All standard cribbage rules and regulations apply to this game
(see crib rules). If any circumstances arise during the playing of
the game that causes a conflict or disagreement, the CRIB
WARS rules stand.
Only when playing with three teams of two shall the crib come
from the two other teams, your discard and your partners
discard goes on the bottom of the deck. All players must cut the
deck to see who deals first, the person with the lowest card
When counting during the pegging part of the game, if you
match or have a run that totals 31 you count all the points
including the two points for the 31 at the same time, if you
match or have a run and did not end with 31 you count only
those points first, then if you get the go you count one point
separate from your other points. All cards must be placed on
table turned up to be counted.
If a player would get two points in cribbage because of a
penalty, then all other opponents will count two points except
the offender. If they want the points.
Muggers Alley consists of the first 121 points on the game board
.(End of regular cribbage game). Any player or players who
neglects to tally all their own points, may have the missed
points stolen by the opponent in the game who says "muggins"
first. If the accusing player can prove the missing points by
recounting the hand, they may choose to keep the points or give
them back. At the time of "muggins" being called.
Any player or team that pegs or lands on the first red box in
either of the three locations, will slide immediately to the
second red box in that slide.
Any player who pegs into the penalty box, or their hand count,
or crib count lands them there, they must fold their hand and
crib and their partner’s hand and crib at once. If two people or
teams are playing, the team that hit the penalty box goes back
twenty holes, and your opponents go ahead twenty holes. Then
the other player or team will finish pegging and counting their
hands and crib.
When three players or three teams are playing, the first player
or team to hit the penalty box will sit out for three consecutive
hands. The player(s) in the penalty box is responsible for moving
their own peg. If they miss moving their peg they must stay in
the box for one extra hand. If a second player or team hits the
penalty box while a team or player is already in the penalty box
, the two player rules apply. The player or team already in the
penalty box, advances one peg hole. At no time can an award of
twenty points land you in a PENALTY BOX or TIME TRAP. If the
awarded count does land a player in a penalty box or a time
trap, the player skips to the first hole past the penalty box or
time trap. There are three penalty boxes on the game board.
Any player or team that lands in a blue Time Trap must follow
the blue path. If your hand count lands you in the Trap Area,
your crib count would continue down the blue path. There are
four time traps in the game.
 If a player is with in two
holes from time trap or penalty box lead a five to them it may
cause them to count 15 for 2 and put them into the time trap or
penalty box.
Any player or team that lands in either of the two GREEN
Advance areas must follow the GREEN short cuts.
You must cut the deck to see who deals, the player that
cuts the lowest card deals. You give out 6 cards if only
two players are playing. Each player discards two cards
for the crib. If three players are playing, you deal five
cards and throw one into the crib, take one card off top
of deck for the crib. If four players are playing, you deal
five cards and throw one into the crib. The person to the
right of the dealer cuts the deck and turns up the top
card. If a Jack comes up, the dealer counts 2 points,
except within the last three holes, 119 , 120 or 121 is the
The non dealer now plays any card from their hand face
up, calling out its value. The dealer does the same,
calling out the total of the two cards played. The two
players continue back and forth in this way without
exceeding 31. If you cannot play without going past 31,
say "GO", which instructs your opponent to continue
playing as many cards as possible without going past 31.
Your opponent pegs 1 point for your "GO" if able to play
under 31. A player who reaches 31 exactly pegs 2 points.
When both players are unable to play, a new count is
started by the player who didn’t make the most recent
play. Once a player removes his hand from the front peg
when scoring points, the score cannot be changed unless
they took to many points.
Other points you can get pegging are combinations made
during the play scoring points. If your play makes the
count 15, you score 2 points. If you match the card or
cards, played by your opponent(s) you score 2 for the
pair, three of a kind is worth 6 points, and four of a kind
is worth 12 points.
