Cribbage Positional Play: Board Position Strategy Guide

Learn how board position changes every decision in cribbage. Covers the stinkhole, skunk lines, when to peg aggressively, and how to count outs in the endgame.

Cribbage Positional Play: How Board Position Changes Everything

The core idea: In cribbage, the value of every decision — what to discard, how to peg, whether to be aggressive — depends entirely on where both players sit on the board. A discard worth 2 extra hand points might be the wrong choice when you need to minimize opponent’s crib. A risky pegging play might be the only way to survive.

Understanding board position is what separates intermediate players from experts.


The Four Streets

Cribbage players divide the 121-point board into four sections called streets:

StreetPointsCharacter
First street0–30Establishment — build expected value, set up position
Second street31–60Development — refine strategy, watch opponent’s pace
Third street61–90Skunk territory — tournament players adjust heavily here
Fourth street91–121Endgame — positional play dominates all decisions

Your priorities shift meaningfully as you move from one street to the next.


First and Second Streets: Expected Value Play

In the early and middle game, maximize expected value. The randomness of card draws means both players will average similar hand values over time, so your edge comes from:

  • Optimal discarding (see Discard Strategy)
  • Avoiding gifting points to opponent’s crib
  • Consistent pegging

Board position matters less here because there’s time to recover from mistakes. Focus on fundamentals.


Third Street: The Skunk Zone

Once either player crosses 61 points, the double-skunk threat disappears. But from 61–90, the regular skunk line at 91 becomes strategically relevant — especially in tournament play.

Skunk Awareness in Tournament Play

In ACC tournament matches, a skunk (winning before opponent reaches 91) counts as 2 wins. This changes decisions significantly:

  • If you’re near skunking your opponent: Be willing to sacrifice expected hand value to maximize pegging and crib value. An extra 2–3 points per round can skunk them before they escape.
  • If you’re in danger of being skunked (under 91 while opponent nears 121): Prioritize reaching 91 over everything. Even a 2-point hand that gets you safely past the line is better than a 6-point hand you’ll never count.

In casual games, skunk lines affect bragging rights. In tournaments, they alter your entire strategy.


Fourth Street: Positional Play Dominates

From roughly 91+ points for both players, board position controls all decisions. Expected value no longer matters — what you need and when you count it is everything.

The Critical Framework: Counting Order

Pone (non-dealer) always counts first:

  1. Pone’s hand
  2. Dealer’s hand
  3. Dealer’s crib

This means:

  • If you are pone and can count out from your hand alone, you win — even if dealer’s hand + crib would also go over 121.
  • If you are dealer and pone can count out before your turn, you must peg enough during the play phase to reach 121 before pone counts.

Rule of thumb: If your opponent is pone and can reach 121 with their hand score alone, you need to peg out during the play phase — or you lose.

Counting Your Outs

At any point in fourth street, calculate your outs — every realistic path to 121 this deal:

  1. Points you can peg during the play phase
  2. Points in your hand (estimated)
  3. Points in your crib (if dealer)

Example: You’re at 115, dealer. Opponent (pone) is at 118.

  • Opponent needs 3 points and counts first.
  • A hand of A-2-3-Q scores 4 — they count out before you.
  • You need to peg 3 or more before counting begins to survive, or peg out entirely.
  • Aggressive pegging play is required: lead for pairs, don’t play defensively.

The Stinkhole: Hole 120

The stinkhole is cribbage’s most famous positional concept. A player in the stinkhole sits at hole 120 — they need exactly 1 point to win.

Why the Stinkhole Is So Powerful

From hole 120:

  • A go during the play phase wins the game immediately
  • The last card in a play sequence scores 1 point — game over
  • Any single-point hand score (e.g., a nobs jack) wins
  • A fifteen, pair, run, or flush of any size wins

The challenge: your opponent knows you’re in the stinkhole and will try to prevent you from pegging at all.

Playing From the Stinkhole

Priority: Get your 1 point via pegging rather than relying on counting. Counting last (as dealer) risks opponent counting out first.

As pone in stinkhole:

  • You count first — if your hand has any points, you win before dealer counts. Even 0-point hands often score during pegging.
  • Lead aggressively to bait a go or last card.

As dealer in stinkhole:

  • You count after pone. If pone’s hand has 1+ points, they win first.
  • Must get 1 pegging point before the count phase — or have pone hold a 0-point hand.
  • Consider your discard: don’t sacrifice a potential pegging point for hand points you may not get to count.

Playing Against an Opponent in the Stinkhole

If opponent is at 120 and you count first (pone), ensure your hand scores 1+ point. Nearly all hands do — but watch out for a true 0-point hand where you’re entirely dependent on the cut card.

