You're pone and hold a 4-5-6. If an 8 or a 7 is led, play your six. There is a good chance your opponent
has all middle cards and  you should play to make runs.    
Pegging your hand. In the vast majority of games, pegging advantage is with the dealer. Probably about
75% of the time. How do you compensate for this? You peg offensively or defensively as appropriate! If
you need to make points, lead your high cards first in hopes of forming a run at the end of the hand. This
is especially true if you have sequential small cards. If you're playing defense and trying to keep your
opponent from pegging, play a middle card. That gives you higher and lower remaining cards that will
help you block a run attempt.   
You are dealing and pone leads a 4. This often means her remaining cards are aces,  4's or pictures.  If
you are fortunate to have held an ace and a nine, play  the nine. Your opponent was hoping you'd play a
picture so she could score a 15-2. She may very well play her ace and give you the opportunity to score 4
points by playing your ace for a pair & a 15-2. This play does not always work but many times it will!    
Sleeper Cards” Camouflage your hand as long as possible: Example: You have a 7-10-J-Q. If you lead the
7, your opponent may think it’s a trap and counter with a picture. Then you pair him for 2 points. This
does not always work, but you can score many points this way!                                     
A great trap! If it is your 1st lead, and you are able to, keep a 6-6-4.  Lead a 6. If your opponent plays a
picture on it, play your other 6. He may very well have to play a 5, and you can come back with your 4 for a
31-2 & a run of three for 5 holes!                                                                                      
When you are considering what cards to throw in your own crib, try to make the maximum total points
between the two hands.  We all know that 5s are great to put in your own crib, but other very good
combinations are 2-3 and A-4. Tossing a 2-3
to your own crib will average about 7.1 points and an A-4 will
average about 5.4.                                                                                                                 
The first card your opponent leads is very important. Chances are that if he leads a 10 card, he will have
another, and it will be the 2nd card he plays. He will probably also have a five.
Board position will sometimes change all of the above.  Towards the end of the game, you may not want
your opponent to peg at all.  If you have enough to go out or almost enough and he has first count, keep
him from pegging anything. He has only one hand to count versus your three!  
End game Board Position: A normally good position is: It is your deal and you are about 20 pegs away
from going out. Playing and pegging three hands will usually do it, but keep your opponent from
pegging if he is inside the 20th hole.
Defensive pegging: Always try to lead a card smaller than a 5.  You
are both very close to going out. He will keep small cards if he can, but so must you.  If you lead an A, 2,
3, or 4 he has a lesser chance of matching these than any other cards.                 
What are the ramifications of tossing a 7-9 to pone's crib or to your own crib? A 7-9 to your own crib
usually averages 4 points and is a weak discard. The 7-9 to the opponent's crib poses extra danger as
the most frequent discard to dealer crib is 7-8. Conversely 7-8 is a most unlikely discard for opponent to
dealer crib (not quite as rare as 5-5). It is important to understand that 7-9 is 6-8 times more likely to
produce 12+ points if tossed to opponent.                                                               
        
Playing Jacks: Regardless of who is the dealer, try to save a pair of jacks for last. It will amaze you how
often you will be able to trap your opponent's jack and peg six holes. On the other hand, if you are
holding a single jack, "dump" it at the first safe opportunity when the count is 12 or higher.
 A lone jack
is a big liability.
                                                                                                                          
