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How Does Board Position Decide Your Cribbage Strategy?

Board position in cribbage is the score plus who deals next, read against par, a target hole for each deal. A player ahead of par protects the lead by playing off, and a player behind it takes risks by playing on. The first dealer starts ahead, so the first non-dealer attacks from the opening lead.

What is the 26 theory in cribbage?

The Twenty-Six Theory is DeLynn Colvert's board strategy, set out in Play Winning Cribbage and republished as a series of tips on the American Cribbage Congress website. Its premise is that dealer and non-dealer together score about 26 points a deal. An average game can then be projected deal by deal, and every decision judged against that projection. The two per-role averages behind the 26 are on the dealer page.

Colvert's measured averages sum to 26.4, but he rounds down on purpose. Slowing a game takes one player, while pairs, runs and fifteens need both. His projection on the 26 basis follows, with first count alternating as the roles swap.

After deal First dealer First non-dealer Counts first
1 16 10 First non-dealer
2 26 26 First dealer
3 42 36 First non-dealer
4 52 52 First dealer
5 68 62 First non-dealer
6 78 78 First dealer
7 94 88 First non-dealer
8 104 104 First dealer
9 120 114 First non-dealer

After nine average deals the first dealer sits one hole short of game, with first count due on deal 10, and the first non-dealer seven short. Colvert turns that gap into two jobs. The first dealer can give away nine points and still count out first, and so defends from the first card. The first non-dealer needs seven points above average for first count within ten of the game hole on deal 9, and so attacks from the first card. That ninth deal decides the game more often than any other: for the first dealer to count out a deal earlier would take seventeen points above average.

His first-hand postures follow from those jobs, one for the non-dealer and one for the dealer.

Role Job on deal 1 Colvert's posture His worked case
First non-dealer Offense: find seven above average Keep the four cards that count most, even if the discard helps the dealer's crib; lead a card that invites a score you can answer; accept every scoring chance the play offers From 4-5-Q-K, lead the king: a 5 is the card the dealer most likely holds, a king the ten-card he least likely holds, and a 5 played for fifteen can be paired
First dealer Defense: give away no more than nine Aim to concede nothing in the play: answer the lead cautiously, avoid building runs, watch for fifteens, and hold two cards that total eleven in case a ten-card is led; the one exception is a hand of two points or less with an unhelped crib: the cushion may already be gone, so peg carefully but take any score that is at worst an even trade With 4-5-6-K against a king lead, play the 6 and keep the 5 to make 31 on the expected second ten-card, rather than taking fifteen with the 5 or pairing the king

What are par holes?

Par holes are Colvert's target scores after each completed deal, one list for the first dealer and one for the first non-dealer. He asks readers to memorise both and note which deals give them first count. The lists below are his figures, set out in our own table with the first-count deals in bold. Par is a target rather than an average: the first non-dealer's par is the average-game score plus seven at every deal, and the first dealer's is the average-game score minus nine.

After deal First dealer par First non-dealer par
1 7 17
2 17 33
3 33 43
4 43 59
5 59 69
6 69 85
7 85 95
8 95 111
9 111 121
10 121 n/a

That construction makes the two lists the same holes one deal apart: the dealer's track counts out with first count on deal 10, the non-dealer's on deal 9. Colvert's chart note says par assumes an average game and shifts in an unusually fast or slow one. Reaching par gives about an even chance of winning, so the aim is to pass par without giving up board position. Each point past par improves the odds.

His worked reading of a 36-36 tie after deal 2 shows the lists in use. The first non-dealer is three past a par of 33. The first dealer is far past the 17 of the slow track but seven short of the 43 that the faster, deal-8 track demands. So the dealer must either speed the game up by a full deal or slow it enough that first count falls on deal 10.

What are positional holes?

Positional holes are John Chambers's term for the lowest scores from which your next three counts can be expected to carry you home. The Cribbage Forum's convention sets them at 18, 44, 70 and 96, each to be reached before your opponent does, and Chambers suggests marking them on the board. His derivation works back from home: the players average slightly over 26 a deal, so the last hole sits 25 short of 121, at 96, and the rest 26 apart.

Positional hole Skunk positional hole Colvert's first-count par
18 14 17
44 40 43
70 66 69
96 n/a 95

Colvert's first-count pars and Chambers's positional holes are one hole apart: one idea with different bookkeeping, not rival theories. The skunk positional holes, 14, 40 and 66, are the same ladder measured back from the skunk line between holes 90 and 91 instead of from 121. The aim is to reach each before your opponent reaches the matching positional hole. In ACC qualifying play a skunk scores three game points to a win's two, so a player out of position may still play for the skunk, or against it.

