Cribbage is a beautiful game, and most of the words you’ll hear are easily picked up and understood.
But there are some that pop up you may not know.
I did an exhaustive search to find every one of the Cribbage Terms used in common play and presented it here in Glossary form.
If I forgot one, send me an email at HuddleAroundGamesATgmailDOTcom, and I’ll get it on there.
Hint: Use the table of contents to sort through the long article by letter.
Table of Contents
Symbols
15
The base block of getting points in Cribbage. Adding the pip value of cards up to 15 results in two points. This happens in the play and the show.
31
During the play, or pegging, if a player gets the count up to 31 exactly, they get 2 points.
!
A mark in a Cribbage book or article that denotes a good move.
!!
A mark in a Cribbage book or article that denotes an excellent move.
?
A mark in a Cribbage book or article that denotes a questionable move.
??
A mark in a Cribbage book or article that denotes a blunder or big mistake.
*
A mark in a Cribbage book or article that denotes who is the dealer. You are always the first number.
For example: 30-35* means that you have 30 points, the opponent has 35 points, and the opponent has the deal.
X
This is another note in Cribbage shorthand for a book or article. It means a ten-card of some kind.
It assumes that runs aren’t important in this specific context.
19 Hand
A joke. 19 points are impossible in Cribbage, so if you say you have a 19 hand, you really have zero points.
This also features on our list of Cribbage slang words.
21-24 Rules
A tool for help in deciding if you can lead the low card from a hand with 1 low card and 3 mid cards.
If the pip value is between 21 and 24, it’s generally safe.
For example, A-6-7-8. The value is 22. 1+6+7+8 = 22. In this case, the Ace is safe to lead.
But with 3-7-8-9 (adds to 27), it’s better not to.
26 Theory
The 26 Theory is the prevailing board strategy and positional understanding put forth by Delynn Colvert. It’s based on how the pone usually gets 10 points, and the dealer usually gets 16 points.
Of course, these are averages, but it does wonders for determining the strength of your position.
28 Hand
The second highest hand. A 28 hand occurs when you have all 5s and any ten-card.
The odds of such a hand are 1 in 15,028.
29 Hand
The 29 hand is the highest single hand in Cribbage. It only happens when you have three 5s in and a Jack in your hand. Then, the last 5 is cut, and it must match the suit of the Jack for nobs.
The odds of a 29 hand are 1 in 216,580.
A
ACC Internet Cribbage
The American Cribbage Congress has a whole category of rating points dedicated to sanctioned internet play.
As of this writing, daily tournaments are hosted on either eCribbage or GameColony.
Addition Method
The simplest and quickest method for figuring out what the best combination of cards are as the dealer. Looking at your options for the discard, add the points in your hand with the points you keep in the crib (that you know of).
Most of the time, this will match the expected average (a more in-depth calculation), so it’s the best way to toss your cards.
American Cribbage Congress
The national organization for Cribbage players in the United States.
This group handles rating points in three channels:
- Main or Master Tournaments
- Grassroots (local clubs)
- Internet Cribbage
Joining gets you access to tournaments and clubs as well as a monthly pamphlet with Cribbage news, stories, and tips.
Anderson Average
The average value of the cards in your hand without considering the tossed cards at all. This is a quick way of figuring out the general odds of what a cut would give you.
This includes the potential cut cards, but it doesn’t weigh the odds in regard to what is tossed in the discard.
Anti-cribbage
A variation of Cribbage where the goal is to get the fewest points possible. The first one to reach 121 loses.
Average Crib
The average worth of the two cards you discarded. For example, a 5-5 is generally considered to be worth 8.9 in the crib.
Average Hand
Same as the Anderson average, but this one considers the two cards you tossed in the crib.
B
Bad Eleven
Magic Eleven’s evil twin. This is for the non-dealer. If the non-dealer has two cards adding up to 11 and leads one, the dealer may make off with 31 for two points if they have two ten cards or dimes.
For example, the play may go 4-10-7-J and 31 for two.
Bad Sixteen
The evil twin of the Magic Sixteen. In the pone’s hand, this is worse. This is two cards whose pip value adds up to 16.
In this case, the dealer may answer with a 10 and 5 to make 31 for two.
Balanced
This is the normal play for Cribbage. You want to maximize your scoring chances in the play and show while minimizing the opponent’s.
