What do you want to say to your opponent?
Enter your name to display it to other players.
Are You Want To Start New Game.
Enter your name to display it to other players.
These players are currently online. Click on them to challenge them to a game
You can also just click on "Close" and wait until one of them challenges you.
has challenged you to a game!
Your 
Crib 
Pegging Count:

14

No optimal play detected.

Go with your gut!

Computer says

'GO'

You must say

All points are already counted.

You  Opponent  
Total score: 
107
128


Pegging: 
107
128


Hands: 
107
128


Cribs: 
107
128

Run of 4 for 
29 
points 
Cribbage requires a fair amount of calculation, tactical skills and strategy. The trick is in making and adding points. For a math enthusiast, this should be a walk in the park. The first player to get 121 points wins. The game has three notable parts: the deal, the play and the show.
Traditionally the game has two players, but three or even four players can play it. However, this explanation is limited to two players.
Cribbage is a game of many rules. Although this explanation is thorough, you still need some game experience to be an expert.
Before the game begins, both players draw a card from the deck. The player whose card value is lowest becomes the dealer, while the player with a card with the highest value becomes the nondealer or pone. If both drawn cards are equal in value, the process is repeated until a dealer is determined. The dealer is only selected through drawing once. After the drawing, the dealer and nondealer role is alternated until the game has a winner.
The dealer deals six cards for both players. From the sixcard deal, both players give two cards and place them on the crib. The crib belongs to the dealer; it is the third hand. The dealer uses the crib to get extra cores at the end of the game.
At the start of the game, all the hands have four cards. The nondealer cuts the deck and takes the top card. The picked card is called the starter or the cut. If the starter card is a Jack, the nondealer gains 2 points. The gain is referred to as ‘two for his heels.’ When the starter is chosen, the play can begin.
The goal of the play is to get a value of cards reaching 31 or 15 to earn 2 points. The pone is the first to play. The pone gives one card and announces its value. The dealer also gives one card but announces the cumulative value of both given cards. The maximum cumulative value is 31.
The card placement process continues until the value of the cards placed gets to 31. The player that places the card that gets the value to 31 gets two points. You cannot place a card that will exceed 31. Instead of playing, the player says ‘go’ for the other player to continue laying down their card without exceeding the 31.
If the card placed does not get the cumulative card value to 31, the player that placed the card gets one point, and this gain is called ‘one for the go.’ A player earns two points if their given card gets the cumulative value to 31. The player that lays the last card gets one point; this gain is called ‘one for the last.’
When the card value gets to 31, the next round begins, and the value is reset to 0. The next round also begins when the players have cards with values that exceed 31 or when all players have no cards in their deal.
For the card values, an ace card has a value of one. The number of the card represents the numbered card value while the face cards value is 10.
The starter card value is not included in this part of the game.
However, a sequence is not a run if an eccentric number disrupts the order. For example, 7,5,6,4 is a sequence that can be rearranged to 4,5,6,7, but 5,7,9,6 is not a run.Scores are updated while you play the game. The game continues until one player reaches 121, and then it ends right away.
Once the game is over, each player takes back their four cards to score their hand. Scores are calculated in the following sequence: the nondealer hand, dealer’s hand and the dealer’s crib. Scores are added to the scoreboard immediately after calculation.
If the pone’s value is 121, the dealer’s scores will not be calculated. The game is over, and the pone is the winner because while the dealer has two hands, the nondealer gets the first hand. Tied scores do not exist in this game.
Having the same suit as the starter is called a flush. A flush is only counted with the hand cards, not the crib. However, if the crib cards and the starter are in the same suit, you score five flush points.
A skunk occurs when one player wins by over 30 points against a score of less than 91. A skunk is the equivalent of two games. On the other hand, a double skunk is when a player wins by over 60 points and the other player scores less than 61. The double skunk is the equivalent to 3 games.
There are many variations with this game. For instance, some rules the last score hole a sink hole, and not all scores count at that hole. Nevertheless, the mentioned rules are a standard used by most gamers and are sufficient to play and enjoy the game.
CRIB

YOU


OPP

Discarding:  Chooses a random pair of cards. 
Pegging:  Chooses a random valid card. 
Discarding:  Chooses the pair of cards that will result in the best hand score ignoring the possible flip card. If the discards are a pair or sum to 15, it adjusts the analyzed hand value by 2 (plus or minus depending on the crib owner.) Notice that this strategy does not account for flushes or possible runs that could result from the flip card. 
Pegging:  Chooses the next card that will result in the highest score for itself. If all plays are of equal value then it chooses at random. 
Discarding:  Evaluates the score for each pair of discards for all possible flip cards still left in the deck. Then takes the play that averages the highest outcome. For the cards in the crib, evaluates their value as well with each possible flip card and adds or subtracts depending on who will count the crib. Note that the potential from the two additional crib cards are not included in the crib analysis. 
Pegging:  Chooses the next card that will result in the highest score for itself. It also prefers not to leave the pegging count at 5 or 21. If all plays are of equal value then it chooses at random. 
Manually count scores:  
Muggins:  
Hint button on all levels:  
Warn of suboptimal plays:  
Fast counting: 
Easy  Standard  Pro  Total  
Games Played  0  
Wins  0  
Losses  0  
Skunk Wins  0  
Win Percentage  
Avg Pegging Score  0  
Avg Hand Score  0  
Avg Crib Score  0 


Cumulative sum of 15  2 points 
Cumulative sum of 31  2 points 
Last card below 31  1 point 
Run of N Cards  N points 
Pair  2 points 
3 of a kind  6 points 
4 of a kind  12 points 
Set of cards sum to 15  2 points 
Run of N Cards  N points 
Pair  2 points 
3 of a kind  6 points 
4 of a kind  12 points 
Flush (not including top card)  4 points 
Flush (including top card)  5 points 
Jack of top suit (Nobs)  1 point 
Set of cards sum to 15  2 points 
Run of N Cards  N points 
Pair  2 points 
3 of a kind  6 points 
4 of a kind  12 points 
Flush (including top card)  5 points 
Jack of top suit (Nobs)  1 point 
Monkeypawgames © 2021. All rights reserved.