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The Cribbage Board Explained

Cribbage is the only common card game that needs a piece of furniture to play. The board is not decoration — the way you move the pegs is part of the rules, and getting it wrong is how scores go missing.

Why a board at all

Cribbage scores in a way that would be miserable to track on paper. Points arrive in small handfuls — two here, six there, one for last card — many times per deal, from both players, in alternation. A game to 121 involves something like sixty to a hundred separate scoring events. Writing each one down and re-totalling would take longer than the game.

A peg board solves this by making the running total positional. You never add anything up: you move a peg forward by the number you scored, and where it sits is your score. That is why the board has survived four hundred years essentially unchanged while the rest of the game's paraphernalia has not, and it is why cribbage was playable in pub corners and submarine wardrooms where a pencil would have been a nuisance. There is more of that story in the history of cribbage.

The layout: streets, holes and groups of five

A standard board has 120 holes per player, arranged in two rows of 60, plus a final game hole. You win by pegging out — into the 121st position — so the board holds one fewer hole than the target score, and this trips people up when they count holes and get 120.

The holes run in groups of five, separated by small gaps. This is the single most useful feature of the board and it is purely ergonomic: cribbage scores cluster around 2, 4 and 6, so a player counting five-at-a-time can move a peg accurately at a glance without counting individual holes. "Two groups and one" is 11. Once you internalise the groups you stop counting holes entirely.

Each row of 30 holes is a street. A player travels up one street and down the other, so the two players' tracks run alongside each other the whole way and you can see at a glance who is ahead and by how much. The phrase "round the corner" means passing from the first street to the second.

Why you use two pegs

Each player has two pegs, and both are always on the board once play has begun. This is not a convenience — it is an audit trail, and it is the board's cleverest idea.

Your front peg marks your current score. Your rear peg marks what your score was before your most recent scoring event. The distance between them is therefore exactly the size of your last score, permanently on display for your opponent to check.

What the two pegs tell you

Your rear peg is on 54 and your front peg is on 62. Anyone at the table can see that your last score was 8, and that before it you were on 54. If you had claimed "twelve" and moved 12, the gap would show 12 — and if your opponent disputed the count, the board itself records what you claimed.

This is why "peg with two pegs" is a rule and not a preference, and why a player who picks up their rear peg early is quietly removing the evidence. In a friendly game it is nothing; in a club game it will be pulled up.

How to peg a score correctly

The correct movement is always the same, and it is worth doing deliberately:

  1. Leave your front peg where it is.
  2. Take your rear peg — the one further back.
  3. Count forward from your front peg by the number you just scored.
  4. Place the rear peg there. It is now your front peg.

The pegs leapfrog. You never move the front peg, and you never count from the rear peg — counting from the rear peg is the classic beginner error and it scores you your last hand twice over, or not at all, depending on which way you err.

Peg as you score, not at the end. Cribbage tradition is that a score not pegged is a score not taken — you count "fifteen two" and move on the same breath. Counting the whole hand and then trying to remember the total is how points get lost, and under muggins it is how your opponent takes them off you.

The skunk line and the stinkhole

Most boards carry one or two extra marks near the finish, and they are not decorative either.

Skunks matter more than they look. In match play they change what you should be doing when a game is lost: a player who is clearly beaten should be pegging hard to cross the skunk line, and the player who is winning should be trying to close the game out before they do. That is a real strategic consideration in the last few deals, and one of the few places where "the game is over anyway" is wrong.

The game counters

Many boards have a small separate group of holes — often five, seven or nine — set off to one side or in the middle. These are the game counters, for tracking games won across a match, and they are the reason a board sometimes appears to have a strange extra row.

The convention is simply one peg per player moved forward one hole per game won. Nothing about them is standardised: the number of holes varies by board, and a match may be first to five games, first to seven, or first to eleven points with skunks counting double. Agree the target before you start, and agree whether skunks count — those two questions cause more disputes than anything in the rules proper.

Board shapes and sizes

Boards vary far more than the game does, and the shape tells you what it is for:

None of this changes play. A cribbage board is a counting device, and any of them will do the job — which is also why an online board like ours can be a faithful substitute rather than an approximation. The pegs move the same way, the skunk line sits in the same place, and nothing is being tracked that a wooden board would not track.

Pegging mistakes that cost points

See it in action. Our board pegs itself — two pegs, skunk line, game counters and all — so you can watch the movement while you learn it.

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