A five-card family version of cribbage. Be the first to reach 121 points , earned while playing cards and counting hands. The game ends as soon as a player reaches 121.
Deal & kitty Playing cards Counting points Controls
1. Deal and choose your kitty card
You receive five cards . Two extra cards go from the deck into the kitty. Each player puts one card into it, leaving four cards in each hand and four in the kitty.
The dealer owns the kitty and scores it later. Its label shows whose it is. Click one card to open the confirmation, then choose “Yes — into the kitty” or “No — keep it.” You can drag your hand cards to reorder them.
The non-dealer cuts the deck: click the glowing deck when it is your turn. The face-up starter is shared when counting both hands and the kitty. A jack turned up as the starter gives the dealer 2 points automatically. The deal alternates each round.
2. Play cards — pegging
The non-dealer plays first. Take turns clicking a card from your hand. Aces count 1, number cards their number, and jacks, queens and kings 10. Aces are low in runs.
The running count adds up the cards played since the last reset. You must play a card if you can do so without going over 31 . Playable cards glow; cards that would go over are dimmed.
15 or 31: bring the count to exactly 15 or 31 for 2 points.
Pairs: match the previous card’s rank for 2. Three matching cards in a row score 6 for the third card; four score 12 for the fourth.
Runs: the latest consecutive plays can score a run even if played out of order. For example, 4, 6, 5 gives the player who adds the 5 a 3-point run, plus 2 for making 15. Only the longest run at the end of the sequence scores.
Go: if none of your cards fit, press “I’m Out.” Your opponent plays on if possible. When neither player can add a card, the last player scores 1 and the count resets. Reaching 31 scores 2 instead of that extra 1.
After a reset, the other player leads if they have cards left. Continue until both hands are empty. The final card scores 1 unless it makes 31. Pegging points are added automatically.
3. Count your hand, then the kitty
The non-dealer’s hand is counted first, then the dealer’s hand, then the dealer’s kitty. Each set uses its four cards plus the shared starter. When it is your turn, drag scoring cards together to claim their points.
Fifteens — 2 points each Each different group totalling 15 scores 2. A 5 and a king make 15; so do an ace, 4 and queen.
Pairs — 2 points each Two cards of the same rank score 2. Drag three matching cards together for 6, or four for 12.
Runs — 1 point per card Three or more consecutive ranks score their length: 3, 4, 5 scores 3. Suits do not matter. Count the longest run, not shorter runs inside it. Repeated ranks can make separate runs using different cards.
Flushes — 4 or 5 points All four hand cards in one suit score 4; a matching starter makes 5. In this family version, the same rule applies to the kitty: its four suited cards score 4 even if the starter differs. Other cribbage versions may require all five for a kitty flush.
One for his nob — 1 point A jack in the hand or kitty matching the starter’s suit scores 1. Drag that jack and the starter together.
The same card may be reused in different scoring combinations, but the same combination cannot be claimed twice. You can pull cards apart and group them again. The game rejects groups that cannot score and keeps track of combinations already counted.
When you have finished, press “Done — Take My Points.” Only points you found are added to your match score. Missed points are lost; your opponent does not take them. The computer counts its own cards. For help with your own hand and kitty, switch Count on in the sidebar. It shows and speaks each scoring group, then adds your points automatically. Switch Count off to count manually again.
Controls and results
Sound: switch commentary and sound effects on or off. With sound on, opening trivia is read aloud. Tap the trivia to skip it.
Game statistics: shows your all-time wins and losses against each opponent. Use the same name on each device to keep your running record together.
Luck & Skill: end-of-game estimates are separate ratings out of 100, not percentages of a win. Their explanation is available on the results screen.
Family & Friends: one person starts a game and shares the four-letter code; the other joins with it. Use different player names.
New Game: returns to the opening menu after confirming abandonment of a match in progress. Play Again starts a fresh match with the same players; in an online game, the host starts the rematch.
Opening these instructions does not reset your game. It does not pause the opponent’s play. Press Close or Escape to return.