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| CRIBBAGE RULES |
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Glossary | |
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count
the running total kept during the pegging phase; also, to determine the value of a hand or crib crib the extra hand, scored for the dealer, formed by the players' discards discard a card removed from a player's hand and used to form the crib double run a run in which one of the cards is also paired; if the sequence is three cards long, it's called a double run of 8 (worth 8 points in all: 2 for the pair and 3 for each of the two different runs of three that can be formed); if the sequence is four cards long, it's a double run of 10 (2 for the pair and 4 for each of the two distinct runs) double skunk to win by scoring 121 points when the opponent has not yet gone around the board once, i.e., when the opponent has yet to score 61 points; at Yahoo!, score as a triple game if the double skunk option is enabled, otherwise scored as a skunk (double game); some players score a double skunk as a quadruple game feed the crib to place good cards into the crib fifteen a set of two or more cards whose values add up to fifteen, worth two points in either the pegging or scoring phase flush a hand in which all four cards are the same suit, worth 4 points; or a hand in which all four cards plus the starter card are the same suit, worth 5 points. Only a five-point flush counts when scoring the crib. go a statement made during the pegging phase by a player who cannot play another card without making the total greater than 31 go out win the game by reaching the point goal (usually 121 points) heel a jack starter card, worth 2 points to the dealer kitty another word for the crib leg one side of the cribbage board, 30 holes long lurch another word for skunk muggins points transferred to the other player due to an error in counting or pegging nineteen (points) a hand worth zero; the expression arises because it is impossible to construct a cribbage hand worth 19 points nob (also called his nibs) a jack of the same suit as the starter card, worth one point in counting the hand pegging the phase of the game in which cards are played quadruple run a run of three in which two of the cards are also paired, worth 16 points (2 for each pair and 3 for each of the four different runs of three that can be formed) run a sequence of three or more cards of successive ranks; a run of three has three cards in sequence and is worth 3 points, a run of four has four cards in sequence and is worth 4 points, etc. (theoretically, a run of seven can be formed during the pegging phase with an ace through seven; the maximum length of a run in a hand, of course, is five) skunk to win by scoring 121 points when the opponent has not yet reached the last leg of the board, i.e., when the opponent has yet to score 91 points; generally scored as a double game; see double skunk starter the up card cut from the deck street another word for leg triple run a run of three in which one of the cards is part of three of a kind, worth 15 points (6 for the three of a kind and 3 for each of the three different runs of three that can be formed) twenty-nine the highest possible hand in cribbage, consisting of four fives and a jack in which the jack is the nob |
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