How to Count Cribbage Hands

Counting a cribbage hand means finding every scoring combination among your four cards plus the starter: fifteens, pairs, runs, flushes, and his nobs. This guide works through each one with real hands — then you can practice counting against the same scorer the game uses. New to the game entirely? Start with the rules.

How counting works

After pegging ends, you count your 4-card hand — and the starter card counts as a fifth card in your hand. Every score comes from one of five categories, and you count all of them:

  • Fifteens — 2 points per combination totaling 15
  • Pairs — 2 points per pair
  • Runs — 1 point per card in a sequence of 3+
  • Flush — 4 or 5 points for matching suits
  • His nobs — 1 point for the right Jack

The same card can appear in as many different combinations as it fits — a single 5 might make three separate fifteens and be part of a run. Here's a first hand counted in full:

Your hand
Starter
6
points
  • • 15 for 2 — 7♣ + 8♦
  • • 15 for 4 — K♥ + 5♠
  • • 15 for 6 — 8♦ + 5♠ + 2♠

Notice the K♥ + 5♠ fifteen: face cards count 10 when summing to fifteen (and Aces count 1, always — never 11).

Fifteens

Every distinct combination of cards that adds up to exactly 15 scores 2 points — combinations of two cards, three, four, or all five. Card values: Ace = 1, face cards = 10, everything else its face value.

Your hand
Starter
6
points
  • • 15 for 2 — 10♠ + 5♦
  • • 15 for 4 — J♣ + 5♦
  • • 15 for 6 — K♥ + 5♦

A pattern worth memorizing: every ten-card (10, J, Q, K) paired with a 5 is a fifteen. That's why fives are the most valuable cards in cribbage — this hand's single 5 made all three fifteens.

Multi-card combinations count too: 7 + 6 + 2, A + 4 + K, and even five cards like A + A + 3 + 4 + 6 each score 2.

Pairs

Each pair of same-rank cards scores 2 points. Three of a kind is worth 6 — not because of a special rule, but because three cards make three distinct pairs. Four of a kind makes six pairs: 12 points.

Your hand
Starter
6
points
  • • Three eights — three of a kind for 6 (three distinct pairs: ♣♦, ♣♥, ♦♥)

Pairing is by rank only — a 10 and a Jack both count ten toward fifteens, but they don't pair with each other.

Runs

Three or more consecutive ranks score 1 point per card: a run of three is 3, a run of four is 4, a run of five is 5. Suits don't matter, and neither does the order the cards sit in — 4♦ 6♣ 5♥ is a run.

Your hand
Starter
3
points
  • • Run of three — J-Q-K for 3 (the 2♠ and 6♣ contribute nothing)

Rank order is A-2-3 … 10-J-Q-K. Aces are always low: A-2-3 is a run, Q-K-A is not, and runs don't wrap around.

Double runs (and triple, and more)

When a card in a run is duplicated, the run counts once for each copy — plus the pair. 6-7-7-8 is two separate 6-7-8 runs (one with each 7) and a pair of sevens. These hands are where the big counts live:

Your hand
Starter
16
points
  • • 15 for 2 — 7♣ + 8♠
  • • 15 for 4 — 7♦ + 8♠
  • • 15 for 6 — 6♥ + 7♣ + 2♣
  • • 15 for 8 — 6♥ + 7♦ + 2♣
  • • Run of three, twice — 6-7-8 with each 7, for 14
  • • Pair of sevens for 16

At the table you'll hear this called a "double run of three for 8" — the two runs (6) and the pair (2) bundled together. PegOut announces the runs and the pair as separate lines; same points either way.

The family, with the pair(s) folded in:

  • Double run of 3 (e.g. 4-5-5-6) — 8 points
  • Double run of 4 (e.g. 4-5-5-6-7) — 10 points
  • Triple run (e.g. 4-5-5-5-6) — 15 points
  • Double-double run (e.g. 4-4-5-6-6) — 16 points

Flushes

All four cards in your hand sharing a suit scores 4 points. If the starter matches too, it's 5. Three cards plus a matching starter is nothing — the flush must live in your hand.

