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CribAcademy will guide you, but remember:

GAME PLAY

  • At the start of each hand, discard cards from your hand until you have only 4 cards left. Discards go to the “crib”.
  • Play in turn without going over a 31 count. Face cards count as 10.
  • When you cannot “go” without exceeding 31, your opponent will play as many cards as possible.
  • You’ll score card combinations during play.

AFTER THE HAND

  • You'll score again with card combinations in your hand plus the top deck card.
  • If you dealt, you'll also score card combinations using the crib

"HOUSE RULES"

  • With 3 or 4 hands, after a “go” call, normal play re-starts when the next player also calls “go”, but without playing any cards.

Scoring is automatic in CribAcademy, based on the following combinations:

FIFTEENS

  • A combination of cards adding up to 15 scores 2 points.

THIRTY ONE

  • A combination of cards adding up to 31 (during play) scores 2 points.

LAST CARD

  • The last card played scores 1 point.

HIS HEELS

  • A jack at the top of the deck after dealing scores 2 points for the dealer.

HIS NOBS

  • A jack in your hand of the same suit as the top deck card scores 1 point (after play).

PAIRS

  • Two, three or four cards of the same rank score 2, 6 or 12 points.

RUNS

  • Three or more cards of sequential rank (in any order) score 3 or more points. (After play, combinations of pairs and runs score even more points.)

FLUSH

  • Four cards of the same suit score 4 points (after play), or 5 points if the top deck card is also the same suit.

GO

  • After “go” is called, the last player to play a card scores 1 point, or 2 for 31