Cribbage Strategy and Tips

Here is how to think about winning at Cribbage, split into short lessons. Each one reads on its own, and each one comes with a real position: press Try it on the board and you play the move yourself.

Keep fives with ten-cards

Lesson 1

Fifteen is the biggest source of points in cribbage. Tens, jacks, queens and kings are all worth ten, so sixteen of the fifty-two cards are ten-cards. A five makes fifteen with any of them, so a single five creates several fifteens, and the starter is quite likely to be a ten-card too.

When you lay away two of six cards, count the fifteens, pairs and runs in the four you keep, and think about what the starter can add. Two fives and two ten-cards already give four fifteens and a pair: ten points before the starter.

When your opponent deals, the crib is theirs. Throwing them a five, or two cards that add to fifteen such as 7 and 8, hands them points. On the board, keep 5, 5, J and 10 and lay away the 2 and 9.

Lead a card of four or less

Lesson 2

The player who leads in pegging is exposed: the opponent sees your card before choosing theirs, and will take two points if they can bring the count to fifteen.

If you lead a four or lower, no single card can reach fifteen — the count tops out at fourteen. Lead a five and any of the sixteen ten-cards makes fifteen; lead a ten-card and a five does it. A seven or eight invites an eight or seven.

Your opponent can still pair your card for two, but leading low is the standard safe opening. On the board, lead the 4 from 4, 10, 7, K.

Make fifteen off your opponent

Lesson 3

Pegging points come from three things: making exactly 15 or 31, pairing the previous card, and runs. Fifteen comes up most. After your opponent plays, work out what you need to add to reach fifteen.

On a count of 5 you need a ten-card; on 6 a nine; on 7 an eight; on 8 a seven; on 9 a six; on 10 a five. Take it when you can. The count then sits at fifteen, so your opponent may pair your card back for two.

Also avoid leaving the count on 5 or 21, where one ten-card gives your opponent 15 or 31. On the board your opponent led a six. Play the nine for fifteen two.

Thirty-one for two

Lesson 4

The pegging count may not pass 31. Making exactly 31 scores two, and the count starts again from zero. Even when 31 is out of reach, being the last player able to play earns one for the go.

Once the count passes twenty, look for the card that brings it closest to 31: seven short needs a seven, ten short a ten-card. If you stop on a total your opponent cannot follow, such as 28 or 29, they must say go and you peg one.

Keeping small cards like aces, twos and threes for late in the count gives you more chances to be the only one who can play. On the board the count is 24. Play the seven for exactly 31.

Try it on the board

Pick a lesson and the board starts from that position. Start over as often as you like.

Now put it to work

Last updated 2026-09-26 · Run by Qdan, Inc.