What Is a Go in Cribbage? Complete Explanation
What 'go' means in cribbage, when to say it, how many points it scores, and all the rules around the play phase reset. Clear examples for beginners.
What Is a Go in Cribbage?
Short answer: A “go” is what you say in cribbage when you can’t play a card without the running count going over 31. Your opponent scores 1 point.
It’s one of the most common beginner questions — and once you understand it, the pegging phase clicks into place.
The Rule Explained
During the play phase (also called “pegging”), players take turns laying down one card at a time. Each card’s face value is added to a running count:
- Ace = 1
- 2–10 = face value
- Jack, Queen, King = 10
The count cannot exceed 31. If playing your lowest remaining card would push the count over 31, you must say “go.”
What Happens When You Say Go
- You announce: “Go”
- Your opponent scores 1 point
- Your opponent plays any cards they can (as long as the count stays ≤ 31)
- When your opponent also can’t play, the count resets to zero
- The player who played last leads the next sequence
- You must still play your remaining cards in the new sequence
Important: You Still Play Your Cards
Saying go does not skip your remaining cards. Once the count resets, you’re back in the game. A go just means you can’t play right now at the current count.
Examples
Example 1: Basic Go
| Player | Card Played | Running Count | Notes |
|---|---|---|---|
| Pone | 7 | 7 | |
| Dealer | 8 | 15 | “Fifteen-two!” (+2 pts) |
| Pone | 9 | 24 | |
| Dealer | — | 24 | Dealer’s remaining cards: 5, K. 24+5=29 ✓… wait, check pone first |
| Pone | — | 24 | Pone’s remaining cards: Q. 24+10=34 ✗ → “Go” |
| Dealer | 5 | 29 | Plays 5 (29 ≤ 31 ✓) |
| Dealer | — | 29 | Remaining: K. 29+10=39 ✗ → Can’t play |
| — | Go resolved | Count resets | Dealer scores 1 point for go |
The dealer couldn’t play either, so the dealer scores 1 for go and leads the next sequence.
Example 2: Go Then Continue
| Player | Card Played | Running Count |
|---|---|---|
| Pone | K | 10 |
| Dealer | K | 20 |
| Pone | 8 | 28 |
| Dealer | — | 28+3=31, 28+4=32, 28+7=35 — all over 31 → “Go” |
| Pone | 3 | 31 → Pone scores 2 points (exact 31!) |
Exact 31 always scores 2 points, not 1. The count resets, and the dealer now leads the next sequence (they played last before the reset… actually pone played last here, so pone leads next).
Example 3: Both Players Say Go
| Player | Card Played | Running Count |
|---|---|---|
| Pone | 9 | 9 |
| Dealer | 9 | 18 |
| Pone | 9 | 27 |
| Dealer | — | Can’t play without exceeding 31 → “Go” |
| Pone | — | 27+4=31? No cards left that work either → Can’t play |
Since both players can’t play and the count didn’t reach 31, the last card player (pone, who played the third 9) scores 1 point for go. The count resets.
The Exact 31 Exception
If a player’s card brings the running total to exactly 31, they score 2 points — not 1. This overrides the go:
- Reaching 31 = 2 points (the player who hit 31 scores, immediately)
- Forcing a go at any count below 31 = 1 point to the other player
The 31 bonus is why holding cards that can finish sequences cleanly (A + K = nope, but 3 + K = nope, 4 + 7 = nope… a 3 at count 28 = 31!) has strategic value.
The Last Card Bonus
At the very end of all play — when both players have no cards left — whoever played the final card of the entire sequence scores 1 point (or 2 if that final card reached exactly 31).
This is separate from the go rule. It rewards the player who “ran out last,” acting as a tiebreaker bonus for the end of the pegging phase.
Strategy: Getting and Avoiding Gos
Getting a go (opponent says go): You want this when you’re behind on the board or when you need pegging points. To force a go, play cards that build the count toward the upper 20s, where opponent’s cards can’t follow.
Avoiding giving a go: Keep a low card (A, 2, or 3) in hand so you can almost always play in a high-count situation.
The go is also relevant for positional play: in the endgame, a single go can be the 1 point that wins the game from the stinkhole (position 120). See Positional Play for how this changes late-game decisions.
For a full breakdown of the pegging phase, see How Pegging Works and Pegging Strategy.
Go situations come up every hand — play a free game to see the go rule in action.