Chambers's two-step rule says how the holes are used. Play your position first: knowing the averages and what you need to reach the next hole tells you whether to peg. Take a calculated risk only once position alone will not get you home. A dealer at 100 facing a pone at 104 declines to pair the lead: the dealer has three counts coming, the pone one.

What does the simulation say about par?

Every engine figure on this page is computed from the site's odds data set, src/_data/odds.json, by the Nobs engine, with the method on the odds page. The corpus is 25,000 fixed-seed games of ONYX, strongest of the browser game's three bots, playing itself. Bot-versus-bot play is a proxy for skilled play, not a claim about human games. Each game's final scoring item is clamped at 121, dragging the late-deal means down.

After deal Games reaching it Games ending in it First dealer, mean First dealer, par First pone, mean First pone, par
1 25,000 0 16.37 7 10.33 17
2 25,000 0 26.77 17 26.60 33
3 25,000 0 43.14 33 36.98 43
4 25,000 0 53.52 43 53.25 59
5 25,000 2 69.81 59 63.59 69
6 24,998 57 80.15 69 79.82 85
7 24,941 1,224 96.03 85 90.07 95
8 23,717 5,883 104.80 95 103.58 111
9 17,834 11,032 112.56 111 110.69 121
10 6,802 5,718 116.03 121 114.01 n/a

Through deal 6 the corpus reproduces the spacing behind Colvert's par. The first dealer's mean sits about ten holes past the dealer's par at every deal, the first pone's about six short of the pone's. The bots also run slightly faster than the 26 line: 43.14 and 36.98 after three deals against 42 and 36, and 53.52 and 53.25 after four against 52.

From deal 8 the columns fall away from the 26 line through selection, not pace. The deal-9 means cover only the 17,834 games still undecided at its start, the deal-10 means just 6,802. Games decided early have left the sample; each winner's last count is cut at 121. The first dealer's lead over par, about ten holes through deal 7, shrinks to under two at deal 9 and turns negative at deal 10. The first pone's shortfall widens from about five holes to ten. The late rows describe long games, not average ones.

How do you know if you are ahead or behind?

Standing is judged at the start of a deal against the next positional hole. The Cribbage Forum's vocabulary for it, summarised below, ends in one signed number per player, which is how the Ask-the-Experts columns describe a position.

Term Meaning
Positional advantage Belongs to the pone when the pone is at, or within ten of, a positional hole that is still ahead of the dealer; in every other case it belongs to the dealer
Positional disadvantage The state of the other player
Positional surplus Points past the next positional hole, measured after counting as pone
Positional deficit Points short of the next positional hole, measured the same way
Positional parity Exactly at a positional hole, neither past nor short; also called being at par
Positional standing The signed number that sums it up, such as minus 5 or plus 9

The Forum's start-of-game example shows the arithmetic. The first pone, expecting about ten points on deal 1, will count eight short of 18 and so starts at minus 8. The first dealer, expecting about 26 over the first two deals, will be eight past 18 when counting as pone on deal 2 and so starts at plus 8. Later, surplus and deficit are measured against the next hole from an actual count, or as an expectation assuming average scoring.

That phrase, after counting as pone, is the half step that makes standing depend on the role. The pone counts first, so on the deal that decides the game the pone's hand is scored before the dealer's hand and crib, which are never counted if the pone goes out. Colvert alternates first count deal by deal for the same reason. The Forum's two units of board strategy follow from that order. Three counts are the dealer's hand and crib on one deal followed by that player's hand as pone on the next, with only one round of pegging between them. First count is the pone's hand count. The rule itself is on the counting order and pone pages.

What do playing on and playing off mean?

The Cribbage Forum's glossary sorts play into five modes plus one special case. Desperation offense and desperation defense are the extremes, and playing on and playing off are the everyday leanings on either side of balanced play.

Mode What it means When it applies
Cautious offense (balanced play) Offense and defense weighted evenly The normal mode, where the aim is simply to outscore the opponent
Playing on Offense first, defense second When you hold a surplus you want to keep, or a deficit you must make up
Playing off Defense first, offense second When the opponent is the one with a surplus to keep or a deficit to make up
Desperation offense Defense disregarded, to score a large or an exact number of points The last deal as pone, or when far behind
Desperation defense Offense disregarded, to hold the opponent to nothing or below a set number The last deal as dealer

Prevent defense, the Forum's special case of playing off, accepts small scores to cut the risk of a big one, typically with a big lead late on. Chambers's summary test settles most choices in one question. Play on when the points on offer would carry you to your target within your next count or three, provided what you concede leaves the opponent no better placed; otherwise play off.