Give your opponent the least possible chance to pair you on your 1st lead.  An Ace, 2, 3 or 4 each have
only 3 cards that will score on them. A 5 has 19 chances.  All others have 7 chances.
You're Pone. After you've led your first card, your opponent will try to figure out what 3 cards remain in
your hand. Most of the time your opening lead will give them a slight clue. Their first thought will be
"does she have another of the same card to make a pairs royale?" This will often happen when you lead
an ace. Players usually keep theirs aces in hopes of obtaining a "go" at the end of the play so most
players will not pair an opening lead of an ace. Therefore it is very important that you sometimes lead a
deceiving card. Just don't use the same tactic too often on the same player!   
It's a new game and you're the dealer. Play your first hand defensively. Your major objective is to hold
your opponent scoreless during pegging. Do not form runs and be very cautious about pairing his first
card played or making a 15-2.                                                                                    
Here is a tactic that you can (and should) use occasionally if you play the same opponent often. Your
opponent is constantly trying to figure out what cards remain in your hand and will often keep track of
how you play your cards. There will be times when you are so far behind that you absolutely know you
can't win the game. Example: Your opponent is close to going out and you have just crossed the skunk
line. Your hand tells you that no matter what starter card is cut you have no chance to win the game. Play
unorthodox! Play stupid! Lead a 5! The object here is to make your opponent wonder what in the world
you are doing so that in successive games, your play will not be as predictable!  
Small hand discards: This strategy only works for hands of less than 8 points and it is your crib. First: It
is not wise to keep a 5 in your hand if it only adds 2 points to the hand value. Second: On small hands
you cannot sacrifice points & must think of the crib as an extension of your hand. Example: Your hand
contains 2-3-4-5-10-10. Toss the 2-3 to your crib. You are starting with a guaranteed 6 in the hand and a
minimum of two in the crib. As stated earlier, a 2-3 toss to your own crib averages 7.1 points.        
A common 4th street mistake prior to discarding: You have first count and need only a few points to go
out. Many players will keep more points than they need. It is much better to make sure you keep the
points you need and to also keep cards that don't fit so that you have some additional pegging options.
If you need 6 points and have first count, what's the point of keeping Q-Q-5-5?   
In Grass Roots tournaments, game points are important. Be sure to take all you can get! You're winning
or losing a game by 20-25 points. So who cares how many additional points you peg right?  Wrong!
What's important is getting all you can get in case they are needed as a tie breaker and the end of the
day. During a tournament in the 2006-2007 season, our club had four members with almost identical
score cards. They each had a 16/7 but the tournament winner was decided by the player who had more
points than his opponents did!    
KEY CONNECTOR CARDS
Small Card Connector ------------------------------------------3 or trey

Of the small cards, if you can only discard one small card to your crib, the three is the strongest.  The 3
with a J is better than A, 2, or 4 to your own crib.  To your opponents crib, the A-K is safest, followed by
4-K, followed by 2-K.

The Multiple Connector-----------------------------------------Five spot (5)

This is the strongest card in the deck. It connects with A-9, 2-8, 3-4, 3-7, 4-6, 6-7, and any of those X-
pointers. It also adds points to crib when a 2-3 or A-4 is present. The five averages nearly six points to
your own crib even when combined with Ace or nine. Conversely, this is most dangerous card in deck
to toss to your opponents crib.

Mid-card Connector---------------------------------------------        Seven

The strongest of mid cards (6-7-8-9) when discarded to your own crib. If you can only put one mid-card
to your crib, let that card be the 7. Avoid putting the seven spot to your opponents crib if possible.
King or Queen combined with nine is safest, followed by the 6, followed by the eight. If you don’t have
those try the K or Q with the 7.

Face Card Connector   (X pointers)--------------Jack

Those X-pointers are not equal. The Jack is the key connector among these. If you can only put one X-
pointer to your crib, let it be the Jack. Avoid the Jack to opponents crib. Any of those other face cards
are better, with the King being the safest. Ace with the King is considerably safer than Ace with the
Jack. So it is with the deuce, the trey, four, six, seven, eight, nine, and ten spot. And remember the
Jack is worth one point 25% of the time in any case. Why give it away?          
When you are dealing, keep the “magic 11” if possible. (any 2 cards that total 11) (6-5, 7-4, 8-3, 9-2) He
leads a picture, you play an 8, he plays a picture, and you play your 3 for 31-2!              
When possible, fake the flush as long as you can. Make your opponent think you have one. This
provides an opportunity to sometimes pair a card he plays or to score a 15-2.    
Counting the points in your hand and crib: Practice counting the total point value of your hand and crib
without moving the cards around the table or pointing to the cards as you count. There is no rule that
says you have to do this but you will find it to be faster and it will improve your counting skills. After you
discard to the crib, take a quick look and calculate the total point value of your hand.  Recalculate again
before the play starts as soon as the starter card is turned. After the hand is played you are only
required to announce the total value of you hand or crib and peg it. If you choose to announce how you
got to that count, it's OK but there is no requirement to do so.  
Four of a kind 24 hands: 3-3-3-3-9 / 4-4-4-4-7 / 6-6-6-6-3/ 7-7-7-7-A. Here is
an easy way to count them. Picture the cards
in your mind like the example
on the left. Match the odd card with the two cards on top, (15-2) bottom
(15-4), left side (15-6), right side (15-8), and both diagonals (15-10 and
15-12) plus 4 of a kind for 12 and a 24 total. This is much easier than
moving the various cards all over the table to count them!     
 
