A Beginner's Guide to Playing Cribbage
Cribbage scares off beginners for one silly reason: the board. All those holes and pegs look like a game needs memorizing before it can be enjoyed, when the board is just a scorekeeper you would otherwise track on paper.

Cribbage scares off beginners for one silly reason: the board. All those holes and pegs look like a game needs memorizing before it can be enjoyed, when the board is just a scorekeeper you would otherwise track on paper. The game itself is a short, friendly card game for two that rewards a little arithmetic and a little patience. A round takes a few minutes, a full game to the finish rarely takes half an hour, and the counting becomes second nature faster than most people expect. Here is everything a first-time player needs, from the deal to the moment someone pegs out and wins.
What you need and how the board works
Cribbage uses a standard deck with the jokers removed and is usually played by two people. The board is a track of holes, and each player moves two pegs along it, leapfrogging the back peg ahead of the front one each time they score. Using two pegs this way shows both your current total and your previous one, which makes it easy to check a count. A standard game is a race to 121, twice around a long board. If you do not own a board, a sheet of paper works perfectly well; the board is tradition and convenience, not a rule you cannot play without.
The deal and the crib
Each player is dealt six cards. You then look at your hand and choose two cards to set aside into a separate pile called the crib. The crib belongs to the dealer and counts as a bonus hand for them at the end of the round, so the discard matters: you want to keep strong cards for yourself while, as dealer, trying to toss useful cards into your own crib. After both players discard, the non-dealer cuts the deck and the dealer turns up the top card of the lower pile. This turned card, the starter, is shared and counts toward every hand in the round, including the crib.
Pegging during the play
Before anyone counts their hand, you play cards out loud in a phase called the play. Starting with the non-dealer, you take turns laying a card face up and announcing the running total. You score as you go: making the total exactly fifteen is worth two, making it exactly thirty-one is worth two, laying a card that matches the rank just played makes a pair for two, and completing a run of consecutive ranks scores a point per card. Neither player may take the total past thirty-one, so when you cannot play without busting you say go, and your opponent scores for the last card.
Counting the fifteens and pairs
Once the play ends, each player scores their hand using the four cards they kept plus the shared starter. The two workhorses are fifteens and pairs. Every distinct combination of cards that adds to exactly fifteen scores two points, and face cards all count as ten for this, so a hand full of tens and fives adds up fast. Every pair of matching ranks scores two, which means three of a kind quietly scores six because it contains three separate pairs. Beginners routinely undercount here by missing a fifteen or a hidden pair, so take your time and check each combination before you move your peg.
Runs, flushes and the right jack
Three more things score. A run is three or more cards in consecutive rank, worth a point each, and a hand can contain several overlapping runs when there are duplicate ranks. A flush of four cards in your hand of the same suit scores four, and five if the starter matches that suit too, though the crib only scores a flush when all five cards share a suit. Finally, if you hold the jack of the same suit as the starter card, that is worth one point, a small bonus sometimes called nobs. Score your own hand first, then the non-dealer, and the dealer counts the crib last.
A simple strategy for the discard
The hardest early decision is which two cards to put in the crib. As a rough rule, keep cards that work together: pairs, cards that add to fifteen, and runs of touching ranks. Fives are gold because so many cards count as ten, so a five paired with any ten-value card is an instant fifteen. When you are the dealer, the crib is yours, so it is fine to send it helpful cards. When your opponent deals, do the opposite and toss cards that are unlikely to help them, keeping the strongest four for your own hand. Good discarding is most of the skill in cribbage.
Winning and common beginner mistakes
Play continues deal by deal, with the deal alternating, until one player pegs their way to 121 and wins immediately, even in the middle of a count. The most common beginner mistakes are easy to fix. People forget that the dealer gets both a hand and the crib, so being dealer is a mild advantage worth tracking. They miscount fifteens by stopping too early. And they rush the discard without thinking about who owns the crib that round. Fix those three habits and you will hold your own quickly, because cribbage rewards steady, careful counting far more than it rewards luck with the cards.
Frequently asked questions
How many cards do you keep after the discard? Four. You are dealt six, set two aside into the crib, and play and score the remaining four, combined with the shared starter card, as your hand for the round.
Does the dealer really have an advantage? A small one. The dealer scores an extra hand each round in the form of the crib, and also takes the last card during the play, which can be worth a point. Over a full game to 121 the alternating deal evens most of it out.
Is cribbage mostly luck or skill? Both, but skill decides close games. The cards you are dealt are chance, yet the discard into the crib and careful counting of your hand give a thoughtful player a steady edge over someone who plays the first reasonable cards they see.
Why cribbage sticks around
Cribbage has outlasted centuries of flashier card games for the same reason solitaire did: it is quick to set up, easy to carry and satisfying to get better at. The board that scared you off at first becomes a comfort once your hands know the leapfrog rhythm, and the counting that felt like homework turns into the quiet pleasure at the center of the game. Play a few rounds against a patient opponent and the rules will settle into place on their own. After that, the only thing left to improve is your discard, and that is a puzzle you can chew on for years.
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