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Cribbage

Crib
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All gamesKeys: Enter continue, H hint, S scores, N new game

How to play Cribbage

Cribbage is a race up a board to 121. Points come in small amounts and often: for cards that add up to fifteen, for pairs, for runs. You score twice in every hand, first as the cards are played one at a time, and then by counting the hand you kept. The dealer also counts an extra hand, the crib, made from cards both players threw away.

Here you play against Otto. Every point is counted and pegged for you, so the game is a good way to learn what scores.

The deal and the crib

Each player is dealt six cards and keeps four. The other two go face down into the crib, which belongs to the dealer. Tap two cards to choose them, then press the button to send them. The deal passes back and forth, so the crib is yours every second hand.

What to throw depends on whose crib it is. Into your own you can afford good cards. Into Otto’s you want to throw cards that are no use to each other.

The starter

When both players have thrown, the top card of the pack is turned up. This is the starter. It is not played, but it counts as a fifth card in both hands and the crib when they are counted. If the starter is a jack, the dealer pegs 2 at once.

The play

The player who did not deal lays the first card, and the two of you then lay cards in turn, each in front of yourself. The table keeps a running count of their values: court cards are 10, an ace is 1, and the rest are their number. The count may never pass 31, and the cards in your hand that would take it too far are dimmed.

A card scores at once if it does any of these:

The card you layPoints
Makes the count exactly 152
Makes the count exactly 312
Is the same rank as the card before it (a pair)2
Is the third of a rank in a row6
Is the fourth of a rank in a row12
Completes a run of three or more with the cards just before it1 for each card in the run

A run in the play does not have to be laid in order: 7, then 9, then 8 is a run of three for whoever lays the 8. It must be made of the last cards laid with nothing else between them. Suits do not matter in the play.

Go. If you cannot lay a card without passing 31, you say “Go”, and the table says it for you. The other player then lays any cards they can, and pegs 1 for the go when they can lay no more. The count starts again from nothing, and the player who said “Go” leads. Reaching 31 exactly scores 2 instead of 1. The last card of all scores 1 as well.

With a mouse, click a card to lay it or drag it onto the table. On a touch screen the first tap lifts the card and a second tap lays it. Cards from an earlier count stay on the table, dimmed.

The show

When all eight cards have been played, the hands are counted, each with the starter as a fifth card. The player who did not deal counts first, then the dealer’s hand, then the crib, which is the dealer’s. Press Continue to move from one to the next.

In the five cardsPoints
Each different set of cards adding up to 152
Each pair2 (so three of a kind is 6 and four of a kind is 12)
Each run of three or more1 for each card in it
All four cards of the hand in one suit (a flush)4, or 5 if the starter matches
The jack of the same suit as the starter (“his nob”)1

The board and winning

The board along the top of the table has a track of 120 holes for each player: Otto’s above and yours below, out along one row and back along the next. Each player has two pegs. The front one shows the score and the back one shows where it stood before, so the last points pegged can be read off the gap between them. Your score is also shown as a figure above the table, and Otto’s beside his name.

The first player to reach 121 wins, and the game stops at that moment, even in the middle of the play or the show. That is why the order of counting matters: near the end, the player who did not deal counts first and may get home before the dealer has counted at all.

Tips for winning more often

How good is Otto?

Otto plays fair. He sees his own six cards, the starter and the cards that have been laid, and nothing else: not your hand, not what you threw to the crib, and not the pack. The Hint button uses exactly the same thinking for you.

To choose his crib cards he takes each of the fifteen ways of keeping four cards, works out exactly what they would average over all 46 cards that might be turned up, and adds or takes away what the two cards thrown are usually worth in a crib. In the play he lays the card that scores most now, less what you are likely to score in reply.

Over thousands of test games he won about 70 in 100 against a simple player who keeps the best four cards as they stand and lays whatever scores most, and 99 in 100 against one who throws and plays at random. A game usually lasts about nine hands, which leaves room for the cards to decide a close one.

Other ways to play

This is six-card cribbage for two, the usual game. Some players use muggins, where you may claim any points your opponent forgets to count; here nothing is ever missed, so there is no muggins. In match play a win by more than 30 points is a skunk and counts double; here a win is a win, though the score sheet at the end will tell you when one happened. There are also five-card and three-handed games, which this table does not play.