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Context and objective
Cribbage developed from Noddy in early modern England. Five-card play is the older form, still documented in British local leagues; six-card play is now more widespread. This guide selects the 5-card game, not a mixture. First to reach 61 wins immediately, including during play or turning the starter. Scores cannot tie because they are counted in a fixed order.
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Deal and discard
Use 52 cards without jokers; ace is low. For totals A=1, numerals face value, J/Q/K=10. Cut for first dealer: lower card deals; recut equal values. Alternate dealers thereafter. Dealer shuffles, opponent cuts, then deal 5 each singly. Each secretly discards two into the dealer’s four-card crib, keeping 3. Opponent cuts the remainder; expose the top of the lower packet as starter. A jack starter gives dealer 2 immediately. The starter is never played. Only before the first deal, non-dealer receives 3 compensation points.
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Play and immediate scores
Non-dealer starts; alternate single cards, keeping each player’s cards separate. Announce the combined running value, never exceeding 31. If unable to play, say go; opponent continues while able. Score immediately: total 15 gives 2; same-rank consecutive pair/triple/quadruple gives 2/6/12 to the latest player; a suffix of at least three consecutive ranks gives its length, in any order, with no duplicates or gaps. Only the longest suffix run counts. Aces are low; suits do not matter.
When neither can play, this play phase ends permanently, even with cards unplayed. Do not restart at zero. The last player gets 2 for exactly 31, otherwise 1 for go or last card; never both. Other combinations score in addition.
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Counting hands and crib
Reassemble the original 3-card hands. Count non-dealer first, dealer second, dealer’s crib last; add the same starter to each. Every distinct subset totalling 15 scores 2; every pair scores 2. Count each distinct longest run of at least three at its length, including multiplicity from duplicate ranks, but not shorter contained runs. A card may score in several different combinations. A hand jack matching the starter’s suit adds 1.
All 3 hand cards of one suit score 3, increased to 4 if the starter matches. A crib flush requires all four crib cards plus starter of one suit, worth 5. No flush is scored during play. Correct missed counts openly; our profile has no muggins point stealing. Gather all cards, shuffle and change dealer if nobody has won.
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Worked example
Hand:4♣,5♦,6♥; starter 5♠. The pair scores 2. Two runs:3+3=6. Two totals of 15:2+2=4. Total 2+6+4=12. No flush or matching jack.
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Choose before starting
Partnership play, different targets, muggins and match bonuses for a heavily defeated opponent require separate agreements. They do not alter this individual game. The decisive distinction is the single count to 31, not merely dealing one fewer card.
Common questions
Can a queen and ten make a pair?+
No. Their counting values match, but their ranks differ.
Do I finish the deal after reaching the target?+
No. The first player to reach the target wins immediately.