Cribbage Terms
This glossary defines all of the words and phrases you'll hear when playing cribbage. Terms that require a lengthy explanation link out to their own page. All definitions are rooted in standard American cribbage rules as defined by the American Cribbage Congress.
- The deal & the players
- The play (pegging)
- Scoring combinations
- The show
- The board & winning
- Slang & table talk
- Variants & history
The deal & the players
- Crib (also “the box”)
- The dealer’s second hand: two discards from each player, four cards counted last.
- Cut
- Splitting the deck: the lower cut takes the first deal; the pone’s cut yields the starter.
- Deal
- Six cards each in two-player cribbage, with the deal alternating every hand.
- Dealer
- The player who deals the hand, owns the crib, scores heels, and counts last.
- Discard
- The two cards each player puts face down into the crib after the deal.
- Hand
- The four cards kept after discarding, counted with the starter at the show.
- His heels (also “nibs”)
- A jack turned up as the starter: two points to the dealer, pegged immediately.
- Pone
- The non-dealer: cuts for the starter, leads the play, and counts first.
- Starter (also “the cut card”)
- The card turned up after the cut; a fifth card for every hand and the crib.
The play (pegging)
- The count
- The running total of the cards played, never allowed past thirty-one. Full rules →
- Go
- Said when you cannot play under 31; the last card laid pegs one, or two on exactly 31. Full rules →
- Last card
- One point for laying the final card of a count sequence or of the whole play. Full rules →
- Lead
- The first card of a count sequence; the pone leads first every hand.
- Overpegging
- Pegging more than you scored; when caught, the peg goes back and the opponent gains.
- Pegging (also “the play”)
- The play phase: alternating cards to a running count, points pegged as they happen.
- Pegging out
- Pegging into hole 121, the game hole, which wins the game on the spot. Full rules →
- Pegs
- Each player’s two scoring pegs; the back one leapfrogs the front by each score.
- Renege
- Withholding a playable card after saying go; a fault, penalized in tournament play. Full rules →
- Thirty-one
- The ceiling of the running count; landing on it exactly pegs two. Full rules →
Scoring combinations
- Double run
- A run of three or four with one rank paired: eight or ten points.
- Double-double run
- A run of three with two ranks paired: sixteen points plus its fifteens.
- Fifteen
- Any combination of cards totaling fifteen scores two, in the play or at the show.
- Flush
- Four hand cards of one suit score four, five with a matching starter; cribs are stricter. Full rules →
- Nobs (also “his nobs”)
- The jack in a hand or crib matching the starter’s suit: one point at the show.
- Pair
- Two cards of the same rank: two points, during play or at the show.
- Pair royal (also “three of a kind”)
- Three of one rank: six points, one for each pair hiding inside it.
- Double pair royal (also “four of a kind”)
- Four of one rank: twelve points, six pairs’ worth.
- Run
- Three or more consecutive ranks, suits irrelevant, one point per card.
- Triple run
- A run of three with one rank tripled: fifteen points plus any fifteens.
The show
- Muggins (also “cutthroat”)
- An optional rule: points your opponent overlooks, you may claim and peg yourself.
- Nineteen hand
- Table slang for a worthless hand, because nineteen is an impossible cribbage score. Full rules →
- The show
- The counting phase after play: pone’s hand, then dealer’s hand, then the crib. Full rules →
- Twenty-eight hand
- Four fives plus any ten-value card: 28 points, the second-highest hand, at 15,028 to 1.
- Twenty-nine hand
- The best possible hand: three fives and a jack, with the matching fourth five as starter.
The board & winning
- Cribbage board
- The 120-hole scoring track plus a game hole; every point in cribbage is pegged on it.
- Corners
- The turns at the ends of a traditional board’s rows; table talk that scores nothing.
- Double skunk
- Losing with sixty points or fewer, short of Third Street; often a triple or quadruple loss.
- Game hole (also “hole 121”)
- The 121st hole; pegging into it wins the game instantly.
- Game points
- ACC match scoring: a normal win counts two game points, a skunk win three.
- Lurch
- A stake term for losing short of sixty-one, traditionally a doubled loss.
- Skunk
- A game the loser finishes with 61–90 points; commonly counted as a double win.
- Skunk line
- The boundary between holes 90 and 91; lose behind it and you’ve been skunked.
- Stinkhole (also “the dead hole”)
- Hole 120, one short of game; the worst place on the board to finish.
- Streets
- The board’s four 30-hole quarters; Fourth Street runs from hole 91 to 120.
Slang & table talk
- Gut shot
- A starter that fills an inside gap and turns a modest hand into a big one.
- Hauling lumber
- Deliberately pegging points you didn’t score: cheating, not a miscount.
- Raggedy Ann
- The scattered-looking hand 8-7-6-A-A, worth a surprising thirteen points.
- Raggedy Andy
- Raggedy Ann’s little brother: 8-7-6-2-2, worth eleven points.
- Up sticks
- A tied score at any point mid-game.
Variants & history
- Five-card cribbage
- The original form: five cards each, game to sixty-one; six-card play has largely replaced it.
- Four-handed cribbage (also “partnership cribbage”)
- A partners game: partners sit opposite and one player pegs for the side.
- Noddy
- The 16th-century English game that cribbage evolved from in the early 1600s.
- Three-handed cribbage
- Five cards each plus one to the crib; the player left of the dealer leads and counts first.
By the Nobs Cribbage team Last reviewed 2026-08-01