If opponent is at 120 and you count after them (they’re pone): you need to prevent any pegging before the count. This means:

  • Play cards that won’t trigger a go or last card for them
  • Avoid runs and fifteens if they benefit opponent’s pegging
  • Accept that a skilled pone at 120 will usually find their 1 point

Pegging Aggressively vs. Defensively: The Position Decision

The choice between aggressive and defensive pegging is entirely a function of board position:

Your SituationRecommended Pegging
You need to peg out (opponent counts first)Aggressive — lead for pairs, create action
You count first and your hand winsDefensive — deny opponent pegging points
Both players need significant points from handNeutral — peg what comes naturally
Opponent is near 121, you count lastAggressive — peg or die
You’re far ahead on fourth streetDefensive — kill the board, limit action

See Defensive vs. Offensive Play for the full pegging framework.


Practical Endgame Scenarios

Scenario A: Safe Count

Scores: You 114 (pone), Opponent 108 (dealer) Your hand: 6-7-8-9 = 8 points (before starter)

You need 7 more. Your hand scores 8. You count first as pone. You win unless the starter gives you 0 points (impossible with this hand — it already scores 8). Play safely, avoid pegging mistakes.

Scenario B: Must Peg

Scores: You 112 (dealer), Opponent 118 (pone) Opponent’s estimated hand: good (they’re pone near 121)

Opponent needs 3 points and counts first. Even a modest hand wins for them. You need to peg 3 before counting begins. Lead aggressively — create runs, fish for pairs, accept the risk of giving opponent pegging points in exchange for getting your own.

Scenario C: Stinkhole Endgame

Scores: You 120 (pone), Opponent 116 (dealer)

You count first. Any 1 point in hand or pegging wins. Lead low (A or 2) to guarantee you get to play a card. If opponent plays through 31 without you playing, you get a go. Your goal: play at least one card and avoid opponent declaring go before you.


Quick Reference: Fourth-Street Decisions

Both players on 4th streetKey questionAction
You count before opponentCan my hand reach 121?If yes, play defensively. If no, peg aggressively.
Opponent counts before youCan their hand reach 121?If yes, you must peg out. If no, play normally.
You’re in stinkhole (120)Can I peg 1 point?Yes — almost always. Be careful not to give opponent a go before you play.
Opponent in stinkhole (120)How do I stop 1 peg?Very hard. Ensure you count first and your hand scores 1+.

For the underlying pegging mechanics that make positional play work, see Pegging Strategy. For how this applies in tournament settings, see Advanced Cribbage Strategy.

Frequently Asked Questions

What is the stinkhole in cribbage?
The stinkhole is hole 120 on a 121-hole cribbage board — the last hole before the winning hole. A player in the stinkhole needs exactly 1 point to win. Any peg during the play phase (a go, a last card, a fifteen) immediately wins the game, as does counting a single point in hand. The term comes from the uncomfortable position of being so close yet still needing that final point.
What is the skunk line in cribbage?
The skunk line is 91 points. If you win the game before your opponent reaches 91, they are ‘skunked.’ In tournament and match play (ACC rules), a skunk typically counts as 2 wins rather than 1. A double skunk (opponent under 61 when you win) counts as 3 wins. Many casual players ignore skunk scoring.
Who counts first in cribbage — dealer or pone?
Pone (the non-dealer) always counts first, followed by dealer’s hand, then dealer’s crib. This counting order is crucial: if pone can count out (reach 121) before dealer counts, pone wins even if dealer’s hand would also have counted out. Planning around counting order is the foundation of endgame strategy.
How do I count my 'outs' in cribbage?
Your outs are the points you need to win, and how many ways this hand + pegging can deliver them. For example, at 118 points you need 3 more. Count: can you peg 3? Can your hand score 3+? Add up realistic paths. If you have multiple ways to reach 121 this round, you are ‘in good shape.’ If only one narrow path works, you may need to play aggressively to stay alive.
Should I play aggressively or defensively near the end?
It depends on counting order and scores. If you count before opponent (pone), you can afford to be slightly more conservative because you’ll count first. If you count after opponent (dealer), and they can reach 121 counting pone’s hand alone, you need to peg aggressively to reach a total where your count wins before or simultaneously. The specific rule: if opponent can count out before your turn to count, you must peg aggressively or you lose.
What is 'first street,' 'second street,' etc. in cribbage?
Cribbage players divide the 121-point track into four ‘streets’ of about 30 points each. First street: 0–30. Second street: 31–60. Third street: 61–90. Fourth street: 91–121. These labels help quickly communicate board position. ‘We’re both on fourth street’ means both players are in the critical final stretch where every point matters.