Points are also awarded for sequences regardless of the
order in which they are played. For example 7,8,6 score 3
points for the last player, and if the next player follows
with a 4 and you play a 5, you get 5 points. If a 5 or 9 is
played instead of the 4 you would get 4 points. When
counting your hand, four points are awarded if all the
cards are the same suit. An additional point is awarded if
the turn up card is also the same suit. Points are not
awarded for the same suit in your crib unless the turn up
card is also the same suit.
Counting your hand occurs once all cards have been
played. The person to the left of the dealer counts first
and follows in a clockwise direction. The dealer always
counts last.
Counting any combination that adds up to 15 is worth 2
points, any run 5,6,7, or 4,5,6,7, count 1 point per each
card in the run. If you turn up a 6 and you have 4,5,6,7,
then you have a double run, the runs don’t have to be the
same suit, also you have "15,2", "15,4" for your 4,5,6,
adds up to 15 twice, you also have a pair for 2 points. If
you have all the same suit in your hand count 1 point for
each card. Remember the crib must also have the turn up
card the same suit.
2 of a kind = 2 points.  3 of a kind = 6 points . 4 of a kind =
12 points .
 1,2,3 in a run, (sequence) =3points
1,2,3,4 in a run, (sequence) =4points
1,2,3,4,5 in a run (sequence) =5points
8+7=15, 9+6=15, etc.
4+5+6=15, 10+5=15, J+5=15, Q+5=15, K+5=15
If you or your opponent can’t get past the 60 point mark
when someone reaches the 121 point mark you are
double skunked, this is worth 4 games. If you or your
opponent can’t get past the 90 point mark when someone
reaches the 121 point mark you are skunked, this is
worth 2 games.
If your opponent (s) fail to peg all their points in their
hand or in pegging in the game, the first person to call
muggins pegs the points that were missed. This is the
traditional way, which can be omitted in a friendly game.
1. No player can ask for help from opponent/(s) or
2. If a dealer’s card is exposed in dealing, the non dealer
may call for a new deal if he has not looked at any of his
or her cards.
3. If a non dealer’s card is exposed in dealing, the non
dealer scores two points and may call for a new deal if he
or she has not looked at his remaining cards.
4. If either player receives less than the amount of cards
required, there must be a new deal.
5. If the non dealer gets more cards then her or she
should, the non dealer scores two points, if he or she
notices the error before picking up their hand, a new deal
is required.
6. If the dealer gets too many cards, the non dealer may
ask for a new deal, or pick a card from the dealer’s hand.
7. If the cards are not dealt one at a time, there must be
a new deal.
8. If a card is face up in the deck, this is the same as if a
card was exposed in dealing.
9. When the cards are put into the crib, and a player’s
hand is wrong, in the amount of cards, but the crib has
the proper amount of cards, the other player may call for
a new deal, or score two points and correct the hand, by
adding or subtracting a card. If both players hands are
correct, but the crib is wrong, the nondealer scores two
points, and the crib is corrected.
10. If either player calls "GO" and can play a card in the
count under 31, the player may not correct the error once
his opponent plays a card, the cards that should have
been played are dead, and the other player scores two
11. If a player refuses to pay a penalty for violating the
rules, their opponent may claim the game.
12. If a player pegs too many points, their opponent can
demand that player to move back the number of extra
points they took, and may add the same amount onto
their score.
13. If a player accidentally removes both his or her pegs,
their opponent scores two points. If a player removes
their opponent’s front peg, their opponent may claim the
14. If a player accidentally dislocates their own front peg,
they must place that peg behind the back peg, unless
both players agree to where the peg was. If a player
accidentally dislodges both of their pegs, their opponent
has the right to reposition the pegs. Or the opponent may
claim the game. If both players dislocate their front peg
at the same time, both players must agree to where the
front peg goes, or void the game. If you move your peg
out of turn, your opponent(s) scores two points.
15. If a player mixed their cards with the crib, their
opponent scores two points, and there is a new deal.
16. If a player handles the deck, other than to cut the
deck, the opponent/(s) scores two points.
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