Cribbage

Two players, 121 points — and every count read out card by card.

New game

You

This is what everybody else at the table sees, so it is worth changing.

Cribbage is two players. Playing on your own, the other seat is the computer.

Game settings

These are remembered, so a new game uses them again unless you change them.

Game settings

Everything here is remembered between games. Changes to pace, speech and appearance take effect straight away; rule changes take effect from the next hand.

Rules

Pace and speech

A timed pace is a ceiling, not a wait you are held to: Continue is on screen as well, and taking it drops the pending pause.

Appearance

How to play Cribbage

Two players, 121 points, and the first one there wins — the moment they get there, not at the end of the hand.

Two numbers on every card

A card's counting value is what it adds during the play and towards a fifteen: ace is one, and the ten, jack, queen and king are all ten. A card's order is where it sits in a run: ace is one and the king is thirteen, so a ten really is lower than a jack. Confusing the two is the most common cribbage mistake there is.

The deal

Cut for deal — lower card deals first and takes the first crib. The dealer gives six cards each. Both players then throw two cards face down to the crib, which belongs to the dealer and is counted at the end as an extra hand. Neither player sees the crib until then.

Then the top of the pack is turned: the starter. If it is a jack the dealer scores two for his heels straight away.

The play

Starting with the non-dealer, you take turns laying a card face up and calling the running total. You may not take it past 31. Score as you go:

When neither of you can play, the count goes back to nothing and whoever did not lay the last card leads again. Pairs and runs only count within the current run of cards, never back across a reset.

The count

Now the hands are counted, each with the starter as a fifth card. Non-dealer first, then the dealer, then the dealer's crib — and that order is why being non-dealer matters when the game is close.

The best possible hand is 29: three fives and the jack of the starter's suit, with the fourth five turned.

What this game does not do

There is no muggins — nobody can claim points you failed to count, because the program counts for you. Three and four handed cribbage are not implemented. A skunk is reported when it happens but counts as one game, not two.

Accessibility hints

Nothing in this game is conveyed by sight alone. Every card is a real button that says what it is, what it is worth, and whether you can play it right now. Nothing is marked as an application region, so your screen reader's browse, focus and forms modes all behave normally.

Every count is broken down

“You scored eight” is something a sighted player checks against the cards in front of them in about a second, and something you either trust or do not if you cannot. So every score is read out in its parts: two fifteens for four, a pair of fives for two, and one for his nob — seven. The whole pleasure of cribbage is in the counting, and handing over a total is handing over the game.

You count your own hand, as you would at a table: when the play is over, the button says “Count my hand” and the breakdown follows.

Keys

Single letters are quick navigation keys in a screen reader's browse mode, so they may not reach the page. That is why every one of them is also a button in the toolbar — nothing depends on a shortcut being available, and Tab, Enter and Space alone are enough to play a whole game.

Keyboard
KeyAction
TabMove between controls
Left RightMove card to card within your hand
Home EndFirst / last card
Enter SpacePlay the focused card, or select it to throw
16Jump straight to that card
HYour hand, with what each card is worth
TThe play: the count, what is down, and what you could make
LThe last count that was read out
SBoth scores, and how far each of you has to go
PWho dealt, whose crib it is, and the starter
CCounting aid: what you have seen and what is still out
WWho is at the table, and whether they are still connected
GJump into the game log
EExport the game log
BReport a bug
NAdvance: Continue, count, or deal the next hand
RRepeat the last announcement
?This help

The game log

A plain focusable list, newest first, and deliberately not a live region — so it is never spoken twice and you can read back at your own pace. Number keys are ignored inside it, so you cannot play a card by accident while reading.

Announcements

A run of computer turns is collected and spoken as one polite message, so nothing is cut off half way through. Anything you asked to hear jumps ahead of anything the game wanted to say, and the game's message is put back in the queue rather than thrown away. Errors and direct replies to a keypress go to a separate assertive region.

The board

The pegged board is decoration and is hidden from assistive technology entirely. The Score table beside it carries both scores and how far each player still has to go, which is the same information without a row of holes to walk through.

Playing with somebody else

At an online table you cannot see the other player, so the game says what silence means: whose turn it is, how long they have been thinking, and whether the connection is healthy. Press W at any time. If your connection drops, the computer plays your seat so the table does not stall — and making any move takes it straight back.

The discard is the one moment you both act at once. The game tells you when your throw is in and whether it is still waiting for the other player, rather than leaving you wondering whether your keypress registered.

Export the game log

Report a bug

Nothing is sent anywhere on its own. The box at the bottom shows exactly what will be copied, and posting an issue is your own action and needs a GitHub account.