We always try to figure out what cards remain in an opponent's hand. It is just as important to watch
what cards she plays and take note of what cards she
does not have.       
You're the dealer. You hold an A-2-3 and a picture card. Sometimes pone will lead a 2, 3 or 4. If you don't
pair his card and play your picture on his lead, he will often play a picture on yours making the count 22,
23 or 24. This  will  often give you an opportunity to play your 3, 2, A for a 3 card run.   
Sandia Peggers
Cribbage Club 271
Albuquerque, NM
You are pone and hold 2-3-4-9.  Lead the 9. If your opponent is holding pictures and/or 5s, he will play a
picture on your 9 making the count 19. You play your 4 making the count 23. Your opponent will often
have to play his 5 bringing the count up to 28.  Then you come back with the 3 for a three card run and a
31-2. This doesn't always work but many times it will give you quick 5 points!  
Sevens and Eights:  You are pone and hold 7-7-8-8. The correct lead is the 8. Leading a 7 will give your
opponent that slim opportunity for a double pairs royale. (if he also has a pair of 7s). Leading an 8 takes
away that chance.  
 
What are the chances of scoring a Grand Slam Scorecard or getting a String of Pearls? Grand Slams
occur about once in every 15,000 deals or once in each 1,600 games. A String of Pearls is about 40%
rarer with one in every 21,000 deals or one in each 2,200 games played. It is considerably harder to
lose nine in a row than to win nine in a row.      
A common mistake: You are holding a double run of picture cards and two fives. What do you throw in
the crib? Many players will always keep the fives and pair for a 12 hand and toss the two other pictures
to the crib. Play those 12 only when your opponent is dealing. There are eight more picture cards that
will turn your eight point double run into a sixteen hand. The 5-5 should be in your crib because
that
discard averages about nine points to your own crib.  
When should you flush? A flush is often overlooked. Many times the flush is preferable to holding
other cards. Most players will automatically select the double run as opposed to the flush. Some of the
advantages of keeping a flush are: (1) Increased opportunities to score. There are 13 cards in a suit,
so there is an almost 20% chance of adding one more point to the flush when the starter card is cut. (2)
A double run of 2-2-3-4 counts 8 points. Keeping a 2-3-4 plus a 6, 8, 9 or 10 of the same suit counts 9. It
also offers nine more chances of hitting a double run with the starter card. Keeping a flush will often
permit you to toss junk to your opponents crib.  
Cribbage Solitaire - Improve your game - practice at home!

Cribbage Solitaire is a great way to practice your game. It is simple, fast and difficult to win . . .but it can
be done. You will need a cribbage board and a deck of cards.

Cribbage Solitaire consists of six hands and six Cribs. In addition, you will peg your six hands. Your
object is to peg out into hole 121 by the completion of deal #6.

To begin, shuffle the cards and deal two cards face down to form part of your crib. Deal six cards to
your hand and discard two of them to form a four-card crib. Then turn the top card of the deck for the
starter card.

Now peg your four-card hand for maximum count. For example: You are holding a 5-10-10-Jack. Lead
the 5, then a 10 for a 15-2, another 10 for a pair and a go. The remaining Jack also scores a go for one
point You have now pegged six points.

After scoring the pegging, count and peg your hand and then count and peg the crib.

To begin the second deal, the first hand starter-card becomes one of the six cards to form your second
hand. Again deal two cards face down to the crib. Repeat this process until you complete the game with
the sixth deal. (The deck will still contain four cards after six deals)

If you played well and had some luck you will have won. It won’t be easy since you must average 20
points per deal (plus one) to win this 121-point game.

If you didn’t win, keep trying! The more cribbage you play, the more accomplished player you will
become.                                                                                                                                                 
What are the best pairs to throw in your own crib? What will the average crib be when tossing pairs?

