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Rules Of The Doubles Game

Games Scores > Crib


Rank of Cards

A standard pack of 52 cards is used. The cards, in each suit, rank from highest to lowest: K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. In play, sequences may run up (2,3,4) or down (6,5,4). Card Values are: K,Q,J=10 points each. A=1; all others are face value.

The Deal

Cards are shuffled, beginning with the non-dealer, each player is dealt six (6) cards. The loser of the game deals the next game.

The Crib

Upon receiving your cards dealt, the rest of the deck is set aside, and the players view their cards. They must select two cards from their hand to be placed in the crib. These are placed face down not to be exposed, until the end of the hand. The Crib always belongs to the dealer.

The Starter

After the Crib is formed, the card for the Starter is turned up and exposed. When the final score is totaled, each player considers The Starter as a part of his hand: (a fifth card). The Starter is immediately counted towards the dealer's score, if when turned over, the card is a Jack (called his heels). The dealer would then peg (score) two(2) points.

Object Of Play

The object of play is to be the first to reach game points. A game is made at 121 points. The points are made during and after play. Points scored during play are described as pegged. After play, competitors add up their hands. Play ends as soon as either player reaches the the 121 point total.

The Play

After the starter is turned face up, the non-dealer lays one card face up on the table. Value of the play is shown as the cards are played. Play alternates between players, unless a GO is reached. The cards of each player are exposed.

The Go

During play, the sum of the cards exposed may not exceed 31. When a player cannot lay down a card with exceeding 31, the GO moves to the opponent. The opponent must first lay down any cards which can be played without exceeding 31 points. The opponent then pegs one point for the GO. A player who reaches 31 exactly will peg two(2) points instead of one. Player who had the GO must lead for the next series of play. The count of the cards in the play begins again with 0. The lead is never combined with cards played in the prior series. The GO interrupts the sequence. Playing the last card in a series allows a player to peg 1 point for GO, plus 1 point extra plus 1 point extra if the total sum is brought exactly to 31 points. The dealer will peg at least 1 point per hand. Playing in the dealer's position creates better opportunities for laying down the last card or gaining a GO early in play.


The object in play is to score points by pegging. In addition to Go, a player may score with the following combinations:

Fifteen: For adding a card which brings the sum total to fifteen, peg 2 points.

Pair: When a card is played which is the same rank as the last card played, peg 2 points. Face cards are paired by actual rank, (queens with queens, jacks with jacks). For example, if you play a queen immediately after your opponent plays queen, you may peg 2 points.

Triplets (also called Threes or Pair Royal): For adding the third card of the same rank as that previously played, peg 6 points.

Four (also called Double Pair or Double Pair Royal): For adding the fourth card of the same rank as that previously played, peg 12 points.

Run (also called Sequence): For adding a card which will make an unbroken run with three or more cards already exposed in play, peg 1 point for each card in the sequence. Runs are independent of suit and are formed strictly by rank. For example 9-10-J is a run; 9-10-Q is not. Players need to keep track of which cards are played. What seems to be a run which could be pegged may be broken by a foreign card. For example, cards are played in this order: 8, 7, 7, 6. Dealer pegs 2 for fifteen, and the opponent pegs 2 for a pair. However, the dealer may not peg for a run because of the extra 7. In the next hand, cards are played in this order: 9,6,8,7. For the first play, dealer pegs 2 with fifteen; for the second play, dealer pegs 4 with a run. The cards were not played in sequential order, but form a true run with no foreign card.

Counting The Hands

When play ends, the hands and Crib are counted in this order non-dealer's hand, dealer's hand, and the Crib. This order is important. Towards the end of a game, the non-dealer may "count-out" and win before the dealer has had the chance to count a possibly higher score. The starter is counted as part of each hand so that the count of hands includes five cards.

Scored Name
Scoring Description
Point Value

Each combination of cards that totals 15
2 points

Each pair of cards in the same rank
2 Points

Each combination of three or more in sequence
1 point for each card in sequence

Four cards of the same suit in hand (not crib and not including starter)
4 points

Jack of same suit as starter


The word Combinations has a strict technical meaning in Cribbage regulations. When counting the hand, each combination of two cards which makes a pair or totals fifteen and all cards which make a rum of three or more cards are counted separately. Certain basic formulations should be learned to facilitate counting.

For pairs and runs alone:

A triplet counts as 6
Four of a kind counts as 12
A run of three with one card duplicated (double run) counts as 8
A run of four with one card duplicated counts as 10
A run of three with one card triplicate (triple run) counts as 15
A run of three with two different cards (duplicate) counts as 16

No hand can make a count of 19, 25, 26, or 27.

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