Here you are neither aggressive (accepting risk for a big reward) nor defensive (passing up on higher averages to lower the opponent’s average).
Barlow’s Rule
This applies to the non-dealer.
When you want a cut to put you out and win, toss the dealer cards that go with that cut.
When you can’t go out but will get you close, toss cards NOT helped by that cut.
Board Position
An awareness of where you and your opponent are on the board and who has the deal. A quick assessment of board position informs board strategy.
Board Strategy
Using board position to determine if you want to play balanced, aggressive, or defensive. Also affects when you go all out for pegging in the endgame.
Break Card
A card that is wide away from others in a sequence. Useful during pegging to get out or break away from pegging run traps.
Bronze Award
An award for Grassroots players who earn 1,000 rating points over their lifetime.
Bust Crib
A crib with zero points.
Bust Hand
A hand with zero points. Another slang for a 19 hand.
C
Canadian Doubles
This is a variant of doubles in Cribbage, and a very quick one too!
The dealer and opponent to their left get ten cards. The other players get none. They pick four to keep, four to give to their partner, and four for the crib.
All other rules are the same as doubles and Cribbage in general. But the added control of the dealer and left pone having ten cards to look at results in some stellar counts!
Case
Case is used in reference with another card value. It refers to when you hold three of a card in your hand and the fourth is cut. This last one that’s cut is called the “case 5” (or whatever the value is).
It can also be referred to whenever the opponent has the fourth card to your three and ends up playing it during the play for a big gain in points.
Cat
Cat and sometimes Kitty are another slang word referring to the Crib.
Cautious Offense
Cautious offense is another word for balanced or optimal play. It’s when you just want to make the best tosses and pegs for the best overall average gain to yourself and limit to your opponent.
Chambers Average
When calculating a discard, this average is the value of your hands plus or minus the two cards you tossed. If you’re the dealer, you add the crib to the average. If pone, subtract the average.
Close Cuts
During the end game, a close cut refers to the number of cards that will put you within three holes of winning the game. It’s used to help you determine how you need to peg in this phase and what cards to toss.
This is the count for the number of specific cards that will do this for you.
Close Ranks
This is like the close cuts count, but instead of the individual cards, you just look at the pip value of the card.
Colvert Average
Colvert’s Expected Average calculations and numbers for discards to your crib and the opponent’s crib.
Colvert Exception
When you play in a desperation defense situation, lead the low card. This is unless you have a middle card (6,7,8,9) with only one more loser than the low card. In this situation, you should lead the middle card.
Colvert’s Rule
In pegging, you may end up with a 5-X (any ten-card) and have to lead. If your opponent has shown ten cards prior to this, play a ten-card yourself. If not, play the 5.
Consolation Tournament
During a weekend tournament, the second day is for qualifying players in the main event. For those knocked out, they can play in the Consolation Tournament (also called a consy).
This is a one-day event for those who still want to play for a small prize and more rating points.
Typically, a Consolation Tournament is a 9-game tourney with Best of 3 matches for the playoffs.
Consy
Slang for Consolation Tournament.
Count
During the Show, this means to say the number of points you have and move your peg those points.
During the Play, the count is the pip value added up. Cannot go over 31.
Crib
The extra hand the dealer gets, which is counted at the very end of each round.
Cribbage Board
The wooden board Cribbage is played on. It typically has 121 holes with two or three tracks. It may also have rows for keeping track of games in a match.
Cribbage To Lose
Same as Anti-Cribbage. The loser gets to 121 first.
Cut
The cuts happen in two places.
- At the beginning of the game, both players cut the deck and look at the bottom card. The low card wins the first deal.
- During every round, after both players toss their discards to the dealer’s crib, the non-dealer cuts the deck. The dealer flips over the top card and places it on top of the deck for the cut card or starter card.
Cut Card
The cut card, or starter card, shows up after it’s cut before the Play phase of the game. This card comes into use during the Show or counting phase of the game.
Both players use this card as if it were part of their hand to count. This goes for the crib as well.
Cut Jack
A rare slang for His Heels. When the non-dealer cuts a Jack, the dealer pegs two points right then.
Cutthroat
Another term for muggins play. In this mode of play, you get penalized if you count your pegs wrong.
If you underpeg and the opponent points it out, they get the points you missed.
If you overpeg and the opponent points it out, you move back, and the opponent gets the extra points.
