Cribbage Rules
classiques 6 min read

Cribbage Rules

Cribbage Rules explained simply: setup, how to play, scoring and popular variants, plus beginner tips for your first games.

Updated on February 19, 2026

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Cribbage: A Timeless Classic Card Game for Two to Four Players

Cribbage is a popular card game with roots dating back over 300 years, originating in Britain and spreading throughout English-speaking regions. It's a game that combines strategy, quick thinking, and basic arithmetic, making it a staple in many pubs across the UK. This article will provide a comprehensive guide to playing Six Card Cribbage for two players, with optional sections for three and four player versions.

Game Overview

Cribbage is played with a standard 52-card deck and can accommodate between two to four players. The objective is to be the first player or team to reach a score of 121 points or more (twice around the usual British design board) by scoring combinations of cards that add up to 15 during the play, in their hands, and in the 'crib'.

Recommended Game: Jeu de Cribbage Planche on Amazon

Objective

The goal in Six Card Cribbage is to score points by creating combinations of cards either during the play, in your hand, or in the 'crib' (discarded cards). The game continues until one player reaches a total score of 121 points or more.

Setup

  • Two players use a standard 52-card pack. Cards rank K(high) Q J 10 9 8 7 6 5 4 3 2 A(low).
  • The exact design of the cribbage board is not critical, but it should have a track for each player with holes representing the numbers from 1 to 120. The score is kept by moving pegs along the track during the game.
  • Players alternate dealing and the first deal is determined by cutting the cards. The player cutting the lower card deals and has the first 'crib'. If the cards are equal, there is another cut for the first deal. The deal then alternates from hand to hand until the game is over.
  • It's common to play best of three games. The opponent of the first dealer in the first game deals first and gets the first 'crib' in the second game. For the third game, there is a fresh cut to decide who deals first.
  • The dealer shuffles, the non-dealer cuts the cards, and the dealer deals 6 cards face down to each player one at a time. The undealt part of the pack is placed face down on the table.

How to Play

  1. Each player chooses two cards to discard face down to form the 'crib'. These four cards are set aside until the end of the hand.
  2. One card, known as the 'start card', is drawn from the undealt part of the pack. If the start card is a jack, the dealer immediately pegs 2 holes (Two for his heels).
  3. Beginning with the non-dealer, players take turns playing single cards face up in front of themselves. The total pip value of the cards played by both players is counted, starting from zero and adding the value of each card as it is played. This total must not exceed 31.
  4. When no more cards can be played without going over 31, the count is restarted from zero. The pip values of the cards are: Ace = 1; 2 to 10 = face value; jack = 10; queen = 10; king = 10.
  5. As each card is played, the player announces the running total and scores points for combinations such as pairs, runs, or sets of cards that add up to 15. If a card is played which brings the total exactly to 31, the player pegs 2 claiming "Thirty-one for two".
  6. A player who cannot play without exceeding 31 does not play a card but says "Go", leaving their opponent to continue if possible. They peg for any further combinations made during the same round. If the total is 30 or less and neither player can lay a card without going over 31, then the last player to lay a card pegs one for the "go" or one for "last".
  7. Play continues until both players' cards are exhausted, with the last player scoring "One for last" or "Thirty-one for two" if they made exactly 31. If either player has any cards left at the end of a round, there is another round.

Scoring and End of Game

Points are scored for various combinations:

  • Pair: Two cards of the same rank - 2 points
  • Run: Three or four cards in sequence (e.g., 3-4-5-6) - 1 point per card in the run
  • Fifteen: Three cards that add up to 15 (e.g., 4-5-6 or Jack-Queen-King) - 2 points
  • Five or three-Fifteen: A hand containing either five cards that add up to 15 or three cards that form a fifteen plus a card with a value of 5 - 6 points
  • Four-Fifteen: Four cards in a player's hand and one card in the 'crib' that form a fifteen - 3 points
  • Jack-knife: A jack used as an ace to complete a run, or a jack and another card that add up to 15 (e.g., Jack-4 or Jack-9-6) - 2 points
  • Bonus points: If the 'crib' contains a Jack, a player can score two bonus points ("Two for his heels") during the first round.

The game continues until one player reaches a total of 121 points or more (twice around the usual British design board).

Common Variants

  • Three-handed play: Players take turns dealing, with the dealer's seat rotating after each hand. The unused card from the dealt six is placed face up on the table as the 'start card'.
  • Four-handed play (fixed partnerships): Two teams of two players sit opposite each other. Partners sit across from one another and play as in a two-player game, with their combined score determining the winner.

Beginner Mistakes to Avoid

  1. Forgetting to count the 'start card' when calculating the running total during the first round.
  2. Failing to consider potential combinations (runs, fifteens, pairs) while playing cards.
  3. Not paying attention to the 'crib', as it can help form fifteen and other combinations.
  4. Neglecting to declare certain combinations, such as Jack-knife or Five or three-Fifteen, which can result in missed points.
  5. Miscalculating total scores and failing to peg the correct number of points.

🃏 Ready to play?

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Sources: Official game rules and publishers. Last checked: February 19, 2026. https://www.pagat.com/adders/crib6.html