5-5 = 8.9;       3-3 = 6.1,       7-7 = 5.9,      2-2 or 6-6 = 5.8,      A-A, 4-4 or 8-8 = 5.5,      J-J = 5.3,      9-9 = 5.2,   
Q-Q = 4.9,      10-10 =  4.7 and finally,    K-K - 4.3.        
It is your deal and you have a terrible hand. How should you discard from a bad hand? The cards you've
dealt yourself are A-2-7-10-J-K. Toss 10-J to crib and play the cards of variety. Or your cards are
2-4-8-10-Q-K. Toss Q-K to crib and play 2-4-8-10. Generally in low scoring hands (nearly always hands
with zero points), it is better to play three cards of less than ten points in value than to play three cards
of ten value with one card of less than ten point value. If your opponent scores a 15-2 on your opening
lead and you need pegs, play as close to their card as you can get. You might still pick up a run. These
hands work in a high percentage of cases as many players will hold a five and picture cards 38% of time.
Basic Pegging: You hold 2-3-4-4. Lead the four most of the time. How many cards can score on the four
spot? Only two and they both look like fours. If your four gets paired, you might decide to triple the four
and take six pegs.

If you have 6-9 couplet (both cards as singles), the six lead is much preferable to the 9. If you lead the
nine and opponent plays the six for 15-2, do you pair for 21? Bad situation as you may give up far more
than the pair. They could drop the third six for six and you'll say go on count of 27, and they'll play the
four spot for 31. If you lead the six, you do not create this mess. If they 15-2 the six with the play of the
nine, you stay even by pairing the nine for 24. If your six is paired, play away as much as possible. Much
less risk to non-dealer in pegging game when leading the six from that 6-9 couplet. Play it safe. If you're
leading nine it should because you know where two or three of them are.   
Why might it be dangerous to hold that lone Ace to end of the play?  

Cribbage is a game of numbers. Often if you only have one small card and are leading, the dealer will
have more than one small card. The disadvantage to you is that you have to play first so the dealer's
hand is totally unknown to you. Much better to open with that lone Ace or deuce and not worry about
giving up 31 for 5 holes on end of play or getting that lone small card hung up with a like pair in the
dealer's hand.
Keeping an Ace for a possible go is not good strategy for the non-dealer.  
Don't get your last 5 trapped! You are pone and you've kept your only 5 'till the last card. This is often a
time that the dealer will also keep a 5 and pair your 5. If you are pone and have only one 5, try to dump
it early in the hand. When playing your 5 early, your opponent will often suspect you have two 5s and
won't pair it.  
Leading 10 cards:  (X pointers) 10-J-Q-K -  Cards of ten value are not bad leads as supposed by many.
The dealer will often toss a five to crib to gain a sure two points & play a double run of face cards. The
worst thing that can happen is to be paired or 15-2'd. Those are not highly damaging. If the 15-2 is
taken, make the count 25, retain J-Q, and you got a good chance to score run on the next pegging
sequence. The Jack, contrary to what crib authors have written and in contrast to what most players
believe is: A single Jack is the safest of the X-pointers to lead. Why? The dealer will discard the Jack
to crib in preference to other X-point choices.   
It’s the first hand of the game and you deal yourself A-2-2-9-10-J. What do you keep? I would  keep the A-
2-2-J. Deuce-deuce to crib averages 5.8 points and 9-10 averages 4.4. So in this case I give up a bit on
the average crib score in favor of greater hand potential, a better pegging potential and a better
chance of getting a run in the crib. In retaining A-2-2-J, the cards retained have a potential of 15 points
as opposed to a maximum of nine if retained A-9-10-J. I'd hold the A-2-2 until end of play unless lead
card forces me off that plan.  
You're the dealer and hold a double run of 2's, 3's and 4's. Pone leads an X card.
(10/J/Q/K) What do you play on his lead? Percentages say that if he led an X card
he very likely has another X card and there is a very good chance he is also
holding a 5. If you hold 2-2-3-4 you play the 4. If you hold 2-3-3-4 you play the 4. If
you hold 2-3-4-4 you play the 3. To avoid giving you a chance to forming a run, he
will not play the 5 but will come back with another X card. This brings the count
into the low 20's giving you a great chance to play your low cards and make some
extra points by forming runs and pairs.
Last updated:
3/11/08
End game pegging: You and your opponent are both about 5 holes from going
out. Obviously you want to keep small pegging cards. If you're pone and have
kept a single 5, lead it! Your opponent is not likely to have kept a picture card.
Better to lead the 5 than get it trapped at the end of the hand. Even if she has
kept a picture card, this still gives you a much better chance at forming a run later
in the hand. Beware of h
olding single Aces, 2's and 5's until the end of the hand.
Dump them early rather than take a chance that they will be trapped later!