The crib is yours
Cribbage Solitaire
Thirteen cards a deal, four deals, the whole pack used exactly once. Two hands and a crib all score against the same starter — and because there is no opponent, the crib is yours as well.
- Four deals of thirteen
- Two hands and a crib
- One shared starter
- 101 to beat
Play Cribbage Solitaire
Choose two cards from the active hand to send to the crib. After both hands discard, the starter is revealed and the deal is scored.
Starter
Hand 1
Hand 2
Crib
Score
No pegging, no opponent
Cribbage Solitaire rules
There is no pegging and no opponent. The whole game is the discard, and then the count.
| A deal | |
|---|---|
| Cards | Thirteen: two hands of six, plus a starter. |
| Hand 2 | Face down until Hand 1 has discarded. |
| The starter | Face down until both hands have discarded. |
| Discarding | |
| From each hand | Choose any two cards; they go to the crib. |
| The crib | Four cards, and it scores for you like a third hand. |
| After discards | Two hands of four, a crib of four, one starter. |
| The show | |
| Scoring | Each hand and the crib score their four cards plus the starter. |
| Deal total | Hand 1 + Hand 2 + crib, plus two if the starter is a jack. |
| The game | Four deals use all fifty-two cards. Beat 101 to win. |
Six cards, choose two
How to play Cribbage Solitaire
Each deal hands you six cards, face up, and asks for two of them. Those two go face down to the crib. Then a second hand of six appears — hidden until now — and gives up two more. That fills the crib to four, and the starter is turned.
All three sets of four then count against that one starter, and the deal total is the sum. Do it four times and you have used the entire deck: four deals of thirteen is fifty-two.
The count
What each combination is worth
Every hand and the crib are scored as four cards plus the starter — five cards each time, and every combination inside those five counts.
| Combination | Points | Detail |
|---|---|---|
| Fifteen | 2 | Any combination of cards, of any size, whose values total fifteen. Ace counts 1; jack, queen and king each count 10. |
| Pair | 2 | Each pair of same-rank cards. Three of a kind makes three pairs for 6; four of a kind makes six pairs for 12. |
| Run | 1 a card | Three or more consecutive ranks. A duplicated rank multiplies the run, so a run of three with a pair in it scores 6. |
| Flush in hand | 4 or 5 | All four hand cards of one suit scores 4; five if the starter matches too. |
| Flush in crib | 5 only | The crib pays only for all five cards in suit. A four-card crib flush scores nothing. |
| Nobs | 1 | A jack in the hand or crib whose suit matches the starter. |
| Heels | 2 | The starter itself is a jack. Added once to the deal, whatever the hands hold. |
The court cards lead a double life. For fifteens a jack, queen and king are each worth ten, so they pair with a five. For runs they are ranks eleven, twelve and thirteen, so jack-queen-king is a run and queen-king-ace is not.
Does it score?
What scores and what does not
| The cards | Verdict | Why |
|---|---|---|
| A 9 and a 6 among the five cards | Scores | Two for fifteen. Size does not matter — three or four cards adding to fifteen score just the same. |
| A jack, a queen and a king together | Scores | Three for a run. For runs the court cards are ranks 11, 12 and 13. |
| A queen, a king and an ace together | No score | The ace is rank 1. Runs never wrap round from king back to ace. |
| Three sevens | Scores | Six. Three of a kind is counted as three separate pairs, not as one triple. |
| Four hand cards in one suit, starter a different suit | Scores | Four for the flush, and five if the starter had matched. |
| Four crib cards in one suit, starter a different suit | No score | Nothing. The crib pays a flush only when all five cards match, and then it pays five. |
| The starter turns out to be a jack | Scores | Two for his heels, added to the deal total regardless of what you kept. |
Worth knowing
The fourth starter is not a secret
One deck is shuffled once and cut into four packets of thirteen. Every card of a finished deal is on show, so by the time you are discarding from Hand 2 you have seen every earlier deal in full plus the twelve cards in front of you. The starter is one of whatever is left.
