Cribbage Rule Book
Cribbage Rule Book
Cribbage Rule Book
Official
Tournament Rules
August 2004
CONTENTS
Rule 4. Dealing 12
4.1. Order of Dealing 12
4.2. Dealing the Cards 13
4.3. Exposed Cards 13
4.4. Incorrect Number of Cards in Hand
or Crib 13
4.5. Imperfect Pack 17
Rule 8. Pegging 23
8.1. Recording Score on Board 23
8.2. Zero Hand or Crib 23
8.3. Pegging Incorrectly to the Player’s
Disadvantage 23
8.4. Pegging Incorrectly to the Player’s Advantage
24
8.5. Improperly Removing Pegs 25
8.6. Etiquette in Touching Pegs 26
8.7. Dislodging Pegs 26
8.8. Pegging with Opponent’s Pegs 26
8.9. Recording Score in Wrong Track 26
8.10. Failure to Place Peg in Game (Out) Hole 27
2
10.3. Situations That Do Not Apply 30
10.4. Calling Muggins 31
Rule 11. Penalties 32
11.1. Scoring Penalties 32
11.2. Mispegging a Penalty 32
11.3. No Penalty on a Penalty 32
11.4. Refusal to Conform to the Rules 32
4
CODE OF ETHICS
5
RULE 1. THE MECHANICS OF PLAYING CRIBBAGE
8
pair Two cards of the same rank, such as
two Aces.
peg (1) A small marker that fits into the
holes of a cribbage board and is used
for scoring. (2) To record a score by ad-
vancing the rear peg in front of the
front peg.
pegging The recording of scored points by ad-
vancing the rear peg in front of the
front peg.
pone The opponent of the player who deals.
score Any points earned by a player.
scoring The earning of points.
shuffle A random mixing of the cards, which
could include riffling.
skunk To win by 31 or more points.
skunk, double To win by 61 or more points.
starter card The card that is cut and placed on the
remainder of the pack and is used in
counting the value of each hand and
the crib.
stink hole Hole number 120, which is one short of
the game hole.
straight Sequence of three or more consecutive
(or run), single cards in any order during the play of
the cards; for example, 3, 5, 6, 7, 4
(counts three when the 7 is played and
counts five when the 4 is played).
straight, (used only in counting hands and crib):
multiple
• double run Two three-card or four-card straights,
including one pair; for example, A, 2, 3,
3 or A, 2, 3, 3, 4.
• double- Four three-card straights, including two
double run pairs; for example, 8, 8, 9, 9, 10.
• triple run Three three-card straights, including
three of a kind; for example, J, Q, Q,
Q, K.
street A stretch of 30 holes on the game
board. First street consists of holes
1–30, second street of holes 31–60, third
street of holes 61–90, and fourth street
of holes 91–120.
9
Rule 1.7. Scoring Chart
points earned
cards during play hand or crib
Jack turned by dealer as
2 —
starter card
Jack in hand or crib of same
— 1
suit as starter card
combinations:
• two of a kind (pair) 2 2
• three of a kind (triple) 6 6
• four of a kind (quadruple) 12 12
• straights of three or more
1 1
cards: per card
• 15-count (sum of any
— 2
combination of cards)
• four-card flush
— 4
(only in the hand)
• five-card flush — 5
reaching a 15-count exactly 2 —
reaching a 31-count exactly 2 —
“go” (without reaching
1 —
* 31-count)
final card played (without
1 —
reaching 31-count)
* Only one of these scores can be earned
with the play of a single card.
10
Rule 2.2. Pone’s Right to Shuffle Once
The pone has the right to shuffle the pack once
per deal.
RULE 4. DEALING
situation A B
before after
pone’s dealer’s starter starter
hand hand crib turned turned
correct correct correct play play
correct correct too many 1 2
correct correct too few 3 3
correct too many correct 1 4
correct too many too many 1 4
correct too many too few 5 4
correct too few correct 6 7
correct too few too many 8 8
correct too few too few 1 7
too many correct correct 1 13
too many correct too many 1 9
too many correct too few 5 13
too many too many correct 1 9
too many too many too many 1 9
too many too many too few 5 9
too many too few correct 1 12
too many too few too many 1 12
too many too few too few 1 10
too few correct correct 6 7
too few correct too many 11 11
too few correct too few 1 7
too few too many correct 1 12
too few too many too many 1 12
too few too many too few 5 12
too few too few correct 1 7
too few too few too many 1 8
too few too few too few 1 7
15
d. Actions:
(1) The same player redeals.
(2) Pegging and play continue. Hands are
counted; crib is dead.
(3) Play stops at time of discovery. Without ex-
posing any cards in the crib, add the needed
cards to the crib from the top of the pack.
Play continues, and both hands and the crib
are counted.
(4) Pegging and play continue. All of the pone’s
pegging points count. Any points pegged by
the dealer before or after discovery do not
count. The pone’s hand is counted; the deal-
er’s hand is dead. The crib is counted if it is
correct or has too few cards. The crib is dead
if it has too many cards (see rule 6.1.a).
(5) The excess card(s) in the hand(s) are placed
in the crib by the player(s). If the hands and
the crib are not correct now, apply the ap-
propriate rule.
(6) Add the necessary cards to the hand from the
top of the pack to make the hand correct.
Play continues.
(7) Play continues, and both hands and the crib
are counted without correction.
(8) Play continues, and both hands are counted
without corrections. The crib is dead.
(9) Play stops at time of discovery, and all points
pegged during the play are retracted. Both
hands and the crib are dead, and the same
player redeals.
