Score pegging plays, count hand points, and track running totals instantly
Add cards to the pegging sequence. Points are scored automatically as you play each card.
| Play / Combination | Points | Example | Notes |
|---|---|---|---|
| Running total = 15 | 2 pts | 7 + 8 = 15 | Cumulative count reaches 15 |
| Running total = 31 | 2 pts | 7+8+6+10 = 31 | Scores 2 (not Go); sequence resets |
| Go (cannot play < 31) | 1 pt | Count = 28, can't play | Opponent says Go; last card = 1 pt |
| Last card of all plays | 1 pt | Final card played | Unless count = 31 (then 2 pts) |
| Pair (same rank) | 2 pts | ...6, 6 | Must be consecutive plays |
| Pair Royal (3 same rank) | 6 pts | ...6, 6, 6 | 3 consecutive same rank |
| Dbl Pair Royal (4 same) | 12 pts | ...6, 6, 6, 6 | Rarest pegging play |
| Run of 3 (any order) | 3 pts | ...4, 6, 5 | Last 3 cards form run |
| Run of 4 | 4 pts | ...3, 5, 4, 6 | Last 4 cards form run |
| Run of 5 | 5 pts | ...2, 4, 3, 5, 6 | Last 5 cards form run |
| Run of 6 | 6 pts | Last 6 in sequence | Very rare in pegging |
| Run of 7 | 7 pts | Last 7 in sequence | Theoretically possible |
| Combination | Points | Example | Applies To |
|---|---|---|---|
| Fifteen (any combo summing 15) | 2 pts each | 7 + 8, 5 + J | Hand & Crib |
| Pair | 2 pts | 6 + 6 | Hand & Crib |
| Pair Royal (3 of a kind) | 6 pts | Q + Q + Q | Hand & Crib |
| Double Pair Royal (4 of a kind) | 12 pts | 5+5+5+5 | Hand & Crib |
| Run of 3 | 3 pts | 4-5-6 | Hand & Crib |
| Run of 4 | 4 pts | 3-4-5-6 | Hand & Crib |
| Run of 5 | 5 pts | A-2-3-4-5 | Hand & Crib |
| Double run of 3 | 8 pts | 3-3-4-5 | Hand & Crib |
| Double run of 4 | 10 pts | 3-3-4-5-6 | Hand & Crib |
| Flush (4 cards, hand only) | 4 pts | 4 hearts in hand | Hand only (not crib) |
| Flush (5 cards inc. starter) | 5 pts | All same suit | Hand & Crib |
| Nobs (J matching starter suit) | 1 pt | J♦ when starter is ♦ | Hand & Crib |
| Nibs / Heels (starter is J) | 2 pts | Dealer cuts a Jack | Dealer scores immediately |
| Players | Cards Dealt Each | Cards to Crib | Target Score |
|---|---|---|---|
| 2 Players | 6 cards | 2 each (4 total) | 121 points |
| 3 Players | 5 cards each | 1 each + 1 from deck | 121 points |
| 4 Players (partners) | 5 cards each | 1 each (4 total) | 121 points |
| 2 Players (Short) | 6 cards | 2 each (4 total) | 61 points |
| 2 Players (Long) | 6 cards | 2 each (4 total) | 181 points |
| Score | Name | Example Hand | Notes |
|---|---|---|---|
| 29 | Perfect Hand | J + 5 + 5 + 5, starter = 5 (matching J suit) | Rarest hand; Nobs + 12 fifteens + dbl pair royal |
| 28 | Near Perfect | 5 + 5 + 5 + 5 + J (no Nobs) | No matching Jack; still extremely rare |
| 24 | Excellent Hand | Various combos with three 5s | Several combinations possible |
| 19 | "The Impossible Hand" | N/A — impossible score | 19 cannot be scored; slang for zero |
| 16 | Strong Hand | Multiple fifteens + runs | Common top-tier hand |
| 12 | Good Hand | Pair royal + a fifteen | Above average play |
| 0 | "A Nineteen" | Mismatched hand, no combos | Jokingly called a 19 by players |
The Pegging in Cribbage form the main action of the game, where the players take turns playing cards on the table and winning points. The game starts with the player to the right of the dealer and moves clockwise. Every player lays one card together with the others and says the current total of all recently played cards.
For instance if the first player plays four, he says “four” and one keeps building from that base.
One calls it Pegging because of the usual movement of pegs on the Cribbage board. The points are earned during Pegging and also when one counts the hands after the round. After the round ends, every player counts his hand, and the dealer receives extra points for the hand called crib.
During Pegging double runs do not happen. Some booklets that come with the boards mentioned double run counts in Pegging, even though that clearly does not count. Only simple pairs and single runs count in teh play stage.
The runs in Pegging do not always follow strict order. It is enough that they group themselves according to the order of the recently laid cards. For example, if the order was 6, 2, 5, 3, then someone can play 4 to form a run of six, which gives 6 points.
Also runs do not always start in three spots. When the Pegging order is 2-5-4-J with any point until now, and someone lays 3, that creates a five card run worth 5 points.
Cards must be played one at a time. There is no Pegging action where several cards are laid at once, and the player should say the current total along with any won points four every card.
The game ends as soon as some player reaches 121 points, whether by Pegging or by hand counting. When one player finishes before the other reaches 61, the loser gets “lurch” and the winner wins two games instead of one. The players can reach victory early, but they pass the 120th hole before the other player does that.
Skilled players make up for weak hands by good Pegging. The strategy of Pegging truly shows as talent. Also defensive Pegging matters.
Holding certain card combos, as small pair for lead, one limits the choices of the other player from the lead card. The idea of “Magic Eleven” means to keep cards that add up to eleven, to protect against high points.
The strategies of Cribbage split into three parts: Pegging, choice of hand with thought about the crib and the stage of counting. Pegging makes Cribbage such a great two player card game. The spot on the board, the odds and Pegging all have a role.
Every point deserves effort. For info, the highest Pegging score possible is 24, while the dealer canreach up to 30 points in the best case.