Resources

Books, articles, forums, links

More »

Play Cards at Game Colony

 

 

Tournament play is available at:

 

Other Resources

Daily Cribbage Hand

Cribbage Forum

Cribbage Meet Up

 

 

 

 

HOYLE Card Games - From the Authority in Games

The basics of crib

Cribbage, or crib, is a card game for two, or four players that involves forming combinations of cards to accumulate points over a series of hands. Cribbage has several distinctive features, including the use of the cribbage board for scorekeeping, the eponymous crib, or box (a separate hand made up of discards from each player, counting for the dealer), the existence of two distinct scoring stages (the play and the show) and a scoring system that includes, among other things, points for forming groups of cards that total fifteen.

The object of the game is to be the first person to score at least 121 points. Points are mainly scored for runs (groups of three or more sequential cards, regardless of suit); pairs, triples and quadruples (cards of same rank); flushes (all cards in your hand the same suit, can also include the starter); combinations of cards that add up to 15; and a jack in your hand whose suit matches that of the starter. It is generally played by two people, but can be played by four (as two two-person teams).

The Deal and discarding to Crib


The play

The non dealer starts play by leading a card, and this starts the card counting -- face cards count as 10, the ace counts as 1 and the rest of the cards count as their face value. The dealer then plays and the sum of the two cards played is counted. For instance, if the nondealer laid down a 3 and the dealer laid down a 4, the card count would be shown as 7. The play continues back and forth between players until one player makes 31 and pegs 2 points. The total can not exceed 31.

If a player cannot play a card without bringing the total over 31, the player says "Go" and the other player(s) must play any cards that keep the total at 31 or less; the last player to play a card before the count is reset to zero pegs 1 point for the "go" (if some cards remain unplayed) or for "last card" (if no cards remain unplayed). If said player tallies exactly 31 points, another point for "31" is earned, making two points in total. The count then resets to 0, and the first player having unplayed cards to the left of the player who played last leads the next card.
During the play, players peg points as follows:

The show

After the play, points in each hand are tallied -including the starter card and added to score. The non dealer counts first then the dealer, counts both their hand and the crib. The order in which this is done is important as a player who scores first may peg out and thus win the game even though another player's tally would exceed that score.
Points are scored as follows:

2 points

1 point per card

Cards may be used in several different combinations in the same deal, thus a jack may score for his nobs, in a flush, a run, as a 15 (in combination with a 5) and as a pair. Common examples of this are combinations of runs and pairs:

Tactics

Forming the crib

There are certain cards and card combinations that are likely to be beneficial to a hand. A non-dealer will try to keep these cards. The dealer will try to keep any good scoring combinations together, either in hand or in the crib. It is usually desirous to keep pairs, runs and combinations totalling fifteen in one’s hand or in the crib. Other potentially useful cards include:

• Fives – As four out of every thirteen cards are worth 10, there is a good chance that a 5 in the crib will help form 15s. A five thrown into a crib guarantees a crib worth at least two points since there is no 5-card combination that includes a 5 but scores fewer than 2 points.

• Sevens and eights - Not only totals 15, but has a chance of meeting a 6 or 9 to complete a run.

• Threes, sixes and nines - Likely to combine to 15.

• Consecutive cards (i.e. A-2, 7-8, J-Q) have the chance to meet the starter or other cards in the crib to form a run.

The Play

Some of these tactics will only work in a two-player game (with more players it is harder to devise a strategy). The player who leads the play should consider the following:

• Do not lead a five; chances are the opponent has a ten or face card and can easily make 15 for two points.

• Playing a four or less guarantees that an opponent cannot make 15 on the next card played. The best that player can do is to complete a pair (which there is no defense against unless one holds at least two of a given card).

• Other than the above, if two cards total fifteen, play one; that way if an opponent takes the score to fifteen for two, the first player can complete the pair to get two points.

• If a hand has a 7 and a 9, or an 8 and a 9, play the 7 or 8. Chances are that the opponent will play for the 15, giving the first player a run of 3 with the 9. In general:

• Play a card from a pair; if an opponent completes the pair for two, the first player can complete a pair royal for six (unless the pair royal would result in the running total to exceed 31, in which case this play is not possible).

• If a hand holds two cards which are two apart in sequence and the middle card in the sequence would total 15 (i.e. a 6 and an 8), playing one of those two cards may result in scoring a run if the opponent plays the card to make the 15 and the first player follows up to complete the run.

• Holding small cards increases the possibility of being able to play the last card for a point or 31 for two points; however, leading a card lower than five prevents the next player from immediately scoring a fifteen.

• Leading with a 6 or a 9 is generally considered a bad play, although there are situations when it can be advantageous.

• Avoid making the count 21 if at all possible. There are 16 cards, comprising 30.8% of the deck, with a value of 10, so making the count 21 gives an opponent a good chance to bring the running tally to 31 and score two points.

Source: Wikipedia

cribbage board

Where to play crib