D
Dead Hole
Another slang for stink hole. This refers to the 120th hole in the game of Cribbage.
It doesn’t matter how close you are to the end; the first one to reach 121 wins.
Dealer
The person who shuffles and deals the six cards, starting with the non-dealer one at a time. The dealer gets the crib (extra hand), pegs second, and counts second.
Starting the game as dealer offers an advantage because they typically end up with an extra hand compared to the non-dealer over the course of the game.
Delta
In advanced Cribbage statistics and calculation, delta refers to the amount by which the average of your four cards will vary.
For example, in the case of 4-4-6-6, the low is 4 points and the high is 24 if a 5 is cut. But the average is still 7.1.
The delta speaks to the difference between the average and the extremes.
Desperation Defense
This is a strategy the dealer may want to adopt in the end of the game on their last deal.
In this case, the dealer gives up on caring about their own points and goes out of their way to avoid giving the non-dealer ANY points at all.
This is a hail mary strategy where they pray the pone has a big fat 19 hand (no points) and they can count their hand and crib.
Desperation Offense
This is the opposite of the previous one. The non-dealer is far behind on their last deal.
They look at their hand in terms of count and pegging and take the riskiest discard option.
Dime
Any card with a pip value of 10. This includes the 10s, Jacks, Queens, and Kings.
Discard
To get rid of two cards from your hand into the dealer’s crib. When you have the deal, add the points from the crib to your hand to get the average.
When you’re not the dealer, subtract them from your hand.
Double Double Run
A single run of 3 where two cards are paired.
A-A-2-2-3 for example.
This is worth 16 points for the runs and pairs, but don’t forget to look for 15s or nobs!
Double Pairs Royal
This is an older terms for four of a kind, which is worth 12 points in Cribbage.
Double Run
A single run of 3 cards where one of the cards is paired.
A-A-2-3 for example.
A double run is worth 8 points for the two runs and pair. Don’t forget to look for 15s or nobs.
Double Run of Four
A single run of 4 cards where one of the cards is paired.
A-A-2-3-4 for example.
This is worth 10 points for the two runs and the pair. Don’t forget to look for 15s or nobs.
Double Skunk
The Double Skunk sits at the 60 point line. If someone is still at or behind the 60 point hole when the other player pegs out and wins, they get double skunked.
In casual play, this may mean they have now won three games in a match.
Double skunks aren’t recognized in official play.
Read more about skunks in Cribbage in detail.
Doubles
Another term for four-player, partner Cribbage.
In this variation, partners sit across from one another. Everyone gets five cards and discards one to the dealer’s crib.
Play continue like normal after this.
Partner peg off the same pegs and work together to get to 121.
E
Edge Card
Edge cards refer to the A-2 and Q-K combinations. These are on the edge of the string of cards, therefore have a lesser chance of getting cut or added to to make a run or sequence.
Endgame
Final stage of the game. Sometimes considered after fourth street (91st hole) or when someone is within 10 points of winning.
Endgame Count
A counting method to use as the non-dealer in endgame situations. This gives you the best opportunity for pegging and counting your hand to win the game.
Expected Average
The calculated average of your hand and the crib based on your discards.
For the dealer, you add the averages together. For the non-dealer, you subtract the average from your hand.
F
False Claim of Game
When someone overpegs to win the game by more points than they earned.
This is a big deal in tournament play and needs a judge called right away.
The player who claims a false game must go back the overpegs and then also suffer a 15-point penalty.
First Count
The non-dealer counts first during the Show after pegging. This is critical in the endgame.
First Dealer
The first person to have the deal at the start of the game, determined by who cuts the low card before the game.
This person has a significant advantage in the game.
First Pone
The person who is the first non-dealer to start the game. They’re behind from the beginning (due to the average number of hands being around 9 to get through a game).
First Street
From hole zero-30. The Dealer starts by playing optimally OR slightly defensively to limit the Pone.
The Pone must make up points and may start out a little aggressive.
Flush
When you have all four cards of your hand in the same suit, you get four points.
If the starter card also matches, you get five points. In the crib, it must be all five cards. Flushes don’t count during the Play.
Four Of A Kind
Four cards of the same rank. (Four 4s for example.) This grouping of pairs is worth 12 points.
