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Gin Rummy is a member of the Rummy family of games. As with most games there are plenty of variations out there, so the game might not be exactly like you play it or have different points for some things.

Below I'll explain the rules we use on this site. I'll start by explaining a few basic concepts, and then go over the gameplay and scoring of the game.

The objective of Gin Rummy is to collect cards into melds and have as little deadwood as possible at the end of a game.

The game is scored based on how much deadwood you have at the end of each game. A game can span several rounds, it's over when one player reaches points.

At that point grand total for each player is calculated, with bonuses, and the player with the highest score wins the whole game. Each player gets 10 cards.

The remaining deck is put on the table between the players face down, and one card is put face up besides the deck to start the discard pile.

In each turn a player must start by drawing one card. He can either draw the top card from the deck or the top card from the discard pile. Generally you only draw the top card from the discard pile if you know that the card will help you create a meld with some of the other cards in your hand.

After the player has drawn a card he must discard one card by putting it face up on top of the discard pile. If the player has drawn the top card from the discard pile at the start of the turn he may not discard that card until his next turn also, that wouldn't make any sense at all.

He may however discard a card he has just drawn from the deck, or any other card he has in his hand. The game continues like this, with players drawing and discard cards, while they try to build sets and runs in their hand.

The round ends when one player knocks , by discarding a card and putting it face down on the discard pile.

The player that knocked the knocker then shows his melds and his deadwood by putting it face up on the table. The opponent then shows his melds and deadwood.

The opponent is allowed to lay off any of his deadwood cards onto the knocker's melds if he can. For example if the knocker had a meld, H1 H2 H3 and the opponent has a H4 as part of his deadwood he can add it to the knocker's meld, and then it won't count as deadwood anymore.

The knocker cannot do the same, he can never lay off his deadwood. Additionally, if the knocker has Gin or Big Gin no deadwood then the opponent is not allowed to lay off any cards.

There are some rules for when you can knock. They vary between different versions, but this is how it's done on this site: You may only knock if you end up with 10 or fewer points of deadwood human cards count as 10, aces as 1 and other cards their numeric values.

The card you knock with put facedown on the discard pile is not included in that number. Knocking with no deadwood, i. Going Big Gin is when you have 11 cards in melds, in which case you can say you have Big Gin and the game ends without you discarding the final card facedown.

The game also ends if neither player has knocked and there are only two cards left in the deck. In that case the hand is a tie, and neither player gets any points.

Scoring is based on deadwood and bonuses, the actual melds don't actually count for anything, they're only good to minimize your deadwood.

I'm sure there are plenty of people who prefer other rules, but you can never please everyone and these are the rules I'm going with. If both players refuse the turned-up card, the non-dealer draws the top card from the stock pile.

Whichever player took a card completes their turn by discarding and then it is the other player's turn to play. You can end the play at your turn if, after drawing a card, you can form sufficient of your cards into valid combinations: This is done by discarding one card face down on the discard pile and exposing your whole hand, arranging it as far as possible into sets groups of equal cards and runs sequences.

Any remaining cards from your hand which are not part of a valid combination are called unmatched cards or deadwood. Ending the play in this way is known as knocking , presumably because it used to be signalled by the player knocking on the table, though nowadays it is usual just to discard face down.

Knocking with no unmatched cards at all is called going gin , and earns a special bonus. Although most hands that go gin have three combinations of 4, 3 and 3 cards, it is possible and perfectly legal to go gin with two 5-card sequences.

A player who can meet the requirement of not more than 10 deadwood can knock on any turn, including the first. A player is never forced to knock if able to, but may choose instead to carry on playing, to try to get a better score.

The opponent of the player who knocked must spread their cards face-up, arranging them into sets and runs where possible.

Provided that the knocker did not go gin, the opponent is also allowed to lay off any unmatched cards by using them to extend the sets and runs laid down by the knocker - by adding a fourth card of the same rank to a group of three, or further consecutive cards of the same suit to either end of a sequence.

Cards cannot be laid off on deadwood. For example if the knocker has a pair of twos as deadwood and the opponent has a third two, this cannot be laid off on the twos to make a set.

The play also ends if the stock pile is reduced to two cards, and the player who took the third last card discards without knocking.

In this case the hand is cancelled, there is no score, and the same dealer deals again. Some play that after the player who took the third last stock card discards, the other player can take this discard for the purpose of going gin or knocking after discarding a different card, but if the other player does neither of these the hand is cancelled.

Each player counts the total value of their unmatched cards. If the knocker's count is lower, the knocker scores the difference between the two counts.

