Nobs Cribbage Get Nobs

Cribbage Strategy: How Do Good Players Win More Often?

Cribbage strategy is three decisions on every deal: which four cards to keep, which card to play next, and whether the board calls for attack or defence. The deal sets the ceiling. By DeLynn Colvert's estimate, play between average players decides roughly ten points of a 121-point game, and those points are the whole contest.

Is cribbage luck or skill?

Both, in a proportion the experts have tried to measure. George Rasmussen's essay on skill names four things no decision touches: the shuffle, the cut for deal, the way the cards fall and the starter cut. Everything after you pick up six cards is choice.

Michael Schell's course of study puts the split at about two-thirds luck. Two games in three against a competent opponent are settled by the cards, and those split evenly, so the contest is the remaining third. DeLynn Colvert measures that third in points: between average players, ten or so a game, and usually fewer.

One piece of the luck can be measured, because the cut decides who deals first. ONYX, the strongest of the three bots in the browser game, played itself for 25,000 fixed-seed games, and the first dealer won 56.4% (95% interval 55.8% to 57.0%). That is bot-versus-bot play, with the winner's final count clamped at 121. The figure is computed from the site's odds data set, src/_data/odds.json, by the Nobs engine, and the method is on the odds page.

What are the three decisions in every deal?

The three are keep, play and posture. The rules leave a player exactly two choices: which two of six cards to throw, and which held card to play at each turn. A go is not a choice, since it may be called only when nothing fits under 31. The third decision is how the other two are made. Rasmussen's essay walks the game in that order, from counting the hand to discarding to pegging to board position, which he calls the basis of all game strategy.

Schell's glossary separates strategy, the long-term plan, from tactics, the devices of the moment, and defines board strategy as using position to balance offence and defence. In his course of study board strategy is the concept that separates experts from the rest.

Chambers and Rasmussen open every discard with the same three questions: who owns the crib, how far you stand from the hole your position demands, and how far the opponent stands from theirs. The table sends each decision to the page that teaches it.

Decision The question Page
Keep Which four of six score most after the cut, adjusted for whose crib it is? Discarding
Play Which card to lead or answer with, and which count to leave? Pegging
Posture Ahead of par or behind it, and so attack or defend? Board position
The last deal Who counts first, and what exact number wins? Endgame

What should you keep and what should you throw?

Keep the four cards with the highest expected average, then bend the number for position. The expected average is Schell's name for the average hand after the cut plus the average crib when the crib is yours, minus it when it is the dealer's. He calls it the single most important number in discarding, and whenever offence is the priority the best throw is normally the one that maximises it.

In Rasmussen's records of his own crib, 5-5 leads at 8.82, followed by 2-3, 5-J, 5-6 and 5-K. He will spend as many as four hand points to send the pair of 5s over, provided the hand still has twelve-point potential.

Into the opponent's crib Rasmussen throws two cards that build nothing: the king first, the queen next, no jack if he can help it, no 5 if the cards allow, and no touching or one-gap pair. Only 10-K and 9-K averaged under four points in his records. The Nobs engine's model agrees at both ends: 5-5 is worth 9.02 in your crib and 9.37 in the opponent's, and 10-K is worth 3.41 and 3.92.

Position overrides all of it. On the first deal Colvert tells the first non-dealer to keep the biggest count and stop worrying about balking. The discard page tests every classic throw against the engine.

What is the best card to lead in cribbage?

Lead a card below a 5, preferably from a pair. That is Colvert's defensive rule, and the arithmetic behind it is short. No reply can make fifteen on a lead of 4 or lower, while a led 5 gives any of the sixteen ten-cards a fifteen. Colvert counts three losers for a 2, 3 or 4 lead, the cards that pair it, against seven for a lone queen.

Many tables teach the shorter form, lead a 4: Bicycle's rules page names the 4 among the safest leads, and Schell leads the 4 from 4-5-5-6, though as a blanket rule it is commonly taught rather than sourced. With no low card, Barlow leads a face card or a 10, because mid-cards are what dealers keep. Schell adds that any ten-card duplicated by the starter or your own throw is the safest lead.

The simulation shows what a 5 costs. Across 224,294 simulated deals with an opening lead, the dealer's immediate reply scored on 21.8% of the 37,373 leads of a 4. It scored on 71.5% of the 1,167 leads of a 5. The pegging page prints all thirteen rows. That table is policy-conditioned: each row describes the positions ONYX chose to lead that rank from, not the value of a random lead.

What is the magic eleven in cribbage?

