Gameplay
Crib
The crib is where players discard 2 of the cards they were dealt at the start of the round. The crib is then granted to a player and will be used at the end of the round to grant additional points.
Pegs
Pegs are little markers placed in the holes on the board to keep track of the score. Each player has 2 pegs that leapfrog each other as the score is tallied.
Pegging
The process of moving your pegs along the board to keep track of the points scored during The Play.
Hand
The cards held by a player. initially a player has 6 but has to discard 2 to the crib resulting in a final hand of 4 cards.
The Deal
A round begins with the Deal during which the dealer shuffles the deck and hands out 6 cards to each player. Players can only keep 4 of these 6 cards. The other 2 cards are discarded to the crib.
The Play
Players take turns and discard 1 card face up. These cards contribute to the count and some points can be earned through the count under specific circumstances. The count cannot exceed a total value of 31, resetting to an empty state when it reaches 31. If players only have cards that would make the count exceed 31, the count resets to 0 and players play until they run out of cards.
Skunk
If a player wins the match with a score advantage of more than 30 points, they have "skunked" their opponent.
Double skunk
If a player wins the match with a score advantage of more than 60 points, they have "double skunked" their opponent.
Muggins
Muggins is an optional rule where any points missed by a player during their count are granted to the opponent.
Go
When the remaining cards in a player's hand would make the total exceed 31 points, they call "Go" and skip their turn.
Peg out
Whenever a player reaches, or exceeds, 121 points, they "peg out" and win the match.
Scoring
15
During the play, if any player makes the count reach exactly 15, they score 2 points.
31
During the play, if a player makes the count reach exactly 31, they score 2 points.
Pair
Two cards of the same rank. Worth 2 points.
Three of a kind
Three cards of the same rank. Worth 6 points
Four of a kind
Four cards of the same rank. Worth 12 points.
Run
Three or more consecutive cards, regardless of the suit. Grants points equal to the number of cards in the run. 3 points for 3 consecutive cards, 4 points for 4 consecutive cards, etc. The cards have to be consecutive but can be in any order.
Flush
4 cards of the same suit in hand, worth 4 points. If the cut card is also the same suit, the flush is worth 5 points.
Last card
If the count does not reach 31 points, the last player to play a card scores 1 point.