Compare the keep and the throw
Keep fifteens, pairs and connected ranks together. Your own crib rewards useful throws; an opponent's crib is a cost. A five or pair is often expensive to give away, but the whole six-card hand matters: an absolute ban can spoil a much stronger keep. Practice Options offers a discard analysis of all 15 throws, with expected hand, crib and net points. The crib model assumes unknown opposing throws are uniform; it does not know the actual cards.
Think about the reply
Take good pegging points while watching what the next card could do. Leading a five invites a ten-value reply for fifteen. Leaving 21 can invite 31. Small cards can win a Go or finish a later count, while a pair can threaten three of a kind. A public Go tells you the opponent's remaining cards could not fit that count, not what suits they hold.
Choose a practice level
Easy throws randomly and plays the first legal card. Standard evaluates every keep over possible starters and adds a simple crib adjustment, then pegs for points and safer counts. Expert uses exact hand/crib expectation under its uniform throw model and compares possible unseen pegging hands with complete legal continuations. It respects public Go information. All levels count correctly and use the same cards and scoring; background failure falls back to Standard.
Read the points before moving on
Manual counting is useful practice. Count fifteens, then pairs, then longest runs, flush and nobs. Our muggins applies only to missed hand/crib show points; pegging and heels stay automatic. It is a friendly learning table, not a tournament penalty simulator.