A magic eleven is two cards totalling eleven, kept because two ten-cards make 20 and the eleven then makes 31 for two. Colvert's tip lists the pairs, 6-5, 7-4, 8-3, 9-2 and an ace with any ten-card. His reasoning is that ten-cards with 5s are among the commonest holdings, and 5s are rarely led, so the ten-cards come out first. When a discard is a close call he keeps the eleven. For desperation defence with no two-card eleven he gives the three-card elevens, 5-3-3, 9-A-A, 8-2-A, 7-2-2 and 6-3-2.

Rasmussen calls magic elevens Elevens from Heaven, and gives the two-card elevens to the dealer and the three-card elevens to the non-dealer. Schell's glossary completes the family. A magic five, A-4 or 2-3, scores fifteen on a ten-card reply when led from, and a magic sixteen scores 31 against a 5 and a ten-card. The bad eleven and bad sixteen are the same totals in the leader's hand, which give the 31 away instead.

The Nobs bots apply the magic eleven at discard time only, as a bonus for a kept four totalling eleven. The pegging page has the parity rule and the full table.

What is the 26 theory in cribbage?

The Twenty-Six Theory is DeLynn Colvert's board strategy, built on his finding that the dealer and non-dealer together average about 26 points a deal, 26.4 unrounded. He rounds down because slowing a game is easier than speeding it up: runs, pairs and fifteens take both players' cooperation. Projected around the board, the first dealer reaches 120 after nine average deals with first count due on deal ten, while the first non-dealer sits at 114, seven short.

Colvert turns that gap into two jobs. The first non-dealer plays offence from the first card to find seven points above average. The first dealer can give away nine points and still count out first, and so plays defence from the first card to slow the game. About one game in ten runs near average all the way, and those are the games the theory is meant to win. Rasmussen claims that the players who follow a board strategy most closely win more at home and on the tournament trail.

The Nobs bots that read the board use the same per-role paces to project who reaches 121 first, in half-deal steps because the pone counts first. They play offence when clearly behind in that race, defence when clearly ahead, and neutral in between. The board-position page prints the projection deal by deal.

Is it better to go first or second in cribbage?

There is no choice, because the cut decides it: the lower card deals first. The deal is worth having. The engine's first dealer won 56.4% of the 25,000 games above. Colvert's projection at equal skill is 56 in 100, with the first non-dealer about five points short at the unrounded 26.4. Chambers calls the first deal and crib a slight advantage, because the dealer gets three counts on the way to hole 17 or 18 against the pone's single count.

Colvert's charts, from samples of a thousand games or more, put nine-deal games at about 42% of all games. The dealer won those 250 to 170 in his sample, usually by counting the crib. The engine corpus has 44.1% of games ending on deal nine and 90.5% in eight to ten deals.

Second is not hopeless. Colvert calls the first non-dealer's scoring the key to the game. One hand of sixteen or more in nine deals recovers the seven points, while the first dealer would need two such hands to count out a deal early. The averages behind the dealer's edge are on the dealer page, and the board-position page sets Colvert's figures beside the engine's.

How do you play the last deal?

On the last deal the objective changes from points to the game hole. In Schell's terms you want to be close enough to 121 that your three counts take you out: hand and crib as dealer, then your hand as pone. The pone counts first, and the rule on who counts first is on the counting order page.

The pone's last deal is usually desperation offence and the dealer's desperation defence. The pone's throw becomes a specific count, chosen to maximise the winning cuts, the starters that give exactly enough to go out. Barlow's rule follows: needing a cut to go out, throw the dealer the cards that cut helps; needing a cut only to get close, throw the cards it does not help.

Colvert claims that more games are won or lost pegging the last few points than by all the earlier play. He also claims that the typical game turns on a margin of six points at most. Schell's bitter-end rule is to save the pair when you need six or seven and the touching cards when you need two to four. When either player could realistically finish this deal, the Nobs bots stop maximising points and maximise the chance of winning. The endgame page works through all of it.

Which named strategies do the pros use?

The names below are the ones used by the five authors of the American Cribbage Congress tip library, Barlow, Chambers, Colvert, Rasmussen and Schell, and by Schell's Cribbage Forum. The ACC library is organised by author rather than topic, so the same idea can carry three names and a single page can mix discarding, pegging and position. The table groups each play by the decision it serves, names who teaches it, and links the section of this site that works it through. One row is table lore with no author behind it, and says so.

