glossary of terms in cribbage

Posted: December 30th, 2009 | Author: | Filed under: cribbage rules | Tags: , , | Comments Off

29 hand – the best hand in cribbage comprised of three 5’s and a jack with a 5 in the same suit as the jack being cut.

19 (nineteen) hand – a term that indicates a player has no points in his hand because 19 is the only score that the cards can never add up to.

count - the score or value of a hand in cribbage.

crib - the four cards made up of players discards that is counted as a hand by the dealer.

cut - either the  (low) card at the beginning of the game that determines the initial dealer or the starter card after a hand is dealt.

dead hole (see stinkhole) –  the hole before (120 points) the final hole (121)

double double run – a series of cards that equals 16 points with 4 three card straights and two pairs

double pair royal – four of a kind, equals 12 points

double run – a series of cards that equals 8 points with 2 three card straights and a pair

double skunk – when a player wins by 61 to 90 points or skunks an opponent by double.

flush - four cards of the same suit worth a point each. In the crib all 5 cards must match to get points for a flush.

game hole – final hole or 121 points

game points –  points awarded when playing a match or tournament, it takes a predetermined number of games to win a match – decided by the tournament organizer.

go out – to reach the game hole and win

go (meaning can’t go) – called by a player that can’t play any more cards during the pegging process. Each go is considered a point by the opponent.

hand - the six or five cards dealt to each player before they discard to the crib.

helper card – a card turned up in the cut that adds points to a hand, thus helping

his heels (nibs) – when a jack is turned up in the cut, the dealer is awarded two points

his nobs – when a player has a jack in his hand that is the same suit as the cut, the award is one point

jack of what’s turned up – same as his nobs

last card – the one point awarded for playing the last card while in a pegging sequence up to 31

loser’s deal – in friendly play when a player loses a game the opponent offers the right to deal first in the next game.

match - winning a series of games to defeat an opponent

muggins - aggressive playing for points that your opponent did not see or count

nibs (same as heels / his heels) – when a jack is turned up in the cut, the dealer is awarded two points

nobs (same as his nobs or jack of what’s turned up) – when a player has a jack in his hand that is the same suit as the cut, the award is one point

opening lead – the first card played after the crib cards have been discarded and the cut has been made.

pair -  two cards of the same kind

pair royal – four of the same cards

peg - the marker on the board that keeps track of points.

pegging - the act of scoring points or the part of the game (before the hand) where players are laying cards down to reach 31.

pone - a short form for the opponent or opposing player to the dealer.

positional play – deciding strategically how to play depending on where your peg is on the board, how early and late it is in in the game or who has the first count and the crib for a hand.

renege - a failure to play a card during pegging if you were able to.

run - a series of 3 or more cards in rank or progression.

score - any point earned by a player.

sequence (run) – a series of 3 or more cards in rank or progression.

shuffle - a random mixing of the cards before a deal or cut.

skunk line – a line drawn on a cribbage board that is 30 points before the finish line separating the 90 and 91st holes.

starter card – the card cut from the deck after the crib cards have been discarded and before play or pegging can begin. If a jack is turned up the dealer gets two points for his heels or nibs.

stink hole – the hole before (120 points) the final hole.

straight – a series of 3 or more cards in rank or progression.

street – first through fourth legs of 30 points on the board.

triple - three cards of the same kind

triple run – a sequence in a hand that includes three runs for 9 points and three cards of the same kind for 6 points – total = 15 points (with no 15’s scored)