Cribbage, with its centuries-old heritage, is rich in unique terminology. Some of these terms have interesting origins, often reflecting the game's naval history or the colloquial speech of the time. Here's an extensive list of common Cribbage terminology, along with explanations and origins where available:
Cribbage Terminology
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Crib: The extra hand that is set aside for the dealer, formed from cards discarded by each player, including the dealer themselves. The term "crib" likely comes from the idea of putting aside something for later use, similar to storing items in a crib or bin.
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Pegging: The act of moving pegs on the board to keep score. This physical action of counting points through peg movement is a distinctive feature of Cribbage.
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Pone: The non-dealing player in a two-player game, or the players opposing the dealer in a three- or four-player game. The term "pone" originates from the Latin word "ponere," meaning "to place," possibly referring to the action of placing cards during play.
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Starter or Cut Card: The card that is turned up from the remaining deck after the deal and used by all players to form combinations during the hand scoring phase. Its revealing is often considered a pivotal moment of anticipation in the game.
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Nobs or His Nobs: Refers to the Jack of the same suit as the starter card, held in a player's hand or, in some variations, the crib. Scoring one point, "nobs" might derive from a historical slang for a nobleman or person of high social standing, indicating the value of the Jack.
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Nibs or His Heels: Refers to the Jack turned as the starter card, immediately scoring two points for the dealer. The origin of "nibs" as a term is unclear but it may relate to the Jack being a "noble" or important figure, with "heels" possibly referring to the reveal of the card as if it were "kicking" the dealer a bonus.
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Go: Declared by a player who cannot play a card without exceeding the cumulative count of 31, allowing the other player to continue playing cards. The term simply indicates that the player cannot go further in the count toward 31.
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Flush: Four or more cards of the same suit in a player's hand; if all five cards (including the starter) are of the same suit, it scores five points. A "flush" in card games traditionally refers to a set of cards of the same suit, drawing from the idea of being "flush" or aligned in a certain attribute.
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Muggins: A rule where players can "steal" points if their opponent fails to count their score correctly. The term "muggins" comes from an old game of the same name, related to the idea of fooling or outsmarting someone.
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Skunk: Winning by a margin of 31 points or more, indicating a significant victory. The term "skunk" denotes a decisive and somewhat humiliating defeat for the opponent, likening it to the North American skunk's defense mechanism—a situation to be avoided.
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Double Skunk: An even more decisive win, by a margin of 61 points or more. This amplifies the concept of a "skunk" to emphasize an overwhelming victory.
Other Terms
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Run: A sequence of three or more cards (e.g., 7-8-9). The term reflects the consecutive nature of the cards.
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Pair: Two cards of the same rank. In Cribbage, pairs, triples (three of a kind), and quadruples (four of a kind) are common scoring combinations.
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Triple or Three of a Kind: Three cards of the same rank, scoring six points.
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Quadruple or Four of a Kind: Four cards of the same rank, scoring 12 points.
These terms give Cribbage its distinctive charm and complexity, enriching the game's tradition and strategy. While some of the origins of these terms are well-documented, others remain a part of the lore and mystique that surrounds this historic game.