Fourth Street
The endgame street and last corner. From holes 91-120. It’s here that the most interesting play happens as players count out what they need to win and adjust their play.
G
Game Hole
The 121st hole and the one needed to peg to in order to win the game!
Game Points
Points awarded for winning a game during tournament play. The most common method goes like this:
- 0 points for a loss
- 2 points for a win
- 3 points for a skunk
This helps determine who is on top when not everyone plays each other. Ties are broken by point spread.
Gift in Crib
A phrase used to mean you had to toss a good discard into the opponent’s crib.
Go
When your pegging during the Play and the count is too close to 31 for you to play and not go over. If both players Go, the player who played the last card gets the one point.
Gold Award
The award for reaching 4,000 life points during Grassroots play.
Grand Master
A title for players who have 4,000 Master Rating Points, or points earned during tournaments.
Grand Slam
Winning every game in a tournament.
Grass Roots
One “lane” of Cribbage play. Grass roots clubs are the local clubs you can join and play at on a weekly or biweekly basis.
Grass Roots Rating Points
Points earned by playing in your grass roots club. Different from Master Rating Points or Internet Rating Points.
Gut Shot
When the starter card fills in the other cards in your hand to make a run. Usually, it adds many points. An example is if you have a 2-2-4-4 and you cut a 3.
H
Hand
The four cards you keep for yourself to peg with and count.
Hauling Lumber
Hauling Lumber or Hauling Wood is a form of cheating in the game of Cribbage. This is referred to as intentionally overpegging, hoping your opponent won’t notice and getting extra points here and there.
This is why there are strict rules for laying your cards down where the opponent can see.
Helper Card
A cut card that increases the value of your hand.
High Card
High cards refer to the 10, Jack, Queen, and King.
His Heels
A special rule in Cribbage also called Nibs. His Heels happens when the non-dealers cuts a Jack for the starter card.
At this point, the dealer immediately gets to peg two points.
His Nobs
The opposite of His Heels or Nibs. When the Jack in your hand matches the suit of the starter card, you get one bonus point.
Read more about his nobs and his heels in our article here.
I
Internet Cribbage Program
One of the “lanes” of official Cribbage play. The ACC hosts daily internet tournaments for points. As of now, play is only official on eCribbage and Game Colony.
Internet Rating Points
Points tracked during official Internet Cribbage play.
J
Judge
A trained and certified person who is called in to settle rule breakings and disputes during sanctioned play.
L
Ladder
Organized play, mostly done online, where rating points are tracked and as players win, they move higher up the rankings. Most notable during Cribbage Pro’s competitive season play.
Last Card
The last card played during pegging gets one point UNLESS it happens to hit 31 exactly.
Lead
The first card played during a pegging sequence. The non-dealer starts the pegging.
Life Master
The title for someone who has earned 6,000 master rating points at official tournaments.
Loser
Any card your opponent can play off of at the end of pegging to get extra points.
Loser’s Cribbage
Another name for Anti-Cribbage. In this variation, the first one to go out loses.
Low Card
The low cards are Ace, 2, 3, and 4. These are also the most valuable set of cards for pegging.
Lowball
Another name for Anti-Cribbage. In this variation, the first one to go out loses.
Check out our massive list of Cribbage variations.
Lurched
Another term for Skunked. When you are behind the 91st hole when the opponent goes out, you’re Skunked. This means you lose two games (or your opponent gains three points in tournament play).
M
Magic 11
When you have a combination of cards adding up to a pip value of 11. If you’re leading, three cards work well. If you’re second, the two-card combo works.
It’s not guaranteed but it works well against Ten Cards or Dimes.
Magic 16
This combination, like the Magic 11, works well in pegging. 16 will often let you play with a 5 when you get to 26 and make 31 for 2 points.
Magic 5
A two-card combo adding up to 5. This works well for the non-dealer. The dealer often responds with a ten-card letting you make 15 for two.
For example, if you have a 2-3-X-X. You play a 3. They play a 10. You play a 2 and make 15 for two points.
Main Event
The Main Tournament. It typically takes place over two days. The first day is a 22-game qualifying round. Those who score high enough continue the Main Event and play in a best of 5 match playoff round.
Those who don’t are given the chance to play in a Consolation Tournament or Consy.
Main Tournament
See above.
Master
The title awarded to someone who has 2,000 Master Rating Points.