The bots in our cribbage app Nobs play a mechanical version of the same scale. Position-aware bots project when each side will reach 121 at the literature's pace, in half-deal steps because the pone counts before the dealer. A bot on course to finish at least a full deal ahead switches to defense, one that far behind to offense, and otherwise plays neutral: playing off, playing on and cautious offense.

In defense the Nobs pegging brain weights the opponent's likely reply one and a half times as heavily and, as pone, balks harder; in offense that weight is halved. Prevent and desperation defense are not separate states, because near the end an exact endgame search maximising win probability takes over. Maximising points per hand is not always the goal.

What are the four streets?

The streets are the board's four 30-hole quarters, covered as pace markers on the streets page. Chambers's street tips add a posture for each, read from whose deal it is, both players' standing against the next positional hole, and the hand. He bands hands as poor (0 to 5), average (6 to 9), good (10 to 13) or excellent (14 or more).

On First Street, 1 to 30, the first non-dealer can afford risks, with three streets left to recover any loss, while the first dealer usually plays off. Chambers's deal-1 test is whether the non-dealer reaches about 17 with the dealer not far behind, which removes the dealer's edge.

On Second Street, 31 to 60, the goal is the mid-forties on your own deal with the opponent trailing; from there your next three counts should carry you to 70. Chambers adds a double skunk reminder: pass 60 before the opponent goes out.

On Third Street, 61 to 90, the objective is at least hole 70 with your three counts, setting up Fourth Street position. With that position on the opponent's deal, giving up hand points to starve the crib can be the right trade.

On Fourth Street, 91 to 120, the best position is at least 96 on your own deal with the opponent behind; hole 121 is the game hole, outside the street. Chambers's conditional rules follow, deal by deal.

Street Situation Your deal Opponent's deal
First, 1–30 Around 16 or 17 Good hand: off if hand, crib and next hand should reach 44, otherwise peg only when it does not hand over the advantage; poor or average hand while ahead: on toward 44; fifteen or more holes ahead: off Big hand: on, to close the gap to 44; poor or average hand: off, since any pegging mostly feeds the opponent's position
Second, 31–60 At 44, six ahead Good hand: off; poor or average hand: on Off with any hand
Second, 31–60 Less than half a street behind On Off
Second, 31–60 Half a street or more behind Good hand: off, since 70 is still reachable next time; poor hand: on On with any hand
Third, 61–90 Eight or more ahead Good hand: off; poor hand: on Off with any hand
Third, 61–90 Eight or more behind On with any hand Off with any hand
Third, 61–90 Level at 63 Good hand: on; poor hand: off Off
Third, 61–90 Level at 86 Big hand: on; poor hand: off Big hand: off; poor hand: on, to reach 96
Fourth, 91–120 Level at 92 On with any hand Off unless holding sixteen or more
Fourth, 91–120 Eight or more behind On Off; sacrifice hand points to balk the crib
Fourth, 91–120 Eight or more ahead On only when the points are needed to get home, otherwise off Off, except on with fourteen or more
Fourth, 91–120 Level at 105 Off On

How big is the dealer's advantage?

In the same corpus the first dealer won 14,100 of 25,000 games, 56.4%, with a 95% confidence interval of 55.8% to 57.0%. Nine deals was the commonest length, 44.1% of games, and 90.5% ended in eight, nine or ten deals. Colvert's figures, from his tip on the dealer's edge and charts from samples of a thousand games or more, sit beside the engine's below. The corpus is a companion to his data, not a test.

Measure Engine corpus, 25,000 games Colvert's figure
First dealer's share of wins 56.4% (55.8% to 57.0%) 56 in 100, with equal skill
Games decided on deal 9 44.1% About 42%
Games of eight, nine or ten deals 90.5% About 90%
Average length 8.98 deals Nine
Skunks 13.8% (13.4% to 14.2%) Not given
Six-deal games 1 in 439 About 1 in 300
Thirteen-deal games 1 in 25,000 About 1,000 to 1
Nine-deal games won by the dealer Not recorded About 250 to 170

Colvert has the dealer winning nine-deal games about 250 to 170, usually by counting the ninth-deal crib while the first non-dealer comes up about five short. The corpus does not split its endings by game length or role, so it cannot test that figure. It does record which count reached 121, whatever the game's length or winner: a hand count in 61.1% of games, pegging in 19.9%, the crib in 18.4% and his heels in 0.5%.