In deal one that leaves forty possibilities. In deal four it leaves exactly one. If you have been paying attention, the last starter of the game is not a gamble at all — you can name it before it turns, and discard as though it were already face up.
Discarding well
Cribbage Solitaire strategy
Keep fives and the cards that go with them. A five makes fifteen with any of the sixteen ten-count cards, which is more partners than any other rank gets.
Do not defend the crib. It is yours, so the only question is whether two cards score more sitting beside your kept four or beside the other hand's discards.
Watch the crib's flush rule. Four suited cards are worth four in a hand and nothing at all in the crib, so a suited pair is usually better kept than sent.
Spend your knowledge in the second hand. Hand 1's discard is made half blind; Hand 2's is made with twelve cards showing and, by the later deals, a very short list of possible starters.
Aim for about twenty-five a deal. Beating 101 over four deals means roughly eight from each of the two hands and the crib, every time — comfortable in one container, harder in all three.
Points left behind
Where points go missing
Throwing junk to the crib out of habit
In two-handed cribbage the crib alternates, so half the time a discard is a gift to your opponent and you throw away rubbish. Here every crib is yours. A discard never loses a point to anyone — it only moves the point from one of your scoring piles to another. The instinct to discard defensively costs you real score.
Breaking up fives
Sixteen of the fifty-two cards count ten: the tens, jacks, queens and kings. That gives every five sixteen partners for a fifteen, more than any other rank has. Splitting a pair of fives, or discarding one to keep a marginal run, usually costs more than the shape you were protecting.
Discarding from Hand 2 as if you still knew nothing
By the time Hand 2 is face up you can see its six cards, the four Hand 1 kept, and how many cards have already gone in earlier deals. Hand 1's discard is a genuine guess; Hand 2's is much better informed, and playing them the same way wastes the difference.
Beating 101
Is Cribbage Solitaire winnable?
The game always finishes: four deals are dealt whatever you do, and every deal scores something. What is in doubt is the total. Falling short of 101 is the loss, and it happens often enough that the benchmark means something.
Because all three scoring piles share one starter, a good starter lifts the whole deal at once and a poor one flattens it. That is the luck. The skill is in the four discards, and across four deals it is worth a good deal more than the swing from any single turn-up.
The 121 mark on the track is the length of a real cribbage board rather than a second win condition. Reaching it takes about thirty a deal, and needs the cards to help.
This version
Four deals, three hands, one deck
- One deck, shuffled once and dealt as four packets of thirteen — the whole pack, exactly once.
- Each deal: two hands of six and a face-down starter.
- Hand 2 stays hidden until Hand 1 has sent two cards to the crib.
- The crib fills to four and scores for you, with the stricter five-card-only flush rule.
- Fifteens, pairs, runs, flushes, nobs and heels are counted. There is no pegging phase.
- Beating 101 across the four deals is the win; the track shows progress towards 121.
Undo steps back through the discards, and hint suggests a discard for the active hand. Also published as Cribbage Patience or Solitaire Cribbage; other versions play a single deal or add the pegging count.
The scored games
Cribbage among the scored games
Most games here end when the board is cleared. A few end on a fixed number of rounds and hand you a number instead, and those are judged differently.
| Game | What ends it | The unit of score | The target |
|---|---|---|---|
| Cribbage | Four deals, the whole deck | Points for fifteens, pairs, runs and flushes | 101, with 121 as the full board |
| Bowling | Ten frames | Pins, with strike and spare bonuses | 300 in theory, far less in practice |
| Las Vegas | The stock runs out, one pass | Dollars: minus $52 to start, $5 a foundation card | $0 to break even, $208 for a full win |
| Memory | The board is cleared | Turns and misses, counted | As few as possible; the board always clears |
Bowling Solitaire is the closest relative: another card game wearing a borrowed scoring system, played out over a fixed number of rounds rather than until the cards run out.
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