Cribbage
Past dailiesRace your peg around the board to 121. Score while pegging cards toward 31, then count your hand and the crib with the starter card.
How to play Cribbage
The deal and the crib
Each player gets six cards and sends two to the crib, an extra hand that belongs to the dealer. A starter card is then turned up from the deck. If it is a jack, the dealer pegs 2 (his heels). The deal alternates every hand.
Pegging
Players take turns laying cards, keeping a running count that may not go past 31. Making the count 15 or exactly 31 scores 2. Matching the previous card's rank scores a pair (2), three of a kind 6, four 12, and three or more cards in sequence score a run. If you can't play, the other player continues; the last card before the count starts again scores 1.
Counting
After pegging, the non-dealer counts first, then the dealer, then the crib, each together with the starter: every combination that adds up to 15 scores 2, each pair 2, runs their length, four cards of one suit 4 (5 with the starter; the crib needs all five), and the jack of the starter's suit 1. Counting is done for you.
Controls
Tap two cards and press the button to send them to the crib. In the pegging, tap a card to lift it and tap again to play, or drag it to the middle; with a mouse, a click plays it. With a keyboard, use the arrow keys and Enter. The board shows both scores with front and back pegs.
Questions
What is the highest possible cribbage hand?
29: three fives and the jack of the fourth suit in your hand, with the matching five as the starter. Eight fifteens, six for the pairs of fives, and one for the jack (nobs).
What does go mean in cribbage?
When you can't play a card without taking the count past 31, you say go. Your opponent keeps playing if they can, then scores 1 for the last card, or 2 if they reach exactly 31. The count then starts again from zero.
What is a skunk?
Winning by more than 30 points: the loser hasn't reached 91 when the winner gets to 121. In club play it counts as a double win.
Which cards should I throw to the crib?
In your own crib, keep good combinations together and throw cards that help each other, such as fives or pairs. In your opponent's crib, throw cards far apart that are unlikely to form fifteens or runs. The hint suggests two cards and explains the average points.
Does the computer see my cards?
No. It decides with its own six cards, the starter and the cards already played, and the Hard player tries out many possible hands you might hold.