All About Cribbage: History
All About Cribbage: History
History
Cribbage is traditionally supposed to have been invented in the early 17th Century by poet (and
alleged fraudster) Sir john Suckling. it evolved from the earlier game Noddy. It is basically a game
for two players, though adaptations for 4 players in fixed partnerships, and for 3 players also
exist.
Each player (or team) has two pegs: the forward peg shows the player's score to date, and the rear
peg shows the previous score. When a player scores points, the rear peg is moved in front to show
the new score. The distance between the pegs therefore shows the amount most recently scored,
and the opponent can thereby check it has been scored correctly.
Deal
The first deal is determined by cutting the cards. The player cutting the lower card deals and has
the first box or crib. If the cards are equal – (including both players cutting a ten card (10, J, Q or
K) - there is another cut for first deal. The deal then alternates from hand to hand until the game
is over. It is usual to play best of three: for the second game first box and deal alternate, but for
the third game - if a decider is needed - there is a fresh cut.
The dealer shuffles, the player on the dealers right cuts the cards and dealer deals 6 cards face
down to each player one at a time (or 5 cards for “pairs” play). The cards which are not dealt, are
placed face down on the table. At the end of each hand, the played cards are gathered together
and the whole pack is shuffled by the new dealer before the next deal.
Discard
Each player must choose two cards to discard face down to form the "crib" (or one card for pairs).
These four cards are set aside until the end of the hand. Any card combinations in the crib will
count for the dealer, so non-dealer will try to throw cards that are unlikely to make valuable
combinations.
Start Card
The non-dealer (or the player on the dealers left) cuts the pack of remaining cards, lifting the
upper part without showing its bottom card. The dealer takes out the top card of the lower part,
turns it face up and, after non-dealer replaces the upper part, places it face up on top of the pack.
This turned up card is called the "start" card. If the start card is a jack, the dealer immediately pegs
2 points - this is called "two for his heels". Starting with the player on the dealers left, the players
take turns to play a single card face up in front of themselves. In this stage of the game the total
pip value of the cards played by both players must not exceed 31. The values of the cards are:
Ace = 1; 2 to 10 = face value; jack = 10; queen = 10; king = 10. As each card is played, the player
announces the running total. If a card is played which makes the pip total exactly 31, the player
pegs two points. This ends the play.
A player who makes any of the following scores during the play pegs them immediately.
15 If you play a card which brings the total to 15 you peg 2 claiming Fifteen two.
31 If you play a card which brings the total to exactly 31 you peg 2.
Pair If you play a card of the same rank as the previous card (e.g. a king after a king)
you peg 2 for a pair. Note that a 10 and a king do NOT make a pair even though
they are both worth 10 points.
Pair Royal If immediately after a pair a third card of the same rank is played, the player of
the third card scores 6 for pair royal.
Double Four cards of the same rank, played in immediate succession. The player of the
Pair Royal fourth card scores 12.
Example Cards are played in the following order 4-2-3-5-3. The player of the 3 scores 3
for a run (2,3,4) then the player of the 5 scores 4 (for 2,3,4,5). The player of the
second 3 does not get a run as there is no consecutive run.
Last Card If neither player manages to make the total exactly 31, whoever played the last
card pegs 1. Note that to score for pair, pair royal, double pair royal or run, the
cards must have been played consecutively during a single round of play. If one
player had to say "go" while the combination was being formed, the combination
is still valid, but if both players are unable to play, causing a new round of play to
be started from zero, all combinations are started afresh.
The Show
Players now retrieve the cards that they put down during the play and score for combinations of
cards held in hand. First the player to the left of the dealer's hand is exposed, and scored. The
start card also counts as part of the hand when scoring combinations. All valid scores from the
following list are counted.
15 Any combination of cards adding up to 15 pips scores 2 points. For example king,
jack, ten, five would score 6 points altogether - 6 points for three fifteens, since the
king, jack and ten can each be paired with the five. You would say "Fifteen two,
fifteen four, fifteen six.
Pair A pair of cards of the same rank score 2 points. Three cards of the same rank
contain 3 different pairs and thus score a total of 6 points for pair royal. Four of a
kind contain 6 pairs and so score 12 points.
Run Three cards of consecutive rank (irrespective of suit), such as ace-2-3, score 3
points for a run. A hand such as 4-5-5-6 contains two runs of 3 (as well as two
fifteens and a pair) and so would score 12 altogether. A run of four cards, such as 9-
10-J-Q scores 4 points (this is slightly illogical - you might expect it to score 6
because it contains two runs of 3, but it doesn't. The runs of 3 within it don't count -
you just get 4), and a run of five cards scores 5.
Flush If all four cards of the hand are the same suit, 4 points are scored for flush. If the
start card is the same suit as well, the flush is worth 5 points. There is no score for
having 3 hand cards and the start all the same suit. Note also that there is no score
for flush during the play - it only counts in the show.
One For If the hand contains the jack of the same suit as the start card, you peg One for his
His Nob nob.
Note that when scoring a hand, the same card may be counted and scored as part of several
different combinations. For example if your hand is 7 8 8 K and the start card is a 9 you score
Fifteen 2, fifteen 4, and a pair is 6, and a run is 9 and a run is 12 - 12 holes to peg, with each of
your 8s forming part of a fifteen, a pair and a run.
