinations are scored separately. Pairs score 2 points for every two cards of the same rank, with three of a kind worth 6 points (equivalent to three pairs) and four of a kind worth 12 points (six pairs). Runs of three or more consecutive cards (regardless of suit) score 1 point per card in the sequence; for example, a run of three scores 3 points. A flush—four cards of the same suit in the hand—scores 4 points, increasing to 5 points if the starter card matches the suit. Additionally, holding the jack (knave) of the starter's suit, known as "his nob," awards 1 extra point. These bonuses apply to both hands, with combinations scored additively without overlap unless they form distinct groups. The crib follows the same scoring rules as a hand but has a stricter flush requirement: it scores only if all five cards (four in the crib plus the starter) are of the same , for 5 points total, with no 4-card flush recognized. His nob also applies to the crib if the jack of the starter's is present.
CombinationPointsNotes
Fifteen (sum to 15)2 per Applies to any cards totaling 15; multiple combinations scored separately.
Pair2Two cards of same rank.
Three of a kind6Three cards of same rank (three pairs).
Four of a kind12Four cards of same rank (six pairs).
Run1 per cardMinimum three consecutive ranks; longer runs score accordingly (e.g., 3 cards = 3 points).
Flush (hand)4 (or 5 with matching starter)Four cards same ; +1 if starter matches.
His Nob1Jack of starter's in hand or crib.
Flush (crib)5All five cards (crib + starter) same only.

Muggins

Muggins is an optional rule in cribbage that allows a player to claim points overlooked by their opponent during scoring. If a player fails to peg the full value of points earned during the play of cards or when counting their hand or the crib, the opponent may call "" and take those points for themselves. This rule applies to underpegging in all phases of the game, including the play, the show of hands, and the crib, but excludes missed penalties, the dealer's two points for a jack as the starter, or other specific exceptions. The rule must be agreed upon and announced before play begins, particularly in competitive settings, where it enforces meticulous scoring to prevent errors that could alter the game's outcome. In such environments, like tournaments sanctioned by the American Cribbage Congress, is commonly invoked to maintain accuracy, with the calling player specifying the points claimed, which are then awarded if verified—typically the lesser of the announced or actual amount, up to available pegging space. No additional fines or penalties beyond the transfer of points are imposed. Historically, originated as a traditional element in English variants of cribbage, dating back to at least the mid-19th century, where the term derives from for a fool, implying the oversight makes the missing player appear foolish. It has since become a standard feature in many modern rule sets, enhancing the game's competitive integrity without altering core mechanics.

Matchplay

In standard two-player cribbage, a complete game consists of multiple hands played sequentially until one player reaches or exceeds 121 points, at which point they are declared the winner. The dealer position alternates after each hand, with the initial dealer determined by cutting the deck and awarding the deal to the player who draws the lowest card (aces low). This ensures fairness, as the dealer benefits from scoring the crib but alternates the advantage. Hands continue without interruption, with points accumulated from pegging during play and scoring the hands and crib afterward, building toward the 121-point threshold. Skunk rules are optional in casual play and are enforced in official American Cribbage Congress (ACC) tournaments, where a single skunk (winner reaches 121 while the opponent has 90 points or fewer) awards 3 game points instead of 2 (equivalent to 1.5 wins for tournament standings). A double skunk (opponent has 60 points or fewer) is not recognized separately by the ACC and is treated as a regular skunk, though some house rules may triple or quadruple the value. These multipliers apply only if agreed upon before play and are tracked separately from standard point totals. A full match typically comprises a series of games, often structured as the best of three or best of five to determine an overall victor, with winners tracked across the set. In competitive settings, the loser of a game may deal first in the next to balance opportunities, though alternation remains standard. Matches allow for extended play, rewarding consistency over single-game luck. The game concludes immediately when a player reaches or exceeds 121 points during any scoring phase, including the dealer's crib. After the play, the non-dealer (pone) scores their hand first; if they reach 121, they win outright. Otherwise, the dealer scores their hand, and if still short, the crib—potentially pushing the dealer to victory. This sequential scoring ensures the game ends precisely upon hitting the target, even mid-hand evaluation.

