When to Keep vs. Discard 5s in Cribbage: Complete Analysis
Master the most important discard decision in cribbage — when to keep your 5s and when to throw them. Includes expected value tables, pegging traps, and scenario analysis.
When to Keep vs. Discard 5s in Cribbage
The short answer: Keep your 5s. A 5 makes a fifteen with 16 out of the remaining 51 cards (31.4%), making it the most fifteen-fertile card in the deck — and therefore the most dangerous card to put in an opponent’s crib.
Mastering 5 decisions is the single highest-leverage discard skill in cribbage.
Why 5s Are Special
The Probability
A 5 makes fifteen with every ten-value card:
| Card | Quantity | Notes |
|---|---|---|
| 10 | 4 | |
| Jack | 4 | Also scores nobs if matching suit |
| Queen | 4 | |
| King | 4 | |
| Total | 16 | 31.4% of remaining deck |
No other rank comes close. A 6 only pairs for fifteens with 9s (4 cards, 7.8%). A 7 only pairs with 8s (4 cards). The 5 outperforms them all by a factor of 4.
Expected Value
| Situation | Expected Value Added |
|---|---|
| Single 5, three random cards, random starter | +2.4 pts |
| Single 5 + one ten-card already in hand | +4.0 pts (instant 15 + cut potential) |
| Single 5 + two ten-cards in hand | +6.0 pts (two instant 15s + cut potential) |
| 5-5 in hand, random starter | +6.5 pts average |
| 5-5 in YOUR crib | 5.7 pts average |
| Single 5 in OPPONENT’S crib | −3.1 pts (cost to you) |
The Golden Rule
Never throw a 5 to your opponent’s crib unless forced.
This is cribbage’s most important strategic principle. A single 5 in an opponent’s crib adds an average of 3.1 points to their score — because 16 of the remaining 51 cards make it a fifteen, and the starter card compounds the damage further.
Scenario Analysis
Situation 1: You’re Dealt One 5
Hand: A-4-5-7-J-K (You’re pone - opponent’s crib)
| Keep | Hand Value | Throw | Crib Damage | Net |
|---|---|---|---|---|
| A-4-5-7 | 4 | J-K | Low | Good |
| 4-5-7-J | 7 | A-K | Low | Better |
| 5-7-J-K | 6 | A-4 | Low | Good |
| 4-7-J-K | 4 | A-5 | 5 danger! | Avoid |
Decision: Keep the 5. Throw A-K or A-4 (wide cards, low risk).
Situation 2: You’re Dealt 5-5
Hand: 3-5-5-8-9-Q (You’re dealer - your crib)
| Keep | Hand Value | Throw | Crib Value | Total EV |
|---|---|---|---|---|
| 5-5-8-9 | 6 | 3-Q | ~3 | ~9 |
| 3-5-5-9 | 4 | 8-Q | ~2 | ~6 |
| 5-5-9-Q | 8 | 3-8 | ~2 | ~10 |
Decision: Keep 5-5-9-Q. Send 3-8 (or 5-5 to crib if hand was stronger).
Wait, should 5-5 go to YOUR crib?
Yes, sometimes! 5-5 to your own crib averages 5-6 points because:
- Guaranteed pair (2 pts)
- Two ways to make fifteen with any ten-card (likely +4)
- Possibility of 5 as starter (+6 more)
Only send 5-5 to your crib if your remaining hand is still strong.
Situation 3: You’re Dealt 5-10/5-J/5-Q/5-K
Hand: 2-5-7-10-J-K (You’re pone)
This is painful. You have a 5 but easy fifteen companions.
| Keep | Hand | Throw | Crib Damage |
|---|---|---|---|
| 5-10-J-K | 14 | 2-7 | Low |
| 2-5-7-10 | 4 | J-K | Low |
| 5-7-10-J | 10 | 2-K | Low |
Decision: Keep 5-10-J-K for 14 guaranteed points. Yes, throwing 2-7 is fine to opponent.
The 5 is worth keeping BECAUSE you have the ten-cards.
Situation 4: Must You Throw the 5?
Hand: 5-6-7-8-9-10 (You’re pone)
Amazing run potential, but you have a 5.
| Keep | Hand | Throw | Analysis |
|---|---|---|---|
| 6-7-8-9 | 8 | 5-10 | 5-10 = instant 15 to opponent! |
| 5-6-7-8 | 7 | 9-10 | Safe throw |
| 6-7-8-10 | 6 | 5-9 | 5 to opponent, but no instant 15 |
Decision: Keep 5-6-7-8 and throw 9-10. Avoid gifting fifteens.