Master Rating Points (MRP)
Points earned in tournament play. Considered a higher level than grass roots play.
Match
Two people playing each other repeatedly until one of them reaches a set number of wins. Common venues are Best of 3 and Best of 5.
In a best of 3 match, the player to reach two wins is the winner. In a best of 5 match, the player to reach 3 wins is the winner.
Michaelis A-2-3-4
When you have the hand of A-2-3-4-X-X and you throw the 2-3 in the Crib. This makes it so your expected average is higher due to the 2-3’s power in the Crib.
Only works when you’re the dealer.
Mid-card
Mid Cards or Middle Cards refer to 6, 7, 8, and 9. These have medium pegging value but are often cards that end up with high-scoring hands after the cut.
Minimal Average
Another word for Chamber’s Average.
When calculating a discard, this average is the value of your hands plus or minus the two cards you tossed. If you’re the dealer, you add the crib to the average. If pone, subtract the average.
Mueller Average
The expected average of your hand (plus or minus the crib) and the value of your pegging hand assuming balanced play.
Muggins
The same as Cutthroat.
In this mode of play, you get penalized if you count your pegs wrong.
If you underpeg and the opponent points it out, they get the points you missed.
If you overpeg and the opponent points it out, you move back, and the opponent gets the extra points.
N
Near Cards
Cards near each other in a sequence or run if only they had the right card in between them. Examples of near cards include:
- A-3
- 2-4
- 3-5
- 4-6
- 5-7
- Etc.
Nibs
Nibs is another names for His Heels. His Heels happens when the non-dealers cuts a Jack for the starter card.
At this point, the dealer immediately gets to peg two points.
Nickel
A common name for 5 cards or even any two cards that add up to five.
Nobs
See His Nobs. The opposite of His Heels or Nibs. When the Jack in your hand matches the suit of the starter card, you get one bonus point.
Non-dealer
Same as Pone. The non-dealer does or doesn’t do the following:
- Doesn’t deal the cards.
- Tosses two cards to the crib.
- Cuts the starter card.
- Leads first in pegging.
- Counts first during the Show.
O
Old Faithful
A pegging trap named by Joseph Wergin when you are the non-dealer and have the following cards: 4-5-6-6.
Play usually goes like this (you are underlined): 6-X-6-5-4 (31 for 5); X-5 (15 for 2) – X.
Opening Lead
First card used in a Pegging or Play series. Given by the non-dealer.
Out Card
See also Break Card. A card that is wide away from others in a sequence. Useful during pegging to get out or break away from pegging run traps.
Overpegging
When you take more pegs than you earned. In Muggins or Cutthroat, you go back the pegs you went over by AND the opponent gets to move forward by that same number.
If you overpeg to win the game, you enter a False Claim of Game. In this case, you go back AND suffer a 15-point penalty.
P
Pair
Two cards of the same rank. 2-2, 7-7, Jack-Jack, etc.
Pair Royal
Another name for three of a kind. Three cards of the same rank. 2-2-2, 5-5-5, Queen-Queen-Queen, etc.
This is worth 6 points for the pairs.
Par Holes
Another term for Positional Holes. This is Delynn Colvert’s term for it.
These are four holes on the board that give you hints as to whether you’re in good position to win (or at least match your opponent.
The exact number is debated, but it’s considered to be around the 18th, 44th, 70th, and 96th holes. This is based on the average of 26 points earned from your three counts (Pone hand, Dealer Hand, Crib).
If you’re first to these holes, you’re in good shape.
Pegging Out
A term for going out or reaching the 121st hole and winning the game. Doesn’t have to be related to the Play phase of the game.
Pegout
The specific situation where someone gets their points to win during the Pegging or Play phase of the game.
Pegs
The little markers used to keep track of points during a game.
Pip Value
The numerical value of the cards. Numbered cards match their number (i.e., 5 = 5). Aces are always 1. Face cards are worth 10.
Pips
The numerical value on the cards. Pips refer to the suit shapes on numbered cards.
Play Series
During the Play, this is a series of cards laid from zero until 31 or Go. There may be 1 Play Series in the pegging phase or 3. It all depends.
Playing Off
A defense mode of play where you’re clearly in the lead and you want to limit your opponent’s chances to catch up.
Playing On
Aggressive play. This is when you want to overcome being behind or reduce your opponent’s positional surplus.