Variants

Predecessor and Early Forms

Noddy, a 16th-century English , served as the direct ancestor of cribbage, sharing core mechanics of scoring combinations during play and in hand without the crib feature. Originating around the 1550s and referenced as early as 1589 in literary works by , noddy was played with a where aces count as 1, numbered cards by their , and court cards as 10. The game involved dealing three cards to each of two players (or four in partnerships), turning up a trump card, and scoring points for fifteens (combinations totaling 15 for 2 points), pairs (2 points for a pair, 6 for three-of-a-kind, 12 for four-of-a-kind), runs (2 points for three cards, 4 for four, and 1 per additional card), and flushes (1 point per card in a suit of three or more). A key score was "knave noddy," awarding 1 point for the jack of trumps in hand or 2 to the non-dealer if it appeared as the trump; this evolved into cribbage's "nobs." Play proceeded by alternately leading cards up to 31, scoring for pairs, runs, and exact hits at 15, 25, or 31, with the game tracked on a 31-hole board to a target of 31 points. Costly colours, an 18th-century English variant popular in regions like , built on noddy's structure but incorporated suit-based bonuses, distinguishing it as a transitional form toward modern cribbage. Documented in Charles Cotton's Compleat Gamester (1674) and later in The Royal Game of Costly Colours (1805), the game used a standard deck with aces low (1) or high (11), and dealt three cards each plus a turned-up trump. Scoring included combinations totaling 15, 25, or 31 (1 point per card), pairs (2 for pair, 9 for three, 18 for four), and runs (1 per card), but added enhanced flush scores: 2 points for three cards of the same color (), 3 for three in , up to 6 for four in exact ("costly colours"). Jacks and deuces of trumps scored 4 points in hand ("his nob" for jacks), with turned-up examples giving the dealer 4 ("his heels"); other jacks or deuces scored 2. A unique "mogging" rule allowed players to exchange one card for the trump, with refusal or acceptance penalties/bonuses of 1-4 points, and play to 121 on a board. By the late , costly colours had largely merged into three-card cribbage variants, influencing scoring while emphasizing the crib mechanic's absence in earlier forms. The original form of cribbage, known as five-card cribbage, emerged in the as an of noddy, introducing the crib and extending play length. Players were dealt five cards from a 52-card deck, discarding two to a shared crib while retaining three for hand scoring, plus a starter card; this contrasted with noddy's fixed three-card hands. Scoring combined noddy's fifteens, pairs, runs, and nobs (1 point for jack of starter suit in hand) with the crib's potential for the dealer, targeting 61 points in a single lap around a 121-hole board. Play rules aligned closely with noddy, leading alternately to 31 and scoring interim combinations, but the discard mechanic added strategic depth. These early forms transitioned to standard six-card cribbage through 17th-18th century refinements, notably the crib's addition attributed to Sir John Suckling, who adapted noddy by incorporating discards to create a communal scoring pool. Noddy's combination scoring and board-tracking provided the foundation, costly colours contributed flush variants and heel/nob bonuses, while five-card play established the crib's role before the shift to longer 121-point games with larger hands.

Multi-Player and Card-Count Adaptations

In three-player cribbage, each player is dealt five cards, and after one card is dealt face-down to the crib from the deck, each discards one card face down to the dealer's crib, resulting in a four-card crib. The game proceeds to 121 points, with the turn-up card (starter) still used for scoring hands and the crib, and partnerships are optional depending on house rules or tournament preferences. The play phase follows the standard rules, with players alternating cards to a cumulative total not exceeding 31, and scoring for pairs, runs, and 15s occurring during play as normal. For four-player cribbage, often played in partnerships with teams sitting opposite each other and sharing a scoring track, five cards are dealt to each player, with each discarding one to the shared crib belonging to the dealer's team. An alternative adaptation, known as seven-card cribbage, deals seven cards per player, with each discarding two to the crib (plus an initial card from the deck), for longer hands and a larger crib. Teams score collectively during the play and show phases, with the starter card applying to all hands and the crib as in the two-player game, scaled for group participation. Three-card cribbage is a faster variant played without a crib, in which three cards are dealt to each player and scored with the starter card for combinations like 15s, pairs, runs, and flushes. Adjustments ensure the game still aims for 121 points, though the reduced card count emphasizes strategic play in the pegging phase and simplifies hand evaluation.

