A hand, in order
- Cut for first deal — low card deals. Two players get six cards each; with three or four, everyone gets five.
- Everyone discards to the crib until it holds four cards. Two players throw two each; with three or four players you throw one each, and in a three-hander the fourth crib card comes off the deck. The crib belongs to the dealer.
- Cut for the starter. If it’s a jack, the dealer pegs 2 for his heels.
- The play. Starting to the dealer’s left, lay cards one at a time and call the running total. Never go past 31.
- The show. Count hands starting to the dealer’s left; the dealer counts last, then the crib.
- First to 121 wins, and it ends the moment someone gets there — anyone still waiting to count never scores.
Scoring in the play
| Running total hits 15 | 2 |
| Running total hits 31 | 2 |
| Pair · three of a kind · four | 2 · 6 · 12 |
| Run of three or more, made by the last cards played in any order | 1 a card |
| Go — nobody else can play without busting 31 | 1 |
| Last card of the whole play | 1 |
Scoring the show
| Every combination of cards totalling 15 | 2 |
| Every pair (three of a kind is three pairs, four is six) | 2 |
| Run of three or more, counted once for each way it can be made | 1 a card |
| Four-card flush in hand, plus one more if the starter matches | 4 or 5 |
| Flush in the crib — only if all five match | 5 |
| Jack matching the starter’s suit (his nobs) | 1 |
Face cards count ten toward fifteens; an ace is one. Runs go by rank, and there is no wrapping from king to ace. No hand can score 19, 25, 26 or 27 — which is why a nothing hand gets called a nineteen.
Tips worth knowing
- Fives are gold. Sixteen cards in the deck are worth ten, so a five makes a fifteen more often than anything else.
- Feed your own crib, starve theirs. Into your crib: fives, pairs, cards summing to five or fifteen. Into theirs: a face card with an unconnected low card, like K–9.
- Never lead a five. A third of the deck answers it for fifteen.
- Lead from a pair. If they pair you back, you take six with the third one.
- Low leads keep control. Aces through fours leave room under 31 and keep fifteen available to you.
- Chase the last card. A go or the final card is always worth at least a point, and those points decide close games.
- Count the same way every time — fifteens, pairs, runs, flush, nobs. Under muggins, points you fail to claim can be taken by your opponent.
- Know the arithmetic of the race. Dealing is worth about 16.7 points a hand once you add the crib and pegging; being pone is worth about 10.6. Roughly 27 points change hands a deal, so from a tie you each need about four and a half more deals.
- Count what you need before you discard. Near the end, a safe throw beats a greedy one when your opponent can go out on the crib.