Play proceeds through a succession of "hands", each hand consisting of a "deal", "the play" and "the show". At any time during any of these stages, if a player reaches the target score (usually 121), play ends immediately with that player being the winner of the game. This can even happen during the deal, since the dealer scores if a jack is cut as the starter.
Deal The players
cut for first deal, and the person who cuts the lowest card deals. The dealer
shuffles and deals five or six cards to each player, depending on the number of players. For two players, each is dealt six cards; for three or four players, each is dealt five cards. In the case of three players, a single card is dealt face down in the centre of the table to start the crib. Once the cards have been dealt, each player chooses four cards to retain, then discards the other one or two face-down to form the "crib" (also called the box), which will be used later by the dealer. At this point, each player's hand and the crib will contain exactly four cards. The player on the dealer's left or, in a two-player game, the
pone, cuts the remaining pack. The dealer reveals the top card of the lower half, called the "starter card" or "cut", and places it face up on top of the reunited pack. If this card is a
jack, the dealer scores two points for "his heels" or "his nibs".
Play Starting with the player on the dealer's left, the players each, in turn, lay one card face up on the table in front of them, stating the count—that is, the cumulative value of the cards that have been laid (for example, the first player lays a five and says "five", the next lays a six and says "eleven", and so on)—without the count going above 31. Face cards (kings, queens, and jacks) count as 10. The cards are not laid in the centre of the table as, at the end of the "play", each player needs to pick up the cards they have laid. Players score points during the play as follows: • 15 – For causing the count to reach exactly 15 a player scores two points, then play continues. • Pair – Completing a pair (two of a kind) scores two points. • Three of a kind is the same as three different pairs, or 6 points. • Four of a kind is 6 different pairs, or 12 points. • A
run of three or more cards (consecutively played, but not necessarily in order) scores the number of cards in the run. If a player cannot play without causing the count to exceed 31, they call "Go". Continuing with the player on their left, the other players continue the play until no one can play without the count exceeding 31. A player is obliged to play a card unless there is no card in their hand that can be played without the count exceeding 31 (one cannot voluntarily pass). Once 31 is reached or no one is able to play, the player who played the last card scores one point if the count is still under 31 and two if it is exactly 31. The count is then reset to zero and those players with cards remaining in their hands repeat the process starting with the player to the left of the player who played the last card. When all players have played all of their cards the game proceeds to the "show". Players choose the order in which to lay their cards in order to maximize their scores; experienced players refer to this as either good or poor "pegging" or "pegsmanship". If one player reaches the target (usually 61 or 121), the game ends immediately and that player wins. When the scores are level during a game, the players' pegs will be side by side, and it is thought that this gave rise to the phrase "level pegging".
Show Once the play is complete, each player in turn, starting with the player on the left of the dealer, displays their own hand on the table and scores points based on its content
in conjunction with the starter card. Points are scored for: • Combinations of any number of cards totalling fifteen (2 points each) • Runs (1 point for each card, minimum of 3 cards.) • Four-card
flush (All four cards in the hand of the same suit score 4 points.) • Five-card flush (All four cards in the hand of the same suit as the starter card score 5 points. A flush in the crib must be a five-card flush according to the official rules of the ACC. Players may refer colloquially to a hand scoring zero points as a "nineteen hand".
Muggins Muggins is a commonly used but optional rule, which must be announced before game play begins and exact rules worked out. If a player fails to claim their full score on any turn, the opponent may call out "Muggins" and peg any points overlooked by the player. If a player triple skunks their opponent (reaches 121 points before their opponent reaches 31 points), they automatically win the match. Double and triple skunks are not included in the official rules of cribbage play and are optional. There are several different formats for scoring match points. ==Cribbage board==