Components
- The pegging board represents each player's score.
- Standard 52-card deck.
- Suits are equal in status.
- A = 1.
- J,Q,K = 10.
The deal
- The players cut for first deal, lowest card deals first.
- If tied, the deck is re-shuffled and re-cut.
2players⇨6cards in hand
3players⇨5cards in hand + 1🟔 to the crib
4players⇨5cards in hand & players sitting opposite each other are on a team.
The crib
- Each player chooses four cards to keep and discards the remainder face-down to form the "crib" to be used later by the dealer.
- Each player's hand and the crib are four cards.
Alice's deal | Bob's deal (dealer) | ||
6♦J♥4♥7♣ | 🟔🟔 | 🟔🟔 | 5♠4♠2♠6♥ |
Alice's hand | Bob's crib | Bob's hand |
The starter
- The non-dealer (Alice) cuts the deck and the dealer reveals the top card of the bottom section, called "the starter" or "the cut".
- A Jack scores the dealer two points for "his heels".
- The starter is used later during "the show".
The play
- "The play" (or "pegging") starts with the non-dealer (Alice).
- Each player plays one card face up, stating the cumulative value, or "count", of the cards played so far.
- e.g. Alice plays 4♣ and says "four", Bob plays 7♥ and says "eleven" etc.
- The count must not exceed 31.
- Each player must keep playing until they are unable to play.
- A player who cannot play passes by saying "Go".
- The player that plays the last card scores 1 point for the "Go" or 2 points if the count is exactly 31.
- The count is then reset to zero and play resumes, starting with the player who passed by saying "Go".
- This is repeated until all cards in hands have been played.
Players can score additional points during "the play" according to the following rules:
- Fifteen
- count is exactly 15 ⇨ 2 points
- Run of 3
- in any order e.g. 6♠4♦5♠⇨ 3 points
- Run of 4
- ⇨ 4 points
- Each extra card in a run ⇨ +1 point
- Pair
- (same rank as the previous card) ⇨ 2 points
- Three of a kind
- (same rank as the previous cards) ⇨ 6 points (3 distinct pairs × 2 points)
- Four of a kind
- (same rank as the previous cards) ⇨ 12 points (6 distinct pairs × 2 points)
If a card completes more than one scoring combination, then all combinations are scored.
Alice's hand | 6♦J♥4♥7♣ |
Bob's hand (dealer) | 5♠4♠2♠6♥ |
Player | Card | Count | Scoring action | Points |
Alice | J♥ | 10 | ||
Bob | 5â™ | 15 | Fifteen | 2 |
Alice | 7♣ | 22 | ||
Bob | 6♥ | 28 | Run of 3 | 3 |
Alice | "Go" | |||
Bob | 2â™ | 30 | "Go" < 31 | 1 |
Alice | 6♦ | 6 | ||
Bob | 4â™ | 10 | ||
Alice | 4♥ | 14 | Pair + last card | 3 |
The show
- After "the play", each player starting with the non-dealer scores points.
- The dealer's hand is scored.
- The crib is revealed and scored by the dealer as an additional hand.
- Scoring the crib is the same as scoring a hand with the exception of a flush; a four-card flush in the crib is scored only if it is the same suit as the starter card (5 points).
The starter card is a fifth card shared with all hands. Scoring:
- Fifteen
- each separate combination = 15 ⇨ 2 points
- Run of three
- consecutive (regardless of suit) ⇨ 3 points
- Run of four
- consecutive (regardless of suit) ⇨ 4 points
- Run of five
- consecutive (regardless of suit) ⇨ 5 points
- Pair
- ⇨ 2 points
- Three of a kind
- ⇨ 6 points
- Four of a kind
- ⇨ 12 points
- Flush
- all four cards in the hand are of the same suit ⇨ 4 points.
- Note: this is the only rule that does not apply to the crib.
- Flush
- the starter card is of the same suit ⇨ 5 points
- Jack
- of the same suit ("His nob") as the starter card ⇨ 1 point
Common combinations are often scored as a group.
- "double run" e.g. 2♠2♣3♦4♠:
- two runs of three 2♠3♦4♠, 2♣3♦4♠+ pair 2♠2♣ ⇨ 2 × 3 + 2 = 8 points.
- "triple run" e.g. 2♠2♣2♥3♦4♠:
- three runs of three 2♠3♦4♠, 2♣3♦4♠, 2♥3♦4♠+ three of a kind 2♠2♣2♥ ⇨ 3 × 3 + 6 = 15 points.
- "double-double run" e.g. 2♠3♦3♥4♠4♣ :
- four runs of three 2♠3♦4♠, 2♠3♦4♣, 2♠3♥4♠, 2♠3♥4♣ and two pairs 3♦3♥, 4♠4♣ ⇨ 4 × 3 + 2 × 2 = 16 points.
Combined runs may also include fifteen-twos. A 24 hand, a large commonly seen, can comprise a double-double run and four fifteen-twos.
- e.g. 4♠4♦5♥5♠6♣, 6♠7♦7♥8♠8♣.
Starter | 5♥ |
Alice's hand | 6♦J♥4♥7♣ |
Bob's hand (dealer) | 5♠4♠2♠6♥ |
Bob's crib | 10♠8♦K♣8♣ |
Hand | Cards | Scoring action | Points |
Alice's hand | J♥5♥ | Fifteen | 2 |
6♦5♥4♥ | Fifteen | 2 | |
4♥5♥6♦7♣ | Run of 4 | 4 | |
J♥ | Jack = starter suit | 1 | |
Total | 9 | ||
Bob's hand | 6♥5♠4♠| Fifteen | 2 |
6♥5♥4♠| Fifteen | 2 | |
4♠5♠5♥6♥ | 2 × run of 3 + pair | 8 | |
Total | 12 | ||
Bob's crib | 10♠5♥ | Fifteen | 2 |
K♣5♥ | Fifteen | 2 | |
8♦8♣ | Pair | 2 | |
Total | 6 |
After the dealer's crib is scored, the next player becomes dealer. As in the first round, the next round starts with the deal.
Game end
- A player wins the game immediately with a score 121 or more.
- This can occur during the cut, the play or the show.
- e.g. during "the show", the non-dealer (Alice) scores 122 and the dealer does not count their hand nor their crib.
- e.g. the dealer wins the game on "the cut" of a Jack ("his heels").