Your hand
Starter
4
points
  • • Four hearts in hand — flush for 4 (a ♥ starter would make it 5)

The crib is stricter: a crib only scores a flush when all five cards — the four in the crib and the starter — share a suit, for 5 points. A four-card crib flush is worth zero.

His nobs

Holding the Jack of the starter's suit scores 1 point, called "his nobs" (or just "nobs").

Your hand
Starter
1
point
  • • J♠ matches the ♠ starter — his nobs for 1

Don't confuse it with his heels — when the starter itself is a Jack, the dealer pegs 2 immediately at the cut. Heels is scored during play; nobs is part of counting your hand.

Counting a full hand

Real hands mix categories, so count in a fixed order and you won't miss points: fifteens first, then runs, then pairs, then flush, then nobs. Out loud it sounds like "fifteen two, fifteen four, … and a double run makes …".

Your hand
Starter
16
points
  • • 15 for 2 — K♦ + 5♥
  • • 15 for 4 — K♦ + 5♦
  • • 15 for 6 — 4♠ + 5♥ + 6♣
  • • 15 for 8 — 4♠ + 5♦ + 6♣
  • • Run of three, twice — 4-5-6 with each 5, for 14
  • • Pair of fives for 16

This is the classic shape worth burning into memory: a 5 next to a 4-5-6 run with a ten-card starter. Double run (8) plus four fifteens (8) — 16 points from modest-looking cards.

In a real game, non-dealer counts first, then the dealer's hand, then the crib. Order matters at the finish line: if both players could cross 121 on the same deal, non-dealer counts out first and wins.

The 29 hand (and the impossible 19)

The best possible cribbage hand is 29: three fives and the Jack, with the fourth five as the starter — the Jack matching the starter's suit.

Your hand
Starter
29
points
  • • The Jack with each 5 — four fifteens for 8
  • • Every trio of 5s (there are four) — four more fifteens for 16
  • • Four fives — 6 pairs for 28
  • • J♠ matches the ♠ starter — his nobs for 29

The odds are about 1 in 216,580 hands. Most players go a lifetime without one.

At the other end, 19 is impossible — no combination of five cards scores exactly 19 (nor 25, 26, or 27). That's why a zero-point hand is jokingly called a "nineteen hand":

Your hand
Starter
0
points
  • • Every card is even, so no combination can sum to 15
  • • No pairs, no runs, no flush, no Jack
  • • Zero — the classic "nineteen hand"

Common counting mistakes

  • Forgetting the starter. You're counting five cards, not four — the starter joins every hand and the crib.
  • Counting a double run once. 4-5-5-6 is two runs and a pair: 8 points, not 4.
  • Missing overlapping fifteens. The same card can be reused across combinations — four 5s and a Jack make eight distinct fifteens.
  • Counting Q-K-A as a run. Aces are low only. A-2-3 works; K-A-2 doesn't.
  • Counting a 3-card flush. The minimum is all four hand cards — and a crib flush needs all five.
  • Taking nobs for the wrong Jack. Only the Jack matching the starter's suit scores — and if the starter is itself a Jack, that was the dealer's 2 for heels, pegged back at the cut.

Quick reference

CombinationPoints
Fifteen (each combination)2
Pair2
Three of a kind6
Four of a kind12
Run of 3 / 4 / 53 / 4 / 5
Double run of 3 (incl. pair)8
Double run of 4 (incl. pair)10
Triple run (incl. pairs)15
Double-double run (incl. pairs)16
Flush, 4 cards in hand4
Flush incl. starter (crib minimum)5
His nobs (Jack of starter suit)1

Highest hand: 29. Impossible totals: 19, 25, 26, 27.