Name Who teaches it In one line Where
Discarding
Expected average Michael Schell, Cribbage Forum Average hand after the cut plus the average crib as dealer, minus it as pone; the one number to maximise when offence matters Discard: the expected average
Discard tables Craig Hessel, Bruce Bowman and George Rasmussen, consolidated by Schell; this site uses the Nobs engine's model The average crib value of every two-card throw, the raw material of the expected average Discard: the full tables
Feeding your own crib Rasmussen 5-5, 2-3, 5-J, 5-6 and 5-K head his recorded order, and each is worth giving up hand points on a sliding scale Discard: your own crib
Balking the crib Rasmussen; Chambers; Schell's glossary names wide and edge cards Give the dealer two cards that build nothing: ranks far apart, the king first, no 5, no touching or one-gap pair, and no jack if you can help it Discard: the opponent's crib
Small Hand Rule Rasmussen A dealer holding eight points or fewer treats the crib as part of the hand and throws for the best combined total Discard: the Small Hand Rule
Double-Run Hypnosis Rasmussen Never keep a double run on reflex: 5-5 or 2-3 to your own crib, or a nine-point flush, often beats it Discard: Double-Run Hypnosis
Out card Schell's glossary; Colvert's safe out card One card well apart from the other three, kept as an escape from run traps Discard: keeping cards for pegging
Michaelis A-2-3-4 Named for Mick Michaelis by Schell; Chambers and Wergin recommend it, Colvert throws A-x instead From A-2-3-4-x-x as dealer, throw 2-3 to your own crib for the higher expected average; the engine agrees Discard: the classic dilemmas
Raggedy Ann and Raggedy Andy The ACC glossary; Schell's glossary 8-7-6-A-A (13) and 8-7-6-2-2 (11): ragged mid-cards with a small pair that score far more than they look Discard: ragged hands
Pegging
Lead low, and never lead a 5 Colvert; Schell; Chambers A lead of 4 or lower cannot be fifteened and a 5 can be by sixteen cards; the exceptions are Colvert's rule from 5-x and the offensive 5 lead from 5-x-x-x Pegging: the best lead and never lead a 5
Lead a 4 Commonly taught; Bicycle's rules page calls the 4 one of the safest leads The 4 is the highest lead that cannot be fifteened; the sourced forms are Colvert's below-a-5 rule and Schell's habit of leading the 4 from 4-5-5-6 Pegging: the best lead
The 21-24 rule Schell's glossary From one low card and three mid-cards, the low card is a safe lead when the four total 21 to 24 pips Pegging: the best lead
Rule of eight Schell's glossary Leading low from three low cards and one high, pair a pairable ten-card reply if your low cards total eight or less, otherwise take the fifteen Pegging: the best lead
Leading from 2-x-x-x Rasmussen With a deuce and three ten-cards, lead a ten-card: seven cards can score for you against three deuces, 233 pegs to 100 in his tally Pegging: the best lead
The non-dealer's lead by position Chambers The same 2-6-7-8 leads the 6 early, the 2 at 119 and the 8 when behind; count the hand and fix the target hole before choosing on or off Pegging: position and the lead
Magic eleven, or Elevens from Heaven Colvert; Rasmussen's name; Schell's glossary Two cards totalling eleven answer a ten-card with 31 for two, three for the leader; keep the eleven when a discard is close Pegging: the magic eleven
Magic five and magic sixteen Schell's glossary A-4 or 2-3 led from scores fifteen on a ten-card reply; sixteen scores 31 against 5-x; the bad eleven and bad sixteen are the same totals in the leader's hand Pegging: the magic eleven
Losers and winners Schell's glossary; Colvert's percentage play A loser is any card the opponent can score with on yours, a winner any card that lets you score next; count them and never play a hunch Pegging: losers and winners
Never leave the count at 5 or 21 The Nobs bots, as a fixed rule; Colvert warns of being caught with a small card above 21 A count of 5 or 21 gives any of the sixteen ten-cards a fifteen or a 31 Pegging: counts to avoid
Colvert's 5-card traps Colvert The 5 is the easiest card to trap: as non-dealer lead a 6 from 6-6-4, and as dealer keep two cards that run with a 5 for last Pegging: the 5-card traps
Sleeper cards Colvert Lead the card that fits nothing else so the hand's shape stays hidden; leave or fake voids Pegging: sleepers and the rattle trap
Trapping the jack, or the rattle trap Colvert; Rasmussen's name Keep a pair of jacks for your last two cards and lead the king first; dump a lone jack once the count is 12 or more Pegging: sleepers and the rattle trap
Low-card traps Colvert With a pair of aces, run the count to 29 and invite the 30 that lets you take 31 Pegging: sleepers and the rattle trap
Pairing the lead, or the pair trap Dan Barlow; leading from a pair is Colvert's habit; the Nobs bots play the trap Pair the lead when the most you can lose is two holes; lead from a pair hoping they bite Pegging: pairing the lead
Reading your opponent's cards Barlow; Colvert What they hold is guesswork, what they lack is nearly certain: a go proves a floor under their cards and a missed peg rules a card out Pegging: reading the opponent
Pegging psychology Barlow Vary your habitual leads so a regular opponent cannot read you Pegging: pairing the lead
Flush fakes Barlow, crediting Colvert's book; Rasmussen lists it Play three of one suit first so the opponent fears a flush and misplays Pegging: reading the opponent
Card frequency Schell, with Hessel, Schempp and Rasmussen data The pone keeps a 5 in about 39% of hands, a jack in about 30% and a king in about 13%; the dealer's spread is flatter Pegging: reading the opponent
Board position
The Twenty-Six Theory Colvert Dealer and pone together average about 26 a deal, so an average game can be projected and offence or defence chosen from the first card Board position: the 26 theory
Par holes Colvert Target holes after each deal, 7, 17, 33, 43, 59, 69, 85, 95, 111 and 121 for the first dealer and the same holes one deal earlier for the first pone Board position: par holes
Positional holes Chambers's term; the Cribbage Forum's convention, with skunk positional holes 14, 40 and 66 18, 44, 70 and 96: the minimum from which your next three counts give good position, each to be reached before your opponent Board position: positional holes
Positional standing Schell's glossary Your score against the next positional hole, written as a signed number; the first dealer starts plus 8 and the first pone minus 8 Board position: ahead or behind
Three counts and first count Chambers; Schell's glossary The dealer's hand and crib, then that player's hand as pone, land almost together; the pone counts first, which settles the endgame Board position: ahead or behind and Endgame: counting first
The play modes Colvert; Schell's glossary adds cautious offense and prevent defense Playing on puts offence first and playing off defence first; prevent defense refuses the big score; the desperation modes ignore the other side entirely Board position: playing on and off
The four streets Chambers; the ACC glossary names the streets Thirty-hole quarters, each with a posture: the first pone is daring on First Street, the first dealer plays off, and half a street ahead means play off Board position: the streets
The dealer's advantage Colvert; Chambers; the Nobs engine Nine-deal games are commonest and the first dealer wins more, Colvert's 56 in 100 and the engine's 56.4%, usually by counting the crib Board position: the dealer's advantage
Endgame
The specific count Schell's glossary; Barlow uses winning cuts The pone's last-deal throw that maximises the chance of exactly enough to go out, scored by winning cuts plus close cuts Endgame: the specific count
Barlow's rule Barlow; named by Schell Needing a cut to go out, throw the dealer the cards that cut helps; needing a cut only to get close, throw the cards it does not Endgame: Barlow's rule
The Colvert exception Colvert; named by Schell In desperation defense lead the low card unless a mid-card has only one more loser, because a good opponent keeps every small card Endgame: Barlow's rule
Endgame defensive pegging Colvert Lead below a 5 from a pair, keep an out card, dump the lone jack, and never sit on one small card above 21 Endgame: defensive pegging
Endgame offensive pegging Colvert Keep two cards that score together for last; a pair of 7s or lower is the only route to twelve; count the winners before leading Endgame: offensive pegging
Two-on-one Barlow; Schell With the opponent down to one card, play the card whose losers already beat you, so the right play never hurts; forced to a go with two low cards, play the lower first Endgame: the two-on-one
The bitter end Schell Desperate to peg, save the pair when you need six or seven and the touching cards when you need two to four; look one play past the apparent end Endgame: the bitter end
Stealing last card Schell As pone, force the dealer to play two cards on one go so the last-card point is yours; choose each lead by counting losers Endgame: the bitter end
Always play it out Barlow A story rather than analysis, by his own account: a 4-4-4-7 hand twenty-six holes back that won on a fourteen-point last card Endgame: conceding

