Cribbage ClubYour table. Your pace.
✓Automatic scoringEvery fifteen, run, pair & crib
POCKET

Cribbage

CLASSIC · 121 POINTSHAND 1STANDARD
The RegularThinking it over
0PTS
YOUFIRST TO 121 COMPUTER
STARTER
COUNT0/ 31
YOUR CRIB
0PTS
YouDChoose your discards

Choose two cards for the crib

Keep your best four.

✓ AUTO COUNT

Play a friend

Make a private two-player table and send your friend the invitation.

Automatic scoring is on. Each player sees only their own cards. Your friend can join on a phone, tablet, or computer.

Your table is ready

Waiting for your friend to join.

The first person to join takes the second seat. Reopen this game in the same browser to reconnect. Rooms stay available for seven days after the last move.

You’re invited

There’s a seat waiting for you at the cribbage table.

Play together with automatic scoring. Your cards stay private.

Take a seat

Choose your game and your competition.

Game mode
Your opponent

Starting a new game ends the current one.

Make it your table

Table
Sound check

Table preferences are remembered on this device.

AUTO COUNT

Your hand

0

The gold border marks the starter.

Pass to Player 2

Your cards are hidden until you’re ready.

A little table advice

Hints use your cards and public information. The next card is still a surprise.

At the table

Your stats

Games against the computer and online games count. Stats are kept on this device.

Welcome to the club

Reach 121 points before your opponent, or 61 once around. Points are pegged on the board as they are scored, and the deal alternates every hand.

  1. Cut for the deal. Each player cuts one card. Low card deals first, with aces low. Matching ranks mean cut again.
  2. Deal six, keep four. The dealer deals six cards each, one at a time. Each player lays two away face down. Those four cards are the dealer’s crib.
  3. Cut for the starter. The non-dealer cuts the deck, leaving at least four cards in each packet, and the dealer turns up the top card of the lower packet as the starter. A jack turned up is two for his heels for the dealer.
  4. The play. Starting with the non-dealer, take turns playing one card and calling the running count. Aces are 1 and face cards 10. The count may not pass 31. If you can’t play, say Go. The last player to lay a card pegs one for go, or two for exactly 31, and the count starts again. Playing the last card of all counts as a go.
  5. The show. The non-dealer counts first, then the dealer, then the crib, each with the starter. Counting order matters: the first to 121 wins, even mid-count. Within each hand, the customary order is fifteens, then runs, then pairs.
Fifteen or thirty-one during play 2A pair 2Pair royal / double pair royal 6 / 12A run of 3 or more 1 per cardOne for go, including the last card 1Four-card flush in the hand 4Five-card flush, hand or crib 5Jack of the starter’s suit (his nobs) 1

Skunks: win while your opponent is still short of 91 (the S line on the board) and it’s a skunk. Short of 61 (SS) is a double skunk. A hand with no points is called a nineteen, since 19 is a total no hand can make.

Muggins: in some localities, if a player claims less than is due, the opponent may say “Muggins” and score the points overlooked. In Muggins games here, you count your own hands and the computer takes points you miss; when it undercounts, you can claim its missed points. Pegging stays automatic.

Full rules from Bicycle
GAME COMPLETE

You pegged out!