Modern and Regional Variations

In recent years, cribbage has seen adaptations aimed at accelerating gameplay or enabling solo play, such as speed cribbage, where each player is dealt six cards in a primary pile and four additional cards in a "speed" pile to facilitate quicker hands and decisions. In this variant, players alternate between the piles during play, with the dealer managing three potential hands while non-dealers handle two, reducing overall game time compared to standard rules. Cribbage solitaire variants provide single-player by adapting core scoring to layouts without opponents. One common form involves dealing six cards to a hand and two to a crib, discarding two from the hand to the crib, then playing cards alternately against the remaining deck while scoring only personal points from pairs, runs, and fifteens. A specialized version, Cribbage Squares, uses a 4x4 grid where 16 cards are placed sequentially from the stock into empty spaces, with reserves holding up to five cards each for strategic redeployment of the top card; after filling the grid, a starter card is revealed, and scoring tallies combinations across rows and columns as cribbage hands. The goal in these solitaire games is typically to exceed 120 points over multiple deals, emphasizing optimal discards and plays. In the United States, differences in casual play often involve the optional rule, where opponents claim overlooked points, adding vigilance and competitiveness to the game. This approach contrasts with non-muggins styles by integrating point-stealing as an element rather than an add-on. Digital platforms have popularized cribbage through online adaptations that incorporate automated scoring and AI opponents, eliminating the need for physical boards. Sites like eCribbage offer virtual play with instant hand evaluation based on standard combinations, allowing matches against computer algorithms that simulate strategic discards and pegging. AI-driven tools, such as those using photo recognition for hand scoring, further enhance accessibility by computing points from uploaded card images, supporting both solo practice and remote multiplayer without traditional equipment. These adaptations maintain fidelity to base rules while enabling features like variable game lengths to 61 or 121 points.

Strategy and Tactics

Discarding Decisions

In cribbage, discarding decisions form a foundational strategic element, as each player must select two cards from their six-card hand to contribute to the four-card crib while optimizing the remaining four-card hand for scoring during the show. The core principles emphasize retaining cards in the hand that offer high potential for combinations such as 15s (two cards or more summing to 15, worth 2 points each), runs (consecutive cards worth 1 point per card), and pairs (two of a kind worth 2 points), while discarding cards that minimize scoring opportunities in the crib. For instance, players prioritize keeping versatile cards like 5s or connectors (e.g., 6-7-8) in hand to facilitate multiple 15s or runs with the starter card, as these can yield 8-12 points or more in a strong hand. Conversely, discards should avoid gifting the opponent easy points, such as pairs of the same rank or cards that sum to 15 or 5, which could combine with the opponent's discards or the starter to score 2-6 points or higher. A key consideration is the distinction between the dealer's and non-dealer's positions, which alters discard priorities due to control over the crib. As non-dealer, the focus is on weakening the opponent's crib by discarding low-value, non-complementary cards that fewer than 5 points, such as 10-K (sum 20, 3.83 points) or 9-K (sum 19, 3.93 points), to limit potential pairs, 15s, or short runs. These combinations rarely form strong scores because they do not add to 15, connect sequentially, or pair easily with common cards. In contrast, the dealer benefits from the crib as an extension of their hand and should discard higher-potential pairs 5.5-8.8 points, such as 5-5 (8.82 points) or 2-3 (7.17 points), which frequently produce multiple 15s or runs when combined with the other two crib cards and starter. Overall, non-dealer discards to the opponent's crib 5.0-5.5 points, while dealer discards to their own crib around 4.5 points but can be optimized higher through selection. Certain discards carry inherent risks due to their compatibility with the deck's composition, influencing common strategic choices. For example, discarding a 5 is generally avoided unless paired with another strong card, as it forms a 15-2 (2 points) with any of the 16 ten-point cards (10s, jacks, , kings), which comprise about 30% of the deck and increase the crib's scoring likelihood significantly. Similarly, jacks should be retained over kings or when possible, as a discarded jack to the opponent's crib has a 25% chance of scoring 1 point as "nobs" (matching the suit of the starter card). Safer common discards to the opponent's crib include 4-10 (sum 14, low run potential) or 9-6 (sum 15 but isolated from easy extensions), which average under 4.5 points and reduce the odds of the crib exceeding 6 points. These probabilities, derived from simulations of over 250,000 discards, underscore the importance of mathematical evaluation over intuition in discard selection.
Discard PairAverage Points to Opponent's CribRationale
10-K3.83High sum (20), no 15 or run starters
9-K3.93Sum 19, minimal combinations
9-Q~4.0Similar to 9-K, avoids ten-point links
5-5Avoid (high )Pairs easily with 16 ten-point cards for 15s
This table illustrates optimal low- discards based on empirical , highlighting how strategic choices can shift crib averages by 1-2 points per hand.

