Loading…
Fifteen two, fifteen four: peg your way to 121 first.
The classic card game of pegging and counting, six cards each, played against the computer. Throw two cards to the crib, cut the starter, then lay cards in turn toward 31 for fifteens, pairs, runs and the go, and count your hand in the show: fifteen two, fifteen four, and a pair is six. The first to peg 121 wins. Play an easy, medium or hard computer, and every day brings new deals, the same for everyone.
You and the computer get six cards each and throw two to the crib, a spare hand that belongs to the dealer. Then the starter is cut; a jack there gives the dealer 2 (his heels). In the play the non-dealer leads and you take turns laying cards, the count never passing 31: make 15 or 31 for 2, pair the card just laid for 2 (three of a kind 6, four 12), and finish a run of three or more for a point a card. If you cannot lay a card it is a go, and the other side plays on; whoever lays the last card pegs 1 and the count starts again. In the show each hand counts with the starter, the non-dealer's first, then the dealer's and the crib: 2 for every set of cards that makes 15, 2 for every pair, a point a card for every run, 4 for four cards of one suit in the hand (5 with the starter; the crib needs all five), and 1 for the jack of the starter's suit (his nobs). The deal alternates, and the first to 121 wins on the spot, even in the middle of the play. Your score: your points, the points the computer is short of 121, and 100 for the win.
Cribbage is a card game for two that has been played in pubs, kitchens and ship's messes for almost four hundred years; its invention is usually credited to the English poet Sir John Suckling in the early 1600s. Its trademark is the board: a strip of wood with two lanes of holes, where each player moves two pegs forward, leapfrogging, every time they score. Here you play the six-card game for two against the computer, by the standard rules.
Each hand has three parts. You throw two cards to the crib, the dealer's spare hand. In the play you lay cards in turn toward a count of 31, scoring for fifteens, pairs and runs as they appear. In the show every hand is counted with the starter: fifteen two, fifteen four, and a pair is six. The first to peg 121 wins. The computer comes in three strengths, and every day brings new deals, the same for everyone.
The lower card of the opening cut deals first; after that the deal alternates.
Yes. Like every game on Play, it runs free in your browser, with no download and no account needed.
No. It plays only on what it can see from its seat: its own six cards, the starter and the cards already laid, plus what your goes have told it. It never looks at your hand, your throw or the pack.
The rules ask you to play whenever you can. The game says go for you the moment no card fits, so you never have to think about it.
A player who loses with fewer than 91 points is skunked, and with fewer than 61 double skunked. The line is marked on the board and the end of the game tells you when it happens. There is no double stake here, but the margin of a skunk raises your score.
No. Every hand and every crib is counted in full for both players, call by call, so no point is ever missed.
Every day everyone gets the same deals against the same computer, so scores compare directly on the leaderboard.
Build sets and runs, knock early or wait for gin, and reach 100 first.
Romanian rummy on a rack: lay down 45, add to every meld on the table, go out first.
Meld your seven Spanish cards, close with 5 or less, and send the computer over 100.
Meld in sevens, fight for the discard pile and reach 3000 first.