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Scoring

Cribbage Scoring Guide & Points Chart

Scoring is the part of cribbage that takes practice. Everything below is the whole of it — there is nothing else to learn. Work through the examples once and you will count faster than most people at the table.

1. The quick reference chart

Print this, or keep it open on your phone until it sticks.

Cribbage scoring — all combinations
CombinationPointsWhen it counts
Fifteen — any cards totalling 152Show and play
Thirty-one — count reaches exactly 312Play only
Pair — two cards of the same rank2Show and play
Pair royal — three of a rank6Show and play
Double pair royal — four of a rank12Show and play
Run of three3Show and play
Run of four4Show and play
Run of five5Show only
Four-card flush (hand only)4Show only
Five-card flush (hand or crib)5Show only
His nobs — Jack matching the starter's suit1Show only
His heels — Jack turned as the starter2Dealer, at the cut
Go — opponent cannot play1Play only
Last card of the deal1Play only

2. Count in this order, every time

Experienced players always count the same way, because a fixed order is what stops you from missing points. The order is:

  1. Fifteens
  2. Pairs
  3. Runs
  4. Flush
  5. Nobs

Say it aloud as you go — "fifteen two, fifteen four, fifteen six, and a pair is eight, and a run of three is eleven" — so anyone at the table can follow. Under the muggins rule, points you fail to claim can be taken by your opponent, so an orderly count is worth real money.

A key principle

Every distinct combination of cards scores separately. The same card can and does count toward many different combinations. There is no "using up" a card.

3. Fifteens

Any group of cards adding up to exactly 15 scores 2 points. Face cards count 10, Aces count 1. Groups may be any size from two cards to five.

Some common fifteen combinations:

The trap is that the same card appears in several groups. With 5 5 J Q plus starter K, each 5 pairs with each of the three ten-cards: that is six separate fifteens, worth 12 — plus 2 for the pair of 5s, for 14 in a hand that looks like nothing.

4. Pairs, pair royal, double pair royal

Two cards of the same rank score 2. Suit is irrelevant, and a 10 does not pair with a Jack — they have the same counting value but different ranks.

Three and four of a kind are not special rules, just arithmetic. Three cards contain three different pairs (2 × 3 = 6); four cards contain six different pairs (2 × 6 = 12). The traditional names are pair royal for three and double pair royal for four.

5. Runs — and double and triple runs

Three or more cards in consecutive rank order score 1 point per card. They do not need to be in order in your hand, and suit does not matter. Ace is always low, so A 2 3 is a run and Q K A is not.

Only the longest run counts — a run of four is 4 points, not a run of four plus the two runs of three inside it.

Where players get lost is when a rank is duplicated. Then you have multiple distinct runs, and they all count. These patterns have traditional names and fixed values, and memorising the four of them will speed up your counting enormously:

Run patterns and their total value (run points + pair points)
PatternExampleRunsPairsTotal
Double run of three4 5 5 6628
Double run of four3 4 5 5 68210
Triple run4 5 5 5 69615
Double double run4 4 5 5 612416

The logic is always the same. In a double run of three, the doubled card can be either of two cards, so there are two separate 4–5–6 runs (3 + 3 = 6) plus the pair (2). In a double double run, two ranks are doubled, so there are 2 × 2 = four distinct runs (12) plus two pairs (4).

Remember

These totals cover runs and pairs only. Fifteens are counted separately and on top. A 4 5 5 6 hand is a double run for 8 and two fifteens (4+5+6 twice) for 4 — 12 points before the starter is even considered.

6. Flushes (and the crib exception)

If all four cards in your hand are the same suit, you score 4. If the starter is also that suit, you score 5. There is no such thing as a three-card flush.

The crib is different. A crib flush only counts if all five cards — the four crib cards and the starter — share a suit, for 5 points. Four same-suited cards in the crib score nothing. This asymmetry is deliberate: it stops the dealer from collecting cheap flush points on cards the opponent was forced to throw.

7. His nobs and his heels

These two are constantly confused, so here they are side by side.

Both can occur in the same deal: the starter is a Jack (dealer pegs 2 for heels) and a player holds the Jack of that same suit… which is impossible, since the starter is that Jack. In practice they are mutually exclusive for the same suit.

8. Scoring during the play

The play (or "pegging") uses the same combinations with three differences worth committing to memory:

A run during the play is broken by any repeated rank. And you score for a run only on the card that completes it — the points go to whoever plays it, not to whoever started the sequence. That fact is the basis of most pegging tactics; see the pegging strategy guide.

When nobody can play without exceeding 31, the last player to lay a card takes 1 for the go — or 2 for hitting 31 exactly, never both. At the very end of the deal, the last card played anywhere scores 1 for last card.

9. Worked examples

Example 1 — the classic 24

Hand 7 7 8 8, starter 6.

Total: 24 points.

Example 2 — a double double run

Hand 4 4 5 6, starter 5.

Total: 24 points.

Example 3 — a modest hand, counted properly

Hand A 2 3 J♠, starter Q♠.

Total: 8 points.

Note that both the Jack and the Queen make a fifteen with the 2 and 3. Forgetting that the starter joins your hand for the count is the classic short count.

Example 4 — a flush with the starter

Hand 3 6 9 J, starter 2.

Total: 10 points.

10. Six mistakes beginners make

  1. Counting a 10 and a Jack as a pair. They both count 10 toward fifteen, but they are different ranks. No pair, and no run without the 9 or the Queen.
  2. Counting the run of four and the runs of three inside it. Only the longest run counts — unless a rank is duplicated, which is a different situation entirely.
  3. Forgetting the starter. You count five cards, not four. The single most common source of a short count.
  4. Claiming a four-card flush in the crib. The crib needs all five.
  5. Wrapping a run around the Ace. K A 2 is nothing. Ace is low, always.
  6. Missing multi-card fifteens. Everyone spots 7+8. Far fewer spot A+4+10 or 2+3+4+6. Scan for three- and four-card groups deliberately.

11. The highest and lowest hands

The maximum possible hand in cribbage is 29: three 5s and a Jack in hand, with the fourth 5 — matching the Jack's suit — turned as the starter. That is 16 in fifteens, 12 for four of a kind, and 1 for nobs.

The best hand without the nobs point is 28: all four 5s in hand with any ten-card as the starter.

At the other end, a hand worth nothing at all is jokingly called a "nineteen hand" — because 19 is one of the scores that is mathematically impossible to make. So are 25, 26, and 27. We work through why in the 29 hand and scoring oddities.

For reference, an average four-card hand plus starter is worth a little under 8 points, and an average crib around 4–5. If you are consistently counting hands in the low single digits, the problem is usually the discard rather than the luck — see the discard strategy guide.

Practise your counting. Cribbage Den counts every hand automatically, so you can check yourself against it.

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