Use and Care Manual
Triplet: Three cards of the same rank, 6 points
Quartet: Four cards of the same rank, 12 points
Sequence: Three or more cards in a row, any suit (aces always low), 1 point per card
Flush: Four cards of the same suit (not the crib and not including the starter), 4 points; five cards
in hand or crib with starter, 5 points
His Nobs: Jack of same suit as starter, 1 point
Combination melds are also possible. For instance, if you start by playing a 5, your opponent can
score 2 points by matching your 5, but then you can match with a third five and receive a bonus
for hitting 15 as well as a bonus for matching three cards.
Scoring the hands: After the play, the players reexamine their cards for possible scoring
combinations (see the "Scoring Combinations" sidebar). First, the nondealer counts points from
the four played cards and the start card, making as many combinations as they can from the five
cards available to them. Second, the dealer counts points from the four played cards and the start
card; and third, the dealer counts points from the four cards in the crib and the start card.
Much like the melds in play, combination scores are not only possible, but essential in cribbage.
Cards may be used several times in an effort to make separate scoring combinations. For
instance, if the start card is a 3 and you have a J in your hand, you can use the J to make the
"His Nobs" combination as well as any other combinations possible with the card.
Because Cribbage scoring is involved and precise, many players follow the rule of Muggins. In
this variation players count aloud their points. If any points are overlooked, the opponent says
aloud "Muggins" and takes the points overlooked into their own tally.
Pegging out: A game is over when one player pegs out at 121 (or 61, in the shorter game). This
can occur at any time, including before your opponent scores his or her points. So while the
dealer gets the advantage of the crib, the nondealer -- because they tally their points first -- can
peg out before the dealer even has the chance to score their points.
It is also not necessary to reach 121 exactly. You can peg out by scoring more than 121 points.
You score a double game when you skunk or "lurch" your opponent -- win by more than 60
points (in a 121-point game).
Tips: One of the fine arts of Cribbage is choosing which cards to go into the crib and which
cards to keep. If you have a high-scoring four-card group, such as 7-8-8-9, keep them and put the
other two in the crib.
If it's your own crib, put scoring cards such as pairs and 15s (or at least a 5-spot) into the crib,
when this also leaves you a reasonable hand. In general, put middle-range cards (4 through 8) in