Objective
Be the first to peg 121 points, scored across many deals from combinations during the play and in the show.
Card ranking
K (high) Q J 10 9 8 7 6 5 4 3 2 A (low). Ace is low for runs.
Card values
Ace = 1, 2-10 = face value, J/Q/K = 10 (for the counting-to-31 play and for making fifteens).
Setup
- 1Cut for first deal; lower card deals and takes the first crib. Deal alternates thereafter.
- 2Dealer deals six cards to each player.
- 3Each player discards two cards face down to form the crib (a four-card extra hand that scores for the dealer).
- 4The non-dealer cuts the remaining deck and the dealer turns up the top card of the lower portion as the 'start' card. If it is a Jack, the dealer immediately pegs 2 ('two for his heels').
How to play
- The Play phase: starting with the non-dealer, players alternately lay one card face up in front of themselves, announcing the running total of all cards played.
- The running total may not exceed 31.
- If you cannot play without exceeding 31, you say 'Go' and your opponent continues playing if able.
- When neither can play, the last player to lay a card pegs 1 ('one for last'), or pegs 2 if they hit exactly 31. The count then resets to zero and play continues with remaining cards.
- Continue rounds until both hands are exhausted.
Scoring during the play
- Fifteen: playing a card that makes the running total 15 pegs 2.
- Thirty-one: making the total exactly 31 pegs 2.
- Pair: playing a card matching the rank of the one just played pegs 2 (a 10 and a Queen are NOT a pair).
- Pair royal: a third matching rank in a row pegs 6; double pair royal (fourth) pegs 12.
- Run: completing a run of 3+ consecutive ranks (any suits, played within the current count, not necessarily in order) pegs the length of the run.
- Last card: pegging 1 for playing the last card of a count (unless you made exactly 31).
The show
- After the play, players score their hands (the four cards they kept), and the start card counts as a fifth card belonging to every hand and to the crib.
- Order: non-dealer's hand first, then dealer's hand, then the crib (which scores for the dealer).
- Fifteen: each distinct combination of cards totaling 15 = 2 points.
- Pairs: pair = 2, three of a kind = 6, four of a kind = 12.
- Runs: each run of 3+ consecutive ranks scores its length; a card can count in multiple runs when duplicated ranks are present.
- Flush: four hand cards of one suit = 4; if the start card matches too = 5. In the crib, a flush scores only if all five cards share a suit.
- One for his nob: holding the Jack of the same suit as the start card = 1 point.
- A single card may score in several combinations at once.
Scoring
Scored in points (pegs) · play to 121
Good to know
- Points are pegged the instant they are earned, so the game can end mid-play or mid-show.
- You do not need to land on 121 exactly; passing it wins.
- Optional 'muggins': if a player misses points in their count, the opponent may claim them.
- Optional 'skunk': a loser under a threshold (often 90, or 60) loses a double stake.
Winning
The first player to reach or pass 121 wins immediately, as long as the opponent has not already pegged out.