Playoffs
A series of matches at the end of a tournament to determine the winner of a tournament. If you make it to the Playoffs, you’ll get Master Rating Points and often cash prizes based on what place you finish.
Pone
Another word for non-dealer.
Positional Advantage
The higher chance of winning based on where you are on the board at the start of the deal. The Dealer has the advantage in almost any setting unless the Pone has reached or will reach in 10 points a par hole the dealer isn’t at yet.
Positional Deficit
After counting your hand as Pone, look at where you are compared to the next par hole. If you’re behind, then you’re at a positional disadvantage.
If it’s the start of a deal (as Pone), assume 10 points for this turn to determine your position.
So if you are at the 40th hole after counting as Pone, you are -4 in position to the 44th par hole.
Positional Disadvantage
Opposite of Postional Advantage. When you are the dealer OR if you are the Pone and you’re within (10 points) or reached a Par Hole the Dealer hasn’t reached yet.
Positional Hole
Another word for Par Holes. This is John Chambers word for it.
These are four holes on the board that give you hints as to whether you’re in good position to win (or at least match your opponent.
The exact number is debated, but it’s considered to be around the 18th, 44th, 70th, and 96th holes. This is based on the average of 26 points earned from your three counts (Pone hand, Dealer Hand, Crib).
If you’re first to these holes, you’re in good shape.
Positional Parity
When you have the positional advantage AND you’re exactly at the next par hole.
Positional Standing
Taking into account your positional deficit or surplus and whether or not you have the positional advantage. Critical for determining play style to increase your winning chances going forward.
Positional Surplus
The amount by which you’re over the par hole (or expected) after counting your hand as Pone. If you’re at the 48th hole after counting as Pone, you are +4. If you’re also in the lead, you have the advantage.
Prevent Defense
Doing your best to limit the play and counting of the opponent. Do this when you’re in the lead and have a clear positional advantage and surplus.
This may entail giving up smaller points (such as 15 for 2) during play to avoid bigger points (such as runs or Trips).
Q
Q-Pool
Qualifying pool. A side pot of cash rewards for those who finish at the top of the qualifying round in a tournament.
Quadruple
A fancy word for making four of a kind while pegging.
Qualify
If in a main tournament for MRP, to qualify means to move onto the next round of playoffs.
In your grass roots club, it means to finish in the top 20% of players and earn points for the tournament that night.
Qualifying Round
The first one of a major tournament. Usually, it’s the top 25% of players who qualify, and the top 12.5% earn Master rating points then and there.
R
Raggedy 13
Also called a Raggedy Ann.
A special and rare hand worth 13 points. Some clubs have a side pot for those who make it.
It goes A-A-6-7-8.
Raggedy Andy
The lesser version of the Raggedy Anne worth 11 points. The hand is 2-2-6-7-8. Also valuable for its pegging value.
Raggedy Ann
Also called a Raggedy 13.
A special and rare hand worth 13 points. Some clubs have a side pot for those who make it.
It goes A-A-6-7-8.
Ras Average
The Average value of discards using discard numbers from actual play by Life Master and Hall of Famer George Rasmussen.
Renege
To avoid playing a card you should have played during the play earlier. For example, if the count is 28 and you have a two, yet you say Go, you’re reneging.
There is a penalty for this in ACC play.
Reverse Cribbage
Same as Anti-cribbage. In this variation, the player who goes out first loses.
Right Jack
The Jack matching the suit of the starter card. Having the right Jack in your hand or crib gives you one point for nobs.
Rock
Another word for a zero hand or crib.
Royal Pair
Pair Royal, Three of a Kind, or Trips. Three cards of the same rank. 2-2-2, 5-5-5, Queen-Queen-Queen, etc.
This is worth 6 points for the pairs.
Rule Of Eight
If you have 3 low cards and 1 high card in your hand, you play your low card. If the dealer responds with a ten-card, you should pair the card if possible only if the added pip value of your low cards is 8 or less.
Run
Three or more consecutive cards. The points gained equal the number of cards in the run.
Ace can only make a run with 2-3. King can only make a run with Queen-Jack.
S
Sanctioned Event
An official ACC tournament for Master Rating Points. Usually consists of a qualifying round, playoffs, and consolation tournament.
Satellite Event
Other mini-tournaments at sanctioned tournaments that don’t earn rating points and aren’t part of the greater, official games.
