Cribbage Math: Probabilities, Statistics & Expected Values

The complete mathematical guide to cribbage. Hand probabilities, expected values for keeps and discards, pegging statistics, and the numbers that help you make optimal decisions.

Cribbage Math: Probabilities, Statistics & Expected Values

Behind every cribbage decision lies mathematics. Understanding the numbers won’t guarantee wins, but it transforms intuition into informed strategy. This guide covers the key statistics every serious cribbage player should know.


Hand Score Distribution

Average Values

Metric Hand Crib
Mean (average) 7.8 points 4.7 points
Median 8 points 4 points
Mode (most common) 4 points 0 points
Standard deviation 4.2 points 3.9 points

Score Frequency Table

How often each score appears (across all possible hands):

Score Frequency Score Frequency
0 1.6% 13 2.3%
1 0.8% 14 3.0%
2 7.2% 15 1.5%
3 2.8% 16 2.9%
4 11.1% 17 1.0%
5 5.4% 18 0.7%
6 9.8% 19 0% ★
7 6.8% 20 0.88%
8 10.8% 21 0.51%
9 6.3% 22 0.16%
10 7.1% 23 0.10%
11 3.4% 24 0.34%
12 8.4% 25-27 0% ★
28-29 <0.01%

★ Mathematical impossibilities


Impossible Scores

These point totals cannot be achieved with any 5-card combination:

  • 19 points — The famous “nineteen hand” (actually 0)
  • 25 points — Gap between 24 and 28
  • 26 points — No valid combination exists
  • 27 points — No valid combination exists

Why do these gaps exist? The scoring rules (multiples of 2 for fifteens, specific run structures) create mathematical constraints that skip these values.


The Value of Individual Cards

Card Contribution to Hand Value

The average contribution each card makes when part of a 5-card scoring combination:

Card Avg Contribution Notes
5 4.6 points Most valuable—combines with 10s for 15
J 3.4 points Nobs potential + 10-value for 15s
10, Q, K 3.1 points 10-value for 15s
4 2.9 points Good for runs, makes 15 with J
6 2.8 points Runs, 15 with 9
7 2.7 points Runs, 15 with 8
3 2.5 points Runs, flexible
8 2.5 points 15 with 7
9 2.4 points 15 with 6
2 2.3 points Low runs, limited 15s
A 1.8 points Fewest combinations

Key insight: 5s are dramatically more valuable than any other card.

The 5 Advantage

The 5 combines with 16 cards (all 10-value cards) to make fifteens. This is why:

  • Never throw 5s to opponent’s crib
  • 5-5 is an excellent crib contribution
  • Holding a 5 significantly increases expected hand value

Discard Expected Values

Best Two-Card Combinations for Your Crib

Discard Expected Crib Points
5-5 8.5+
5-10/J/Q/K 6.0-6.5
Pair (non-5) 4.5-5.5
5-6 or 5-4 5.0-5.5
Suited connector 4.0-4.5
Touching cards 3.5-4.0
Random cards 2.0-3.0

Worst Two-Card Combinations for Opponent’s Crib

Discard Avg Points Given
A-K (far apart) 2.0
2-9, A-8 2.2-2.5
Non-touching, non-5 2.5-3.0
Touching cards 4.0+
Cards totaling 5 4.5+
Cards totaling 15 5.0+
Any 5 5.5+

Cut Card Probabilities

Impact of Starter Card on Hand Value

The starter card affects your hand’s expected value:

Your Hand Profile Avg Improvement from Cut
Already has runs +1.5 points (extend potential)
Has pair +2.0 points (pair royal chance)
Has three-of-a-kind +3.0 points (four-of-a-kind chance)
Has 4-card flush +1.5 points (5th suit chance)
Many 5-card combos +2.5 points (multiple chances)
Low synergy hand +1.0 points (limited improvement)

Probability of Helpful Cuts

When counting potential improvements:

Looking For Cards Remaining Probability
Specific card (e.g., one 5) 1 2.2%
Any of 4 cards (e.g., any Jack) 4 8.7%
Any of 8 cards (two ranks) 8 17.4%
Any 10-value card 16 34.8%
Any card helping 20+ 43%+

Calculation: (Helpful cards) ÷ 46 unknown cards × 100

(You know 6 dealt cards, leaving 46 unknown)


Pegging Statistics

Average Pegging Points Per Hand

Situation Dealer Pone
Average pegging 2.8 3.5
Skilled defender 2.2 2.8
Aggressive pegging 3.5 4.2

Pone pegs more because they lead and have last card advantage.

Common Pegging Scores

Pegging Event Probability
15 (exactly) ~15% of plays
31 (exactly) ~8% of plays
Pair ~12% of plays
Run of 3+ ~7% of plays
Go (1 point) ~35% of hands end this way

The Value of Last Card

The “go” or “last card” advantage:

  • Guaranteed 1-2 points (go or 31)
  • Additional peg opportunities
  • Pone averages +0.7 points from last card

First Deal Advantage

Does Going First (Pone) or Dealing Matter?