Playing and Scoring Approaches

In the play phase of cribbage, effective tactics revolve around controlling the to maximize personal scoring while minimizing the opponent's opportunities. Players often hold low cards, such as aces or twos, to force the opponent to call "go" when the cumulative total approaches 31, allowing the holder to play multiple cards in succession for additional points like pairs or runs. Saving these low cards until late in the pegging round prevents early concessions and enables responses that avoid handing the opponent easy 15s or runs; for instance, leading a card smaller than 5, preferably from a pair, limits the opponent's ability to form s or multiples. Defensive play further emphasizes avoiding moves that enable opponent runs or pairs, such as not playing a card that completes a when the opponent holds likely connectors, thereby keeping the low and under your influence. Scoring optimization during the show requires a systematic approach to tally all combinations in the hand plus the starter card. Players prioritize identifying long runs (scoring one point per card in sequences of three or more) over numerous short pairs (two points each), as a single run of four or five cards can yield higher totals than scattered pairs while combining with 15s for multiplicative gains. To count comprehensively, begin with all possible 15s (two points each, focusing on pairs like 5 and 10-value cards), then add pairs and runs, ensuring no overlaps are double-counted; this methodical breakdown, often starting with the highest-value combos, prevents missed points and maximizes the hand's value. Bluffing adds a psychological layer to the game, allowing players to mislead opponents about their hand strength through play patterns and observations. Adapting to the starter card involves quickly reassessing combinations—such as elevating a potential run if the starter extends a sequence—while playing cards that disrupt the opponent's anticipated responses based on observed patterns. Advanced players enhance these tactics by tracking the opponent's possible hands through of discards and played cards, deducing absent ranks to predict safe leads or traps. For example, noting the absence of certain low cards allows logical inference of the opponent's holdings, enabling "X-ray vision" plays like leading a 4 when small cards are likely depleted in the opponent's hand. This deductive tracking, combined with pegging awareness, refines decisions to force suboptimal opponent responses throughout the game.

Organizations and Culture

Governing Bodies and Tournaments

The American Cribbage Congress (ACC), founded on August 6, 1979, and incorporated as a in March 1980, serves as the principal governing body for competitive cribbage in . It standardizes rules through its Official Cribbage Tournament Rulebook, sanctions over 170 annually across the and , and maintains a player introduced in 1980 to track performance based on tournament results. As of 2025, the ACC released an updated rulebook and supports youth initiatives and online tournaments to expand participation. The ACC also organizes the annual Tournament, a major event that draws hundreds of competitors to determine national champions in various divisions. In the , the United Kingdom Cribbage Association (UKCA), launched in late , acts as the coordinating body for cribbage events, working to increase participation by fostering communication among leagues and promoting variants such as , which emphasizes capturing opponents' points. The UKCA connects players with local teams and leagues, supporting regional competitions that adapt standard rules to include scoring. Cribbage tournaments under these bodies typically employ formats, where players advance through brackets by winning games to 121 points, with the first to reach that score declared the victor; use single-elimination structures for efficiency, often qualifying one in four entrants. rules are enforced in sanctioned play, awarding an extra game point (totaling three for the winner) if the victor leads by 31 or more points at the end, adding incentive for dominant performances. International competition has grown since the through ACC-sanctioned events, including early World Championships like the 1980 event in , which attracted players from multiple countries and established a tradition of cross-border participation. The ACC tracks world records for exceptional plays in sanctioned tournaments, with the highest single-hand score being 29 points—the maximum possible, achieved by holding three 5s and a jack of a suit different from the 5s, with the fourth 5—of the jack's suit—turned up as the starter. This rare feat, occurring roughly once in 216,580 hands, earns recipients a plaque from the ACC; notable record holders include Beverlee Honeycutt, who has verified four such hands since 1989.

Cultural Significance

Cribbage has been referenced in literature as a symbol of strategic thinking and social bonding, notably in Charles Dickens' 1841 novel The Old Curiosity Shop, where the character the Marchioness plays the game alone to pass time, highlighting its role in moments of solitude and reflection. In naval traditions, cribbage appears in historical accounts of sailors' pastimes, such as during World War II on American submarines, where it fostered camaraderie among crew members during long patrols, as documented in submarine lore and museum records. These depictions underscore the game's enduring representation of intellectual engagement and interpersonal connection. In the , cribbage remains a cherished pub tradition, historically the only card game legally playable for money in licensed establishments, promoting social interaction in communal settings. Across , it serves as a family pastime, often enjoyed during holiday gatherings to bring generations together through casual play. Its popularity surged in the alongside broader trends, embedding it further in everyday customs. The game has appeared in popular media, including the 1973 film , where protagonists and engage in a cribbage match, evoking themes of cunning and rivalry akin to the film's con artistry plot. In television, episodes of feature characters like Major Winchester playing cribbage, portraying it as a stress-relieving diversion in high-pressure environments. Modern revivals include numerous mobile apps, such as Cribbage Classic and Cribbage Pro, which have introduced the game to digital audiences, sustaining its appeal through online play and tutorials. Cribbage contributes to social impact by enhancing mathematical skills, as evidenced in educational programs where students use the game to practice addition, , and quick calculations in an engaging format. It holds particular enduring appeal among aging populations, serving as a low-physical-demand activity that supports cognitive , social , and mental sharpness in senior communities.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.