Schempp Average
Tim Schempp’s algorithmic average for four cards in a hand.
Second Street
Holes 31-60.
Silver Award
A title for a Grass Roots player with 2,500 rating points.
Single Run
A run of 3 cards.
Skunk
To win by 31 points or more. Another way of looking at is if one player is behind the 91 hole when the other goes out.
In ACC play, this means the player wins 3 game points.
In casual play, this means the winner has won 2 games.
Skunk Line
The line between the 90th and the 91st hole.
Skunk Positional Hole
The holes for determining if you should be OK in getting past the skunk line. The hole are 14, 40, and 66. Reach these holes before the opponent reaches the normal par holes (18, 44, 70, 96).
Skunked
To lose by 31 points or more.
Specific Count
In the endgame, when you discord in such a way that you have exactly what you need to go out.
Starter Card
Another word for cut card. The cut card, or starter card, shows up after it’s cut before the Play phase of the game. This card comes into use during the Show or counting phase of the game.
Both players use this card as if it were part of their hand to count. This goes for the crib as well.
Steal Last Card
Stealing the Last Card point from a dealer by making them say Go! And then playing one more card.
Sticks
A tie at the end of a hand. Can happen at any time. Also called up-sticks.
Stink Hole
The 120th hole. You don’t win here, and it hurts if you lose while you’re there.
Strategy
Planning over the long-term. Usually in reference to board position.
Supercut
A way of looking at potential cuts to the discard. Look for cuts that add a lot of points, such as pairs and close cards.
Superranks
Same as supercuts, but now you’re just considering cards by their rank, not each number of specific cards AND suits.
T
Tactics
Short-term tricks to win points. Usually in reference to the Play.
Ten Card
Any card with a pip value of ten points (10, J, Q, K).
The Play
Another word for pegging.
The non-dealer leads and then alternates with the dealer. They play cards off each other counting and adding their pip values.
If pairs, runs, or 15s happen, the players take points. The count can’t go over 31. If it hits 31 exactly, the player who played the card gets two points.
If no player can go, they say Go! And the last player to lay a card gets one point.
The last card played in the whole Play gets one point for Last Card.
The Show
Another word for the counting phase of the game. Here, the players show and count their hands in this order:
- Non-dealer hand
- Dealer hand
- Dealer crib
Third Street
Holes 61-90.
Three Counts
A set of two rounds or three hands (non-dealer, dealer, crib). On average, this takes 25-26 points, forming the basis for 26 theory.
Three Of A Kind
Same as Pair Royal, Royal Pair, and Trips. Three cards of the same rank. 2-2-2, 5-5-5, Queen-Queen-Queen, etc.
This is worth 6 points for the pairs.
Toss
To discard.
Touching Cards
Cards next to each other in a sequence without completing the run.
Tournament Trail
The schedule of official ACC tournaments. These earn MRP or Master Rating Points.
Triple Run
A single run where one of the cards is a three of a kind. For example, A-A-A-2-3.
This is worth 15 points.
Triple Skunk
To lose while behind the 31 hole. Very rare. Not official in any capacity, but most casual players accept to lose this bad is to lose an entire match.
Trips
Same as Pair Royal, Royal Pair, and Three of a Kind. Three cards of the same rank. 2-2-2, 5-5-5, Queen-Queen-Queen, etc.
This is worth 6 points for the pairs.
U
Up Sticks
A tie at the end of a hand. Can happen at any time. Also called sticks.
V
Valley Cards
Another term for middle cards, used by Joseph Wergin. 6-7-8-9.
W
Weekend Tournament
The standard official tournament of the ACC. This one earns MRP. Consists of a qualifying round, playoffs, and a consolation tournament.
Wide Cards
Cards that are at least two ranks apart. Good for playing in Pegging and discarding as they aren’t easily connected into a run.
Winner
Any card your opponent plays during pegging that you can play off of and score.
Winning Cuts
The number of cards that will help you when cut.
For example, if you have 5-5-5-5 in your hand, then any 10-J-Q-K will help you. These are the winning cuts. Count up each one (4×4=16) and you have your number of winning cuts.
Winning Ranks
The number of ranks that will help you when cut.
For example, if you have a 5-5-5-5 in your hand, then any 10-J-Q-K will help you. There are 4 winning ranks in this example.