Half of every cribbage discard decision is about the two cards you throw away — and unlike the hand you keep, you never find out what they were worth. So we computed it: every two-card throw, valued across all 58,800 cribs it could end up in.
How this was made. A crib is your two cards plus your opponent's two
plus the starter. For each throw we enumerated every one of the 1,225 possible
opponent discards from the 50 unseen cards, and for each of those every one of the 48
possible starters — 58,800 complete cribs per throw, scored with the crib's own
flush rule by ServerScoring, the code that referees live games here.
Nearly ten million cribs in all.
The one assumption, stated plainly: the opponent's two cards are treated as a random draw from the unseen 50. Real opponents do not discard at random — they throw helpfully to their own crib and defensively to yours — so these are neutral baseline figures. Against a strong opponent your crib will run a little below them and theirs a little above.
The spread is the number that matters. 5.58 points separates the most generous throw from the most miserly one — and since you discard on every single deal, choosing well on the throw is worth more over a game than almost anything you do during the play.
It also shows why the same two cards are a good throw and a bad throw depending on nothing but who dealt. Every number below is a gift when the crib is yours and a donation when it is not.
Throw these to your own crib. Never to your opponent's.
| # | Throw | Unsuited | Suited |
|---|---|---|---|
| 1 | 5-5 | 8.99 | — |
| 2 | 5-J | 7.26 | 7.28 |
| 3 | 5-6 | 7.09 | 7.13 |
| 4 | 5-10 | 7.02 | 7.06 |
| 5 | 4-5 | 6.99 | 7.03 |
| 6 | 5-Q | 6.92 | 6.96 |
| 7 | 2-3 | 6.83 | 6.87 |
| 8 | 5-K | 6.81 | 6.85 |
| 9 | 7-8 | 6.76 | 6.80 |
| 10 | 3-5 | 6.42 | 6.46 |
| 11 | 5-7 | 6.41 | 6.45 |
| 12 | 6-6 | 6.29 | — |
| 13 | 3-3 | 6.16 | — |
| 14 | 4-4 | 6.14 | — |
| 15 | 7-7 | 6.11 | — |
Expected crib points. A dash means the two cards are the same rank, so they cannot be suited.
Throw these to your opponent's crib. They are the cards that combine with least, and the difference between the safest throw and a careless one is around two points.
| Throw | Unsuited | Suited |
|---|---|---|
| 6-10 | 3.83 | 3.88 |
| A-K | 3.74 | 3.78 |
| 6-Q | 3.73 | 3.77 |
| 7-10 | 3.72 | 3.76 |
| 7-Q | 3.68 | 3.72 |
| 8-Q | 3.66 | 3.70 |
| 6-K | 3.62 | 3.67 |
| 7-K | 3.57 | 3.61 |
| 8-K | 3.55 | 3.60 |
| 9-Q | 3.55 | 3.59 |
| 9-K | 3.50 | 3.54 |
| 10-K | 3.41 | 3.45 |
The pattern is consistent: a high card and a ten-value card, far enough apart that they cannot make a run and cannot make fifteen with each other. 10-K is the single safest throw in cribbage at 3.41, followed by 9-K and 9-Q. Note that none of them is cheap — even the safest throw hands your opponent nearly three and a half points, because their own two cards and the starter are still doing work. There is no such thing as a free discard.
Split the 91 throws by whether they contain a 5 and the effect is stark:
| Throws | Count | Average crib |
|---|---|---|
| Containing a 5 | 13 | 6.68 |
| Containing no 5 | 78 | 4.53 |
A 5 in the crib is worth about 2.15 points over an average non-5 throw, and every one of the top six throws contains one. The reason is the same as everywhere else in cribbage: sixteen cards in the deck are worth ten, so a 5 has sixteen partners waiting to make fifteen — more than any other rank can claim.
This is the arithmetic behind the oldest rule of thumb in the game. "Never throw a 5 to your opponent's crib" is not superstition; it costs you slightly over two points every time you break it. Even 5-K, the weakest 5 throw on the list, is worth 6.81 — comfortably above the 4.84 average.
Players routinely throw two cards of the same suit to their own crib hoping for a flush. Across all 78 throws where it is possible, being suited is worth an average of +0.04 points, and at most +0.042.
That is four hundredths of a point — effectively nothing, and far below the threshold at which it should influence any decision. The reason is the crib's stricter flush rule: a four-card flush scores nothing in the crib, so your two suited cards only pay off when your opponent throws two more of the same suit and the starter matches as well. That is a long way from likely.
The practical version: ignore suits when you discard to the crib. Choose on ranks alone. If two candidate throws are otherwise identical then by all means take the suited one, but never give up even a tenth of a point of rank value to get it.
You will not memorise 91 numbers. Four rules carry nearly all of the value:
And remember this is only half the decision. The other half is what the four cards you keep are worth, which we computed separately in the best hands to keep. The right throw is the one that maximises hand plus crib when the crib is yours, and hand minus crib when it is not — which is why the same six cards produce two different answers depending on who dealt. The judgement involved is the discard guide.
Try it out. Play free against the computer — the crib is dealt and counted for you, so you can watch what your throws are actually worth.
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