Crib Analysis: 5 to Your Own Crib
When you’re dealer, 5s in YOUR crib are excellent.
| Throw | Expected Crib Points | Notes |
|---|---|---|
| 5-5 | 5.5+ | Pair guaranteed, fifteen likely |
| 5-J | 4.5+ | Instant fifteen, nobs chance |
| 5-10/Q/K | 4+ | Instant fifteen |
| 5-A | 3+ | 5 has potential, A is weak |
| 5-9 | 3.5 | No instant combo but solid |
What If You MUST Throw a 5 to Opponent?
Sometimes you’re forced. Pair it with the least damaging card:
| Throw | Damage Level | Why |
|---|---|---|
| 5-A | Low | A makes nothing easily |
| 5-2 | Low | 2 makes nothing easily |
| 5-9 | Medium | 9-6 is a fifteen, but unlikely |
| 5-10/J/Q/K | Very High | Instant fifteen! |
| 5-5 | Devastating | Pair + multiple fifteen potential |
| 5-6 | Bad | Close cards can run |
Best forced throw: 5-A or 5-2
5s During the Pegging Phase
The 5’s fifteen potential doesn’t stop at the discard — it creates traps and opportunities throughout the pegging phase too.
Never Lead a 5
Leading a 5 is one of the most common pegging mistakes. Any ten-value card played by your opponent immediately scores 15-2, handing them a free gift. Since roughly 31% of cards are ten-value, you’re giving away points nearly a third of the time.
Lead low instead: A, 2, 3, or 4 are safe pegging leads. They can’t form fifteens without multiple cards, giving you time to respond.
Exploit Opponent’s Ten-Card Lead
When your opponent leads a 10, J, Q, or K, play your 5 immediately for 15-2. This is the strongest peg response to a ten-card lead — you score 2 points and put the running count at 15.
The 5-5 Pegging Trap
If you hold 5-5 and opponent leads a 5, pair it for 2 points. But beware: opponent may hold the fourth 5, giving them a pair-royal (6 pts). Unless you’re confident they don’t hold the fourth 5 (e.g., you’ve seen other 5s played), be cautious.
Count Awareness at 15 and 31
The running count at 10 is a trap for anyone holding a 5 — they’ll be tempted to score 15. Use this: if you’re playing aggressively and opponent is at 10, playing a non-5 card may bait them into a predictable response you can exploit.
At a count of 26 (near 31), a 5 finishes at exactly 31 for 2 bonus points. Holding a 5 with a count that approaches 26 gives you strong closing options.
Board Position Considerations
Your board position affects how strictly you apply the 5 rules.
When far behind (opponent near 100, you near 80): Consider breaking the golden rule. Keeping a weak hand to avoid gifting a 5 may cost you the game. A desperate keep of points matters more than crib damage control when you’re chasing.
When near the stinkhole (115–120 pts): Every point counts in both directions. A 3-point gift to an opponent’s crib at this stage is potentially game-ending. The golden rule becomes even more important in the endgame.
When comfortably ahead: Play conservatively. Keep your 5s, limit opponent’s crib, and grind out the win. Defensive pegging (avoiding letting opponent score) pairs naturally with holding your 5s.
See end-game strategy for how board position changes all your decisions late in the game.
The 5-5-5 Dream
If dealt three 5s:
Hand: 5-5-5-X-Y-Z
Keep all three 5s unless X-Y-Z is extraordinary. Why?
- 6 points from pairs
- Any ten-card cut = +8 (four more fifteens)
- 5 cut = 29-hand potential!
Practice Problems
Hand 1: 2-5-5-6-6-K (Dealer)
- Keep: 5-5-6-6 (16 pts) or 2-5-6-6 + send 5-K?
- Answer: Keep 5-5-6-6 (already 16, excellent cut potential)
Hand 2: 4-5-6-7-9-J (Pone)
- Keep: 4-5-6-7 (12 pts run + fifteens) or 5-6-7-9?
- Answer: Keep 4-5-6-7. Send 9-J (wide, not dangerous)
Hand 3: A-3-5-7-9-K (Pone)
- Tough hand. Keep 5 with what?
- Answer: Keep A-3-5-7 (no scoring but 5 has potential), throw 9-K
Key Takeaways
- 5s make fifteens with 31.4% of the deck — 16 out of 51 remaining cards
- Never gift a 5 to opponent’s crib — it adds an average 3.1 points to their score
- 5-5 to your own crib averages 5.7 points — one of the best crib discards possible
- Never lead a 5 in pegging — any ten-card response scores 15-2 for opponent
- Exploit ten-card leads — respond with your 5 to score the fifteen yourself
- Best forced throw: 5-A or 5-2 (widest spread, least crib synergy)
- Board position matters — the golden rule applies most strictly in the endgame
For the complete framework of all discard decisions, see the Discard Strategy guide. To apply 5-awareness during the play phase, see Pegging Strategy.
Ready to apply the 5-rule in a live hand? Play a free game and watch for 5s on every deal.