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Rules For Cribbage

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The Rules of Cribbage
Cribbage has been enjoyed for centuries. It obviously offers the players an opportunity for fun and challenge. There is opportunity for luck as well as opportunity to exercise one’s skills in discarding and play. Although the game is not difficult to learn it is important to be aware of the basic rules before beginning. Here you will learn the basics and with practice you will learn strategies and develop skills.

Dealing: The deck is cut to see who will deal. The player that cuts the lowest card deals. For a game with two players six cards are distributed to each. Each player will then discard two cards to form the crib. If there are three players five cards are dealt to each and each player discards one card into the crib. The player to the right of the dealer will then cut the deck and throw one card into the crib. If a Jack comes up the dealer scores two points. The only time this is not true is within the last three holes (119, 120, or 121).

Pegging Points: It is now time for the non-dealer to play any card from their hand face up, calling out its value as he makes the play. The dealer will then do the same, calling out the total of the two cards. The players will continue in this manner until one reaches 31 - one must not exceed 31. If a player cannot make a play without exceeding 31 he must call ‘go’, which instructs his opponent to continue playing as many cards as possible without going over 31. A player that reaches 31 exactly pegs two points. When neither can play anymore cards a new count is started. This count will be led in the same order of plays.

Once a player removes his hand from a peg (after scoring/recording points) his score cannot be changed unless he scored himself too many points. Pegging is also done during the play when combinations are made. For example, if your play makes the total count 15 you will score two points.

If you create a pair by matching the card(s) played by your opponent you will score two points.

For three of a kind you will score six points.

Four of a kind is worth 12 points.

Points are also scored for sequences of cards – regardless of the order in which they are played. For example, 9, 10, 8 would score three points for the last player. If the next player follows with a 6 and you play a 7 you will score 5 points. If a 7 or Jack is played instead of the 6, 4 points will be scored.

To score your hand, four points are awarded if all cards are of the same suit. An additional point is credited if the turned up card is also the same suit. If the same suit is in the crib and the turn up card points are awarded accordingly. The hand is not counted until all cards have been played. The person to the left of the dealer counts first. The count follows in a clockwise direction. The dealer always counts last.

Counting Your Hand: When counting, any combination that adds up to 15 is worth two pints. Any run will be worth 1 point per each card in the run. If you turn up a 6 and you have 4,5,6,7, you will then have a double run. Runs do not have to be in the same suit. You will also have “15,2” and a ‘Pair” for 2 points. If all the cards in your hand are the same suit you should count 1 point for each card. But the crib must also have the turn up card the same suit.
Points:
2 of a kind = 2 points
3 of a kind = 6 points
4 of a kind = 12 points
1,2,3 in a run, (cards must be in an uninterrupted sequence, but it is not necessary that they are played in consecutive order) = 3 points
1,2,3,4 in a run, (sequence) = 4 points
1,2,3,4,5 in a run (sequence) = 5 points
In any run 1 point is scored per card.
2 points are scored for any cards that add up to 15. 8+7=15, 9+6=15, etc. 4+5+6=15, 10+5=15, J+5=15, Q+5=15, K+5=15

There are Rules ... & There are Rules

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