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Reference

Glossary of Cribbage Terms

Cribbage has kept its own vocabulary for four hundred years, and a good deal of it makes no sense until somebody explains it. Here is all of it, in plain language.

A

Ace
Always low in cribbage. It counts 1 toward fifteen and thirty-one, and ranks below the 2 in runs. Q K A is not a run, and never has been.

B

Board
The wooden scoring track, drilled with two rows of holes per player plus a game hole at the end. Standard boards hold 120 points per player, so a game of 121 is twice around plus one.
Box
British term for the crib. "In the box" means in the dealer's crib.

C

Corner
The turn at the end of a street on the board. "Round the corner" means you have passed 30, 60 or 90 and started a new row.
Count
Two meanings, distinguished by context. During the play, the running total of cards laid down, which may not exceed 31. After the play, the process of scoring each hand — also called the show.
Crib
The extra hand formed from the cards each player discards, belonging to the dealer and counted last. The crib is what gives the game its name and its central tension: you help it when you deal and you feed it when you do not.
Cut
Splitting the deck. Players cut for first deal (low card deals), and the non-dealer cuts before the starter is turned.

D

Double pair royal
Four cards of the same rank, worth 12 points. Four cards contain six distinct pairs, and 6 × 2 = 12.
Double run
A run with one rank duplicated, producing two separate runs plus a pair. A double run of three is worth 8; a double run of four is worth 10. See the scoring guide for the full table.
Double skunk
Winning while your opponent has fewer than 61 points — that is, before they get halfway. Usually scored as four games in match play, though houses differ.

F

Fifteen
Any combination of cards totalling exactly fifteen, worth 2 points. The most common score in the game, and the source of the traditional counting chant: "fifteen two, fifteen four, fifteen six…"
First count
The right to count your hand before your opponent. The non-dealer always counts first, which in a close endgame can win the game before the dealer's hand and crib are ever scored. Worth playing for.
Flush
Four cards of the same suit in hand, worth 4, or five including the starter, worth 5. In the crib only a five-card flush counts — four same-suited crib cards score nothing.

G

Game hole
The final hole on the board, at 121. Getting a peg into it ends the game instantly.
Go
What you say when you cannot play a card without taking the count past 31. Your opponent then plays what they can, and whoever laid the last card takes 1 point for the go — or 2 if they hit 31 exactly, never both.

H

His heels
2 points to the dealer when the starter card turns up a Jack. Also called his nibs. Must be pegged before the play begins.
His nibs
An alternative name for his heels. Confusingly similar to his nobs, which is different.
His nobs
1 point for holding a Jack of the same suit as the starter card. Scored during the count, by whoever holds the Jack — in hand or in the crib. The traditional call is "and one for his nobs".

L

Last card
1 point for playing the final card of the deal, after everyone has run out.
Lurch
An older British word for a skunk — losing by a humiliating margin. "Left in the lurch."

M

Match
A series of games played to a target number of game wins, with skunks counting double. Most tournaments and most kitchen-table rivalries are settled over matches rather than single games.
Muggins
An optional rule under which points you fail to claim in your own count may be taken by your opponent, who calls "Muggins!" Standard in tournament play and traditionally the fastest way to teach a beginner to count carefully. Switched off by default at Cribbage Den — the server counts every hand automatically.

N

Nineteen hand
A hand worth nothing at all. Nineteen is one of the scores that cannot be made in cribbage, so "I've got nineteen" is the standard, resigned way of announcing a zero. See scoring oddities for why 19, 25, 26 and 27 are all impossible.
Non-dealer
The player who did not deal. Leads the play and counts first — two advantages that partly offset the dealer's ownership of the crib. Also called the pone.

P

Pair
Two cards of the same rank, worth 2 points. Rank, not value: a 10 and a Jack are not a pair.
Pair royal
Three cards of the same rank, worth 6 points — three distinct pairs at 2 each.
Peg
As a noun, one of the small pins used to mark your score. As a verb, to score points — especially during the play. Always move your rear peg forward, so the gap between them records what you just scored.
Pegging
The play phase, in which cards are laid down one at a time toward a running count of 31 and points are scored as they go. See the pegging strategy guide.
Pegging out
Reaching 121 and winning. The game ends the instant it happens, mid-hand or mid-count.
Pone
The traditional name for the non-dealer, borrowed from older English card games. Not much heard at kitchen tables, common in books.

R

Run
Three or more cards in consecutive rank order, worth 1 point per card. Suits do not matter, and during the play the cards need not be laid in order — only consecutively, with no repeated rank interrupting them.

S

Show
The counting phase after the play, when each player scores their four cards plus the starter. Order is fixed: non-dealer, then dealer, then the crib.
Skunk
Winning while your opponent has fewer than 91 points — they have not made it into the final street. Counts as two games in match play.
Starter
The card turned face up after the discard, also called the cut card or turn-up. It is not played during the play, but it acts as a fifth card in every hand and in the crib during the count.
Stinkhole
Hole 120 — one short of victory. A player in the stinkhole wins on any single point at all, which makes them very difficult to play against and, by long tradition, very annoying to sit opposite.
Street
One row of thirty holes on the board. "Third street" is the stretch from 61 to 90, and "in the fourth street" means the home run to 121.

T

Ten-card
Any 10, Jack, Queen or King — all count 10 toward fifteen and thirty-one. There are sixteen of them in the deck, which is why so much pegging strategy is built around what happens when your opponent plays one.
Thirty-one
The ceiling on the running count during the play, and worth 2 points to whoever reaches it exactly.
Turn-up
Another name for the starter card.
Twenty-nine hand
The highest possible hand in cribbage: three 5s and a Jack, with the fourth 5 matching the Jack's suit turned as the starter. Worth 29 points and roughly a once-in-a-lifetime event. See the 29 hand.

Learn the words by using them. Play free against the computer — no account required.

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