Online cribbage has a habit of making cribbage smaller.

The rules survive the trip. Six cards, discard to the crib, cut the starter, peg to 31, count the show. All of it is there and all of it is correct. What does not survive is everything around the rules. The pause before someone discards. The way a hand moves when a player is holding a five and hates it. The deck itself, which after an hour has a nicked corner on a card you both know is a jack.

That stuff is not decoration. It is most of what makes a good cribbage player better than a lucky one. Strip it out and you get a game that plays clean and reads flat. Two people take turns submitting correct inputs, and the deal decides the rest.

So I have been adding the reads back. Not simulated tells or a fake webcam of a fake opponent. Real information, produced by real decisions, that a sharp player can act on and a careless one will walk straight past.

The deck remembers

You can mark your deck.

Land on the right tile and you claim a tell. From then on every five in the deck wears an ink spot, or every ace wears a torn edge. The mark is on the back of the card, so it is there whether the card is face up or face down.

You are not reading a label. You are reading wear, which means you get to know things you have no business knowing. The cut card before it turns over. What the rival is sitting on while it is still face down. Whether the card you are about to throw into their crib is the one that pairs.

That knowledge lands in three ordinary places. How you peg, what you throw, and how much you trust the cut. Nothing exotic. Just the decisions you already make every hand, made with better information than your rival has.

Here is the part I care about most. It does not stay yours.

A rival good enough to notice will notice. The tell is on the card, and that card keeps turning face up, at the cut and at the show, over and over. Every sighting is another data point. The better rivals count those sightings, work out the code, and then use it on you exactly the way you were using it on them. An Expert needs to see a rank tell twice. An easy opponent never gets there at all.

So a marking is an edge with a shelf life. It is strongest in the first few hands and it decays against anyone who is paying attention. That felt right to me. At a real table, a marked deck is only an advantage until the other person spots the mark.

The card you already selected

This one started life as a convenience feature.

Waiting is boring. If you already know what you are playing, you should be able to select it and get on with your evening while your rival takes their time. So now you can. Click your card early and it lifts up out of your hand, ready to go. When your turn opens, a short ring runs down and the card plays itself. Hover to pause it, click to play it now, click a different card to change your mind.

In online play, your rival can see you have one selected.

Two views of the same three face-down cards fanned in a rival's hand. On the left all three sit level in the fan. On the right one of them is raised up out of it.
Left, nothing selected. Right, one card is up and ready. I do not know what it is. I know where it sits. I do not know whether they mean it.

That is real information and it is free. It says a decision has been made. On a count of 27 with a rival sitting on a choice, “I decided instantly” and “I am still thinking about it” are not the same message, and now the other player gets to read which one you are sending.

It goes further than that, though. The card does not just rise, it rises in a particular spot. Second of four. Third of three. Whatever position it sits in on your side is the position your rival watches lift on theirs.

They still cannot see the card. What they can see is where you keep it. And if they have played you enough to know how you like to sort, that is most of the way to an answer. Say you keep your hand high to low and the second card comes up. That is your second highest, and depending on what has already hit the table, there may not be many candidates left.

Which is where it gets good, because selecting a card does not commit you to it. Right up until the card actually leaves your hand you can click a different one, and the lift just moves.

So every read your rival takes off that card might be one you planted. Select the card you are never going to play, let them settle into a plan built around it, then swap at the last second and play something else. The tell is real. Whether it is true is entirely up to you.

That cuts both ways, which is the point. A raised card does not mean “they have decided”. It only means “they want me to think something”. Reading it is a judgement about the player, not about the position. Nothing in the rules stops you bluffing. The only cost is that you have to actually do it, on purpose, while the clock runs, and a bluff you forget to swap out of is just a bad card played badly.

And if none of this appeals, do not pre-select. Play the way you always have and you give away nothing at all. The convenience is what costs you, which is exactly how it should work. Nobody makes you engage in tells at a real table either.

How you hold your hand

Which brings me to the least glamorous feature here, and the one that turned out to matter most.

You can order your hand. Leave it as dealt, sort by rank, sort by suit, and flip any of it high to low or low to high. For most people this is just comfort. Everyone has a way they like to hold cards and it is rude to argue with it.

But once a selected card shows its position, comfort turns into a decision. Sorted high to low, your hand is legible. Somebody who knows your habit can turn a position into a rank. Left as dealt, the same lift means almost nothing, because the order is whatever the shuffle handed you and it changes every hand. You are noise.

And you can move between them. Change your sort while a card is selected and the lift moves on their screen too, because it is still pointing at the same card in a hand that just rearranged itself. That is its own tell, and a truthful one. It says you are fiddling. Whether you are fiddling because you are unsure or because you want them to think you are unsure is the interesting part.

I am not going to pretend I have this balanced yet. My guess is that most players will pick a sort on day one and never touch it again, and the people who treat it as a live decision will get a small real edge for a while. That seems like a fine place to start.

Why bother

None of this changes the scoring. Fifteens are still two.

What it changes is how much room there is between playing correctly and playing well. A lot of online card games top out at correct. You make the sound discard, you peg the safe card, and the deal decides the rest. That is a perfectly good game. It is a smaller game than the one two people play across a table from each other.

I would rather build the bigger one. More surfaces, more places where being observant pays, more ways to be wrong on purpose. Some of these will turn out imbalanced and I will find that out the hard way and fix them.

The goal was never realism. The goal is that a strong player and a correct player should not be the same player.


Double Skunk is in development, built by one person figuring it out as he goes. If you want to try reading somebody across a table that is not really there, join the playtest or wishlist it on Steam. The patch notes track what changes build to build.