Crib: The extra hand of cards dealt to the dealer in each round, which contributes to the dealer's score after the play.
Hand: The set of six cards dealt to each player at the beginning of a round, including the Crib for the dealer.
Round: A single round of Cribbage consists of several key phases:
The Crib: Each player is dealt six cards. Players choose two cards from their hand to place in the "crib," which will be an extra hand scored by the dealer or crib owner at the end of the round.
The Starter: After the crib is set aside, the deck is cut and the dealer reveals the top card. This card, called the "starter" or "cut" card, is used by all players to form combinations for scoring.
The Play: Players take turns laying down one card at a time, announcing the running total of the cards played (without exceeding 31). Points are scored during this phase for making certain totals (like 15 or 31), pairs, runs, or hitting the exact count of 31.
The Show: After all cards have been played, each player (starting with the non-dealer) scores points from their hand plus the starter card, forming combinations like pairs, runs, and fifteens. The dealer then scores the crib using the same rules.
A round concludes with the crib being scored, and the roles of dealer and non-dealer switch for the next round. This cycle continues until one player reaches the 121st peg on the Cribbage board.
Game: Consists of multiple rounds. A game is all of the rounds put together and ends when a player reaches the last peg on the Cribbage board (121 points).
Dealer: The player responsible for dealing the cards and managing the Crib in each round.
(the role of dealer rotates among players each hand)
The Play: The phase of the game where players alternately play cards from their hands (not exceeding 31) and move pegs on the board to keep track of their score based on card combinations played.
Go: "Go!" will automatically be declared when a player can't play a card without exceeding 31 points during the Play Phase.
Starter Card: Also known as the Cut Card, is the card that is cut from the deck and turned face up at the beginning of each round of Cribbage. This card is used to determine several aspects of the game, including the flush (if the same suit as the starter card is found in the hand or Crib) and the potential for scoring a "Nobs" (a Jack of the same suit as the starter card). The starter card also influences strategic decisions in discarding to the Crib, as players aim to maximize their scoring potential based on its suit and rank.
His Heels (or the Nob): A Jack of the same suit as the starter card (the cut card), scoring 1 point.
Counting or Scoring: After the Play Phase, players reveal their hands and score points based on combinations such as pairs, runs, flushes, and cards that add up to fifteen
Thirty-One: the maximum cumulative count players can reach during the Play Phase. Achieving exactly 31 gives the player two points.
Fifteen’s: Combinations of cards that add up to 15, scoring 2 points (e.g., a 10 and a 5, or a Jack, 2, and 3). *Note, All possible combinations of Fifteen score points.
Pair: Two cards of the same rank, scoring 2 points.
Run: Three or more cards in sequence (e.g., 3-4-5), scoring 1 point per card in the run.
Flush: Four cards of the same suit in hand or Crib, scoring 4 points.
Multiples: 3 or 4 of a kind scoring 6 & 12 points.
Skunk: If a player is winning a game by over 30 points, typically signaling a more decisive victory.
Double Skunk: If a player is winning a game by over 60 points, indicating a very lopsided victory.