Is it better to go first or second? There is no choice, because the cut for the first deal decides it, and "first" is ambiguous anyway: the non-dealer leads and counts first, the dealer holds the crib. The measurable edge belongs to the first dealer, and Colvert and Chambers agree on the consequence: the first non-dealer attacks from deal 1. Reaching about 17 there with the dealer not far behind takes the edge away.

How much is a point of position worth?

Schell's rule of thumb, from four Ask-the-Experts answers, covers a dealer starting a deal near the Fourth Street positional hole, 96. There each extra point the pone gives up costs about 7%, sometimes quoted as 6%, of the pone's back-end chance of winning, the games the pone wins because the dealer fails to get out in time. He applies it loosely, as a rule of thumb, and calls the positional hole the sweet spot where a single point swings the most.

The table gives the dealer's win rate at the start of a deal, by the dealer's street and margin in ten-point bands, deals in parentheses. Level counts as ahead, the outer bands are pooled, and cells with a few dozen deals are noise.

Dealer minus pone at the start of the deal First Street Second Street Third Street Fourth Street
30 or more behind 2.2% (556) 1.7% (2,227) 0.1% (3,095) none
20 to 29 behind 12.4% (2,570) 8.1% (5,441) 4.0% (6,130) 1.0% (1,234)
10 to 19 behind 28.9% (12,341) 24.2% (11,628) 18.5% (10,321) 13.3% (4,992)
1 to 9 behind 45.9% (20,749) 44.6% (14,965) 43.0% (11,705) 40.1% (8,522)
Level to 9 ahead 58.4% (36,270) 66.8% (14,554) 69.1% (12,184) 75.9% (10,555)
10 to 19 ahead 79.1% (1,142) 83.4% (6,785) 88.8% (7,821) 95.4% (7,775)
20 to 29 ahead 100.0% (14) 92.8% (1,076) 96.5% (3,118) 99.0% (4,081)
30 or more ahead none 98.3% (59) 99.4% (674) 100.0% (1,842)

A point is worth far more late than early. Stepping from the band just behind to the one just ahead lifts the dealer's rate from 45.9% to 58.4% on First Street but from 40.1% to 75.9% on Fourth. The Fourth Street table below uses five-point bands.

Dealer minus pone, dealer at 91 or better Deals Dealer's win rate 95% interval
25 to 29 behind 277 0.0% 0.0% to 0.0%
20 to 24 behind 957 1.2% 0.5% to 2.0%
15 to 19 behind 1,933 6.5% 5.4% to 7.6%
10 to 14 behind 3,059 17.5% 16.2% to 18.9%
5 to 9 behind 4,350 31.3% 29.9% to 32.7%
1 to 4 behind 4,172 49.2% 47.7% to 50.7%
Level to 4 ahead 5,454 67.8% 66.5% to 69.0%
5 to 9 ahead 5,101 84.6% 83.6% to 85.6%
10 to 14 ahead 4,282 94.0% 93.3% to 94.7%
15 to 19 ahead 3,493 97.1% 96.5% to 97.6%
20 to 24 ahead 2,433 98.6% 98.2% to 99.1%
25 to 29 ahead 1,648 99.5% 99.1% to 99.8%
30 or more ahead 1,842 100.0% 99.8% to 100.0%

Around level, each five-point band moves the dealer's rate seventeen to nineteen percentage points: 49.2% just behind, 67.8% level to four ahead, 84.6% five to nine ahead. That is below Schell's 7% a point, but his figure is for a dealer near 96 and the table pools every Fourth Street start. For the midgame it is the only measurement available.

What changes on Fourth Street?

On Fourth Street the objective stops being points and becomes the probability of counting out on your next one or three counts before the opponent does. Chambers treats it as the street where judgement matters most. His standing warning in the same tip is against pairing when your position is already good, because a six-point reply can cost the game.

Chambers's two closing cases show the counting-out test at work. Level at 118 on your own deal, the opponent counts first, so he keeps four different cards and plays on. At 116 on the opponent's deal he keeps just enough to go out plus cards that can play off. The three-count and first-count arithmetic, the specific count, Barlow's rule and the bitter end are the endgame page's subject.

Sources

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