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

MetricHandCrib
Mean (average)7.8 points4.7 points
Median8 points4 points
Mode (most common)4 points0 points
Standard deviation4.2 points3.9 points

Score Frequency Table

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

ScoreFrequencyScoreFrequency
01.6%132.3%
10.8%143.0%
27.2%151.5%
32.8%162.9%
411.1%171.0%
55.4%180.7%
69.8%190% ★
76.8%200.88%
810.8%210.51%
96.3%220.16%
107.1%230.10%
113.4%240.34%
128.4%25-270% ★
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:

CardAvg ContributionNotes
54.6 pointsMost valuable—combines with 10s for 15
J3.4 pointsNobs potential + 10-value for 15s
10, Q, K3.1 points10-value for 15s
42.9 pointsGood for runs, makes 15 with J
62.8 pointsRuns, 15 with 9
72.7 pointsRuns, 15 with 8
32.5 pointsRuns, flexible
82.5 points15 with 7
92.4 points15 with 6
22.3 pointsLow runs, limited 15s
A1.8 pointsFewest 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

DiscardExpected Crib Points
5-58.5+
5-10/J/Q/K6.0-6.5
Pair (non-5)4.5-5.5
5-6 or 5-45.0-5.5
Suited connector4.0-4.5
Touching cards3.5-4.0
Random cards2.0-3.0

Worst Two-Card Combinations for Opponent’s Crib

DiscardAvg Points Given
A-K (far apart)2.0
2-9, A-82.2-2.5
Non-touching, non-52.5-3.0
Touching cards4.0+
Cards totaling 54.5+
Cards totaling 155.0+
Any 55.5+

Cut Card Probabilities

Impact of Starter Card on Hand Value

The starter card affects your hand’s expected value:

Your Hand ProfileAvg 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 ForCards RemainingProbability
Specific card (e.g., one 5)12.2%
Any of 4 cards (e.g., any Jack)48.7%
Any of 8 cards (two ranks)817.4%
Any 10-value card1634.8%
Any card helping20+43%+

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

(You know 6 dealt cards, leaving 46 unknown)


Pegging Statistics

Average Pegging Points Per Hand

SituationDealerPone
Average pegging2.83.5
Skilled defender2.22.8
Aggressive pegging3.54.2

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

Common Pegging Scores

Pegging EventProbability
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:

MetricFirst DealerFirst Pone
Win rate49.8%50.2%
Average winning margin117-121117-121

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)

RoleHandPeggingCribTotal
Dealer7.82.84.715.3
Pone7.83.5011.3
Difference0-0.7+4.7+4.0

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

Skunk Probabilities

OutcomeProbability
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:

KeepDiscardHand EVCrib EVTotal EV
4-5-5-69-K12.13.215.3
5-5-6-94-K10.43.013.4

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

FactValue
Average hand score7.8 points
Average crib score4.7 points
Dealer’s per-hand advantage~4 points
Most common score4 points
Odds of a 29 hand1 in 216,580
10-value cards in deck16
Impossible scores19, 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.

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.