How do you get better at cribbage?

Read, keep a database, and spar against something strong. Schell's course of study starts with Colvert's Play Winning Cribbage, the one book if you read only one. Next comes Chambers's Cribbage: A New Concept, for board strategy, then Barlow's Cribbage for Experts and Miracles on Fourth Street.

Schell's second step, borrowed from chess and backgammon, is a personal database of archetypal six-card hands for discarding and four-card hands for pegging. Each new play goes into the database and is tried at the next opportunity. His third step is sparring against a strong program that logs your games, and his targets for an improving player are 55% online and 52% in Grass Roots.

The bots in our cribbage app Nobs are built for that third step, the sparring. A bot sees only its own hand, the played cards and the starter, and every deck is shuffled honestly for both sides. A harder bot plays better rather than getting better cards: smarter discards, careful pegging, memory, board sense and, at the top, pair traps, magic elevens and counting out the endgame.

Every finished game is graded on discard accuracy and pegging accuracy. Beside those sits a card-luck meter, which measures which player the cards favoured and says nothing about how well you played. A discard trainer grades your throw from six cards against all fifteen options.

Where do you go from here?

Four pages carry the depth, in the order the decisions arise in a deal.

If the rules themselves are still new, start with how to play cribbage and come back. Every page here assumes you can count a hand and know who counts first.

Sources

By the Nobs Cribbage team Last reviewed 2026-09-03