After all players have shown their hands, the dealer picks up the “crib” or “box” and scores it as
above. Note that for a flush, the crib must have all five cards (including the start card of the same
suit) – this scores 5.
Hints
If in doubt, lead a 4. This is the highest card on which the opponent cannot immediately make
15. Lower cards are best kept for later.
Remember that ten-cards far outnumber any others in the pack. Thus, your opponent is quite
likely to have one or more 10s. Consequently, do not lead a 5, or make 21. Naturally enough,
10s are often accompanied by 5s. Beware of making 26.
Conversely, making 11 is generally a good move, providing of course you hold the necessary
ten-card to follow up your opponent's.
Never play a 6 to a led 4, or vice versa. This leads to a nasty sting as your opponent slaps
down a 5, for five points (4-6-5 run and 15). Unless you've got a plan up your sleeve, of
course...
Get rid of your higher cards first, as they will be a liability when the count approaches 31. Save
Aces - they are your emergency escape route to turn a point-losing 30 into a 2-point-winning
31.
Do not pair your opponent's card unless you also hold another of the same card in reserve. For
example, if your opponent plays a 4, you should not reply with a 4 if it is the only 4 you hold -
because opponent is quite likely to have another 4 himself (making a pair royal for 6 points).
Conversely, you should encourage your opponent to pair your card when you yourself hold a
pair. The chances of him holding the fourth card to make double pair royal (12 points) are
minimal.
When holding two cards that together make 5 (for example 4 and Ace), lead one of them. Your
opponent is likely to play a 10 onto it, enabling you to make 15.
Watch for runs! Don't play a card with a value 1 or 2 away from your opponent's card - for
example a 9 on a 7 - as he is likely to complete the run. The exception, of course, is when you
hold the necessary card to extend the run yourself and top your opponent's points. Beware of
'banging your head' on 31, though - calculate beforehand whether you will be able to play
onto the run without going over 31.
Vary your play. Your opponent is certainly familiar with these rules of thumb as well, unless he
is a novice, and will be expecting you to make the obvious plays. Don't follow these
suggestions slavishly - throw down a weird card every so often. At the least it will make your
opponent stop and think - you may be up to something. Or not. Either way, it 'breaks flow' -
the equivalent of taking your opponent 'out of the book' at Chess.
Conversely, study your opponent's play. Is he stuck in a set of unbreakable habits? Does he
always lead from a pair, make 11 or discard the same kind of cards? The less he varies his
play, the sooner you can pin down his habits of play, and exploit them.
Think about the cards your opponent plays. Remember that when discarding you generally
attempt to maximise the points in your hand by keeping combinations that make 15, or pairs.
If your opponent lays an 8, chances are he has a 7 to go with it. If he plays an Ace, expect to
see a 4 coming out sooner or later (and a ten-card). By the second card you should have a fair
idea of the remaining two cards your opponent holds.
Your opponent will be doing the same! If you have an 'odd' card - one that is not part of a 15
or a pair - play it first, to throw your opponent off the scent and put off revealing your hand as
long as possible.
Keep an eye on the board. If you are well ahead, go all out for points, even if it means giving
some away to gain some. If you are behind, do the opposite and try to prevent your opponent
from getting any points at all. At first this advice seems absurd - of course you want to make
points yourself and stop your opponent getting any. What difference does it make who's
ahead? But you rarely get something for nothing, in Cribbage as in life, and most plays involve
sacrificing a few points to gain more (for example, leading from a pair, hoping your opponent
will pair it and make 2 points, allowing you to bang down the third card for 6 points). 'Break-
even' plays (for example, leading a 10 hoping your opponent will make 15 for 2, allowing you
to lay your 5 for another 2) are especially dangerous when you are trailing, as the scores are
still level but your opponent is that much closer to the all-important 121.
Finale
“Nineteen” is the lowest impossible score in cribbage, and is used euphemistically as a zero hand.
Cribbage has given the English language a number of expressions which it is hard to imagine
doing without, including "level pegging", "what a turn-up/a turn-up for the books", "streets
ahead", and "pegged out".
The highest hand possible is worth 29 points. The following cards make up this rare score.
The probability of getting this hand is quite small. Three fives are required to be dealt with the
jack of the fourth suit, and two other cards neither of which is a five. The total number of such
six-card hands is 4*(47*46/2) = 4324, out of (52*51*50*49*48*47/720) = 20358520 possible
hands. Given this event, the probability of turning up the fourth five is 1/46. So the probability is:
An interesting play
Hand Cut
Cards to keep Discard to crib
Non-
Dealer
Dealer
You deal the above cards and discard the 7 and 8. The cut is made and out pops a 6.
Pegging:
Who Card Total Score
Non-dealer Q 10
Dealer 5 15 2 for 15
Non-dealer 10 25
Dealer 6 31 2 for 31
Non-dealer 2 2
Dealer 4 6
Non-dealer 4 10 2 for pair
Dealer 4 14 6 for pair Royale, 1 for last
Non –dealer scored 2 points for the paired 4, dealer scores 11 in total
In the hands, non-dealer pegged no points, dealer has a 24 hand and a 24 crib. Dealer has
outscored his opponent 59-2. It does rely on a player making a fairly stupid discard!