Fifteen two, fifteen four, and a fire that never goes out.
Round over
You win!
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New best!
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Card backs
Shared by every card game on Airscape Works. Win to unlock more.
How to play
Race your pegs around the board. First to 121 points wins (or 61 in a quick game). Points come from playing cards and from counting hands.
1. The crib
You both get 6 cards. Each of you puts 2 cards in the crib. The crib belongs to the dealer and is counted at the end.
A starter card is turned up. If it's a jack, the dealer pegs 2 (his heels).
2. Pegging
Take turns playing cards face up and add them to the count. The count can't go over 31. Faces count 10, aces 1.
Score as you play: making 15 is 2, making 31 is 2, a pair is 2, three of a kind 6, four of a kind 12, a run of 3 or more in any order is 1 per card.
If you can't play, it's a go. The last player to lay a card before the count restarts gets 1. The very last card of the hand gets 1.
3. Counting
Each hand is counted with the starter: non-dealer first, then dealer, then the crib. We show every step.
Every combo that adds to 15 is 2. Each pair is 2. Each run of 3+ scores 1 per card. Four cards of one suit in your hand is a flush for 4 (5 with the starter; the crib needs all 5). A jack matching the starter's suit is 1 (nobs).
The best possible hand is 29.
Extras
Muggins (settings): count your own hand. Miss points and your rival takes them.
Skunk: win while your rival is still under 91.
Daily Deal: 3 hands with today's cards vs Juniper. Score all the points you can.
Every point you score helps carve new pegs. Wins unlock card backs for every card game on the site.
Keyboard: number keys or arrows and Enter pick cards, C sends to the crib, Esc pauses.