(10) Play stops at time of discovery, and all points
pegged during the play are retracted. The
required number of cards is taken from the
top of the pack and placed in the short crib.
The pone’s hand is dead. The dealer’s hand
and crib are counted.
16
(11) If the judges, in consultation with the dealer,
are able to determine which two cards the
dealer discarded to the crib, those cards are set
off to the side. Then the dealer blindly draws
two of the remaining three cards to form the
crib. If the judges are unable to verify the
cards discarded by the dealer, a judge mixes
the five cards and the dealer blindly draws
four cards to form a crib. Play continues, the
pone counts his or her short hand, and the
dealer’s hand and (new) crib are counted.
(12) Play stops at time of discovery, and all points
pegged during play are retracted. Hands or
crib with the correct number of cards or
those with too few cards are counted. Hands
or crib with too many cards are dead.
(13) Pegging and play continue (regardless of time
of discovery) until the dealer plays his or her
last card. If discovery occurs when the pone
plays the excess card(s), pegging is retracted
to the point of the playing of the dealer’s last
card or continues until the dealer plays his
or her last card. The dealer’s pegging points
count. Any points scored by the pone during
the pegging are retracted. The pone’s hand
is dead. The dealer’s hand is counted. The
crib is counted if it is correct. If the crib
has too few cards, a judge mixes all of the
pone’s cards, and the dealer blindly selects
the needed card(s) to complete the crib; the
crib is then counted.
RULE 8. PEGGING
33
PLAY-OFF BRACKETS AND BYES
34
d. Examples:
35
PLAY-OFF BRACKETS
up to 32 up to 64 up to 128 players
players players
1 1 1 3
8 16 32 30
4 8 16 14
5 9 17 19
3 5 9 11
6 12 24 22
2 4 8 6
7 13 25 27
3 5 7
14 28 26
6 12 10
11 21 23
7 13 15
10 20 18
2 4 2
15 29 31
36
PLAY-OFF BRACKETS
up to 256 players
1 5 3 7
64 60 62 58
32 28 30 26
33 37 35 39
16 12 14 10
49 53 51 55
17 21 19 23
48 44 46 42
9 13 11 15
56 52 54 50
24 20 22 18
41 45 43 47
25 29 27 31
40 36 38 34
8 4 6 2
57 61 59 63
37
CROSS-CHECKING GUIDELINES
1. General considerations:
a. Detailed information is available from the
ACC regional tournament commissioner.
b. Avoid “serpentine” seating arrangements that
make the room one big table.
c. A private location for checking is always an
asset.
d. Too much help is preferable to too little
help.
e. Corrections made while checking should be
initialed by the checker.
2. Determine the number of qualifiers per the
section entitled “Play-off Brackets and Byes”
above.
3. Collect all players’ scorecards. Count them to be
sure.
4. Separate cards by game-point totals, disregarding
seating assignments. Place in four piles: definite
qualifiers, probable qualifiers, probable non-
qualifiers, and definite nonqualifiers (the “dead
zone”). Check player’s game points and games
won to be certain that the two numbers are not
transposed (e.g., 14 game points with 29 games
won).
5. Check game-point totals for all but the “dead
zone” by going down the plus spread column and
mentally adding game points. Compare with the
player’s recorded total, and correct it if neces-
sary.
6. Check point-spread totals in the piles of defi-
nite qualifiers and probable qualifiers. Make any
needed corrections.
7. Tiebreakers are, in order:
a. game points
b. games won
38
c. net point spread
d. plus points
8. Segregate the number of needed qualifying
cards plus one extra (the presumed “high non-
qualifier”). Take note of the high nonqualifier’s
score.
9. Separate all of the scorecards by table number,
but keep the qualifying and nonqualifying in
separate piles. Put each pile in order by seating
assignment.
10. Cross-check in pairs, by tables, with one checker
reading to the other. Usually, the person with the
qualifying cards reads to the other checker what
should be recorded on the nonqualifying cards
(e.g., “Seat 5, game 8, lost by 15”).
11. Correct any discrepancies as follows. Do not con-
sult the players involved to adjudicate scorecard
errors!
a. Disadvantage is always to the apparent quali-
fier. For example, qualifier A claims a 21-point
win; opponent claims a 16-point loss; qualifier
A’s card changed to 16-point win.
b. Disadvantage can be to two apparent qualifiers.
For example, qualifier B claims a 17-point win;
qualifier C claims a 16-point loss; qualifier B’s
card changed to 16-point win and qualifier C’s
card changed to a 17-point loss.
c. If the point spread is marked on only one
card, this number is accepted for both cards
and recorded on the blank card.
d. If both cards record a win, both cards are
changed to losses, with the lower point spread
accepted, if relevant.
e. Make sure that game-point and spread-point
totals are adjusted, if necessary.
39
f. “No harm, no foul”: if an apparent qualifier’s
discrepancy is already to his or her disadvan-
tage, no change is necessary. For example,
qualifier D claims a 15-point win; opponent
claims a 20-point loss; no change is neces-
sary, and both cards stand as recorded.
g. If scorecard errors result in a change in the
fact or position of qualifying, the tournament
director informs the affected player, with the
relevant scorecards as evidence.
12. Check dead-zone cards after each table is cross-
checked to be sure that no qualifying cards have
been overlooked.
13. Assemble qualifiers’ scorecards in order.
14. Before posting or announcing play-off pairings,
recount and recheck dead-zone cards again.
15. Post the names of the qualifiers.
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Copyright ©2004 by American Cribbage Congress Inc.
All rights reserved.
Printed in the United States of America.