Keep the four cards that score best together, then adjust for whose crib it is. Throw balanced cards to your own crib and awkward ones to your opponent's, hold on to fives, lead a four or lower when pegging, and avoid laying a card that lets the other player make fifteen or thirty-one.
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Choosing your discards
You are dealt six cards and must put two in the crib, which gives fifteen different ways to choose. A good habit is to find the best four-card hand first, then ask whether the two leftover cards help or hurt the crib. When two choices are close, let the owner of the crib decide.
When the crib is yours
Give the crib cards that work together: a pair, two cards that add to fifteen (a 5 with any ten-card), or two cards next to each other such as 7-8. Fives are the best gifts to your own crib. Two fives together make a strong crib, since any ten-card starter then scores a lot.
When the crib is your opponent's
Do the reverse. Throw cards that are far apart in rank and do not add to fifteen: a king and an ace is fine, and so is an 8 with a deuce. Avoid pairs, 5s, and any two cards that make fifteen or that sit next to one another. Even a single 5 hands over a free fifteen if a ten-card turns up.
| Discard | Your crib | Their crib |
|---|---|---|
| 5 with a ten-card | Good | Avoid |
| Pair | Good | Avoid, unless forced |
| Adjacent ranks (6-7, 9-10) | Good | Avoid |
| Far apart, no fifteen (K and A, 9 and 2) | Neutral | Safest |
| Jack | Slight plus, because of nobs | Slight risk |
Five is the key card
Sixteen of the 52 cards count as ten (the tens and picture cards), so a five is the card most likely to be part of a fifteen. Hold fives in hand. Pairs of fives are worth more still, and a hand like 5-5-10-J can only get better with the starter. In the crib, treat them as a gift that works for whoever owns it.
Pegging tips
- Avoid leaving a count of 5 or 21. A ten-card makes 15 from 5, and a ten-card makes 31 from 21. If your card puts the count there, your opponent may score two points.
- Lead a four or lower when you have one. No single card can answer it with fifteen, since that would need a card worth 11 and the highest value is 10.
- Lead from a pair. If your opponent matches your card they give you a pair royal chance, and if not, you keep the second one for later.
- Do not lead a five. Sixteen of the 52 cards are worth ten, so a large share of what your opponent might hold makes fifteen straight away.
- Save a small card to finish. To get the last-card point, keep a low card that can be played after the other player runs out of safe plays.
- Watch for runs. If the cards on the table are 7 and 9, an 8 scores 3 for the run. Do not set it up unless you hold the 8.
- Think about 31. If you hold a ten-card yourself, a count of 21 is not a danger, because you can score the thirty-one. Plan your sequence before you lay the first card.
Board position and defence
On the board, the dealer scores more over a game because of the crib, and the non-dealer counts first. When the game is close to the end, that order of counting matters. If you are the non-dealer and within reach of 121, score in the play and keep your hand strong enough to finish before the dealer even gets a turn.
When you are well ahead, take your points steadily and avoid risky discards. When you are behind and your opponent is the dealer, the crib will probably give them 4 to 8 points, so you need more from the play and your hand. Defensive play means playing a safe low card first, refusing to set up runs and pairs, and holding a high card to answer a 21. Do not break up a good hand for a defensive reason alone.
Practice using the hand counter to see how different discards change your score, and review the scoring guide for a refresher on exactly what each hand is worth.
Try these ideas in a real game against the computer.
Play Cribbage nowFrequently asked questions
What is the best card to keep in cribbage?
Fives, because any ten-card makes fifteen with them, and cards that sit close together such as 4-5-6 or 6-7-8. Keep the four cards with the most scoring potential together, not the highest ones.
Should I ever throw a five into my opponent's crib?
Rarely. A five is the single most useful card for making fifteens, and sixteen cards in the deck are worth ten, so your opponent will often turn it into points. Do it only when keeping it would badly weaken your hand.
Which cards are safe to throw to the other player's crib?
Cards that are far apart and do not add to fifteen, such as a king with an ace, or a nine with a deuce. Avoid pairs, cards that sum to 15, and touching cards like 6-7.
What should I lead with when pegging?
A four or lower. A four can't be answered with a fifteen by any single card, since only an 11 would do. Leading a card from a pair is also good because you can answer a matching card with the second one.
Is it worth playing defensively?
Yes, when the other player is close to 121 and you are well behind. Keep your hand worth less than theirs, and block pegging scores with careful lays. Ahead, take the points you can, and play fast.