Over a complete game to 121:

Metric First Dealer First Pone
Win rate 49.8% 50.2%
Average winning margin 117-121 117-121

The difference is negligible. The deal alternates enough that initial position barely matters.

However, being dealer on specific hands does matter:

  • Dealer averages +4.7 (crib) - 0.7 (pone pegging advantage) ≈ +4.0 points per hand
  • Getting “last deal” when close to 121 is significant

Game Outcome Probabilities

Expected Points Per Hand (Total)

Role Hand Pegging Crib Total
Dealer 7.8 2.8 4.7 15.3
Pone 7.8 3.5 0 11.3
Difference 0 -0.7 +4.7 +4.0

The dealer has a ~4-point advantage per hand dealt.

Skunk Probabilities

Outcome Probability
Normal win (opponent 90+) ~65%
Skunk (opponent 61-90) ~30%
Double skunk (opponent <61) ~5%

Making EV-Based Decisions

Example: Simple Discard Decision

You’re dealt: 4-5-5-6-9-K

Keep options:

  • 5-5-6-9 → Keep value: ~10 points, Cut improvement: moderate
  • 4-5-5-6 → Keep value: ~12 points, Cut improvement: run potential
  • 5-5-9-K → Keep value: ~8 points, Cut improvement: limited

Your crib discard matters too:

Keep Discard Hand EV Crib EV Total EV
4-5-5-6 9-K 12.1 3.2 15.3
5-5-6-9 4-K 10.4 3.0 13.4

Optimal: Keep 4-5-5-6, discard 9-K

When to Deviate from EV Calculations

Pure expected value works for average situations. Adjust for:

  1. Board position — Need to peg when far behind
  2. Close to 121 — Hand value may not matter
  3. Skunk danger — Minimize variance
  4. End game — Specific point needs

Quick Reference: Key Numbers to Remember

Must-Know Statistics

Fact Value
Average hand score 7.8 points
Average crib score 4.7 points
Dealer’s per-hand advantage ~4 points
Most common score 4 points
Odds of a 29 hand 1 in 216,580
10-value cards in deck 16
Impossible scores 19, 25, 26, 27

Card Values for Quick Decisions

  • 5s: Always valuable, never discard to opponent
  • Pairs: Worth keeping unless hand is weak
  • Touching cards: Run potential adds ~2-3 EV
  • Wide spreads (A-K, 2-9): Safe discards to opponent

Advanced: Monte Carlo Analysis

Serious players use computer simulations to evaluate difficult decisions:

  1. For a given keep/discard, simulate thousands of cuts
  2. Average the resulting hand scores
  3. Add estimated crib value
  4. Compare all 15 keep options

This is how “optimal” discard tables are generated. You don’t need to do this math yourself—just understand that such analysis confirms the standard strategy recommendations.


Putting Math Into Practice

Understanding these numbers helps you:

  1. Make close decisions — When two keeps seem equal, EV provides guidance
  2. Evaluate your play — Track your crib averages; are you maximizing?
  3. Understand variance — A 12-point hand is above average; don’t be greedy
  4. Recognize opportunity — Dealt a 5? You’re starting ahead.

Want to calculate specific hand values? Use our Cribbage Hand Calculator to explore any combination, or play a live game to see the math translate into real decisions.

Frequently Asked Questions

What is the average cribbage hand score?
The average cribbage hand (4 cards + starter) scores approximately 7.8 points. This includes fifteens, pairs, runs, flushes, and nobs. The median is 8 points, meaning half of all hands score 8 or more.
What is the average crib score?
The dealer’s crib averages about 4.7 points. This is lower than hand averages because discards often contain poor combinations. Skilled players can push their own crib average closer to 5-6 points through strategic discarding.
Why is 19 an impossible score in cribbage?
No combination of 5 cards can produce exactly 19 points under cribbage scoring rules. Other impossible scores include 25, 26, and 27. This is why zero-point hands are jokingly called ‘19 hands’—asking for a score that’s impossible.
What is expected value in cribbage?
Expected value (EV) is the average points you’ll score with a particular decision over many hands. For example, keeping 5-5-6-J might have an EV of 12.3, while 5-6-J-Q might be 10.8. Optimal play means choosing the highest EV option (adjusted for game situation).
What are the odds of getting a flush in cribbage?
A 4-card flush (hand only) occurs about 5% of the time. A 5-card flush (with starter matching) happens roughly 0.8% of the time. Flushes are more common than in poker because only 5 cards participate rather than 7.
What are the odds of being dealt three 5s?
Being dealt exactly three 5s in your 6-card hand happens about 0.07% of the time (roughly 1 in 1,400 deals). Getting all four 5s in your dealt cards is about 1 in 80,000.