If the knocker did not go gin, and the counts are equal, or the knocker's count is greater than that of the opponent, the knocker has been undercut.

In this case the knocker's opponent scores the difference between the counts plus a 10 point bonus.

A player who goes gin scores a bonus 20 points, plus the opponent's count in unmatched cards, if any.

A player who goes gin can never be undercut. Even if the other player has no unmatched cards at all, the person going gin gets the 20 point bonus the other player scores nothing.

The game continues with further deals until one player's cumulative score reaches points or more. This player then receives an additional bonus of points.

If the loser failed to score anything at all during the game, then the winner's bonus is points rather than In addition, each player adds a further 20 points for each hand they won.

This is called the line bonus or box bonus. These additional points cannot be counted as part of the needed to win the game.

After the bonuses have been added, the player with the lower score pays the player with the higher score an amount proportional to the difference between their scores.

Many books give the rule that the winner of each hand deals the next. Some play that the turn to deal alternates.

Some players begin the game differently: The non-dealer's first turn is simply to discard a card, after which the dealer takes a normal turn, drawing the discard or from the stock, and play alternates as usual.

Although the traditional rules prohibit a player from taking the previous player's discard and discarding the same card, it is hard to think of a situation where it would be advantageous to do this if it were allowed.

The Gin Rummy Association Rules do explicitly allow this play, but the player who originally discarded the card is then not allowed to retake it unless knocking on that turn.

The Game Colony Rules allow it in one specific situation - "action on the 50th card". When a player takes the third last card of the stock and discards without knocking, leaving two cards in the stock, the other player has one final chance to take the discard and knock.

In this position, this same card can be discarded - if it does not improve his hand, the player simply turns it over on the pile to knock.

Some people play that the bonus for going gin is 25 rather than 20 and the bonus for an undercut is 20 rather than Some play that the bonus for an undercut, the bonus for going gin, and the box bonus for each game won are all 25 points.

Some play that if the loser failed to score during the whole game, the winner's entire score is doubled rather than just doubling the game bonus to A collection of variations submitted by readers can be found on the Gin Rummy Variations page.

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You can also discard whatever you just picked up from the stock pile. You can discard it during your next turn if you want, but you must keep it for at least one turn.

Take turns picking up cards and discarding cards. Go back and forth drawing cards with your opponent and attempting to form melds with all your cards.

At each turn, decide if you want the card that your opponent just placed face-up in the discard pile, or if you want to take the mystery card from the top of the stock pile.

As you form melds, do not place them on the table. End the game if only two stock cards remain. If a player takes the third to last card in the stock pile and the game is still going, then the hand is cancelled.

No points are awarded to either player, and the cards must be re-dealt. Knock if all your cards form melds. Knocking is how you end gameplay. You can physically knock on the table if you want to, but the face-down discard is generally accepted as the knocking symbol.

Knock to prevent your opponent from reaching gin. If you think your opponent may reach gin before you, you can knock early to prevent them from getting those bonus points.

End the game only if your deadwood totals ten points or less. You can only knock if the points values for your deadwood cards total ten or less.

Kings, queens, and jacks are worth 10, aces are worth 1, and all numerical cards are worth their numerical value. Expose your melds to your opponent.

Lay down all your cards face-up and divide them into melds on the table. Make it clear for your opponent to see your sets and runs by grouping cards within a meld closely together and also putting some space between the melds themselves.

Your opponent now has the chance to lay off their deadwood cards onto your cards to add to melds. Or they could add that 5 to a run of or Lay off cards only if gin has not been reached.

This means that one player will potentially end up with a lot of deadwood, and thus a lot of deadwood points for the knocker to claim. Write down each player's points on a piece of paper.

The difference between the two is 16 points. Award the non-knocker for an undercut. If you were the knocker, and it turns out your opponent has fewer deadwood points than you, this is called an undercut.

The difference between the deadwood points is awarded to them rather than you in this case, along with a point undercut bonus.

Play until someone reaches points. Deal the cards again and continue to play rounds until one player has reached points.

This player is awarded bonus points for doing so. Each player then earns an additional 25 points for every round they won.

The player with the most points after all the tallying is the winner. Memorize cards that are being discarded.

Keep track of what cards both you and your opponent have discarded, as these will indicate what to avoid collecting.

For example, if you saw two kings end up in the discard pile, then you shouldn't hold onto any kings in your hand since these will certainly become deadwood.

Memorize which cards your opponent is picking up. Get a sense for which cards your opponent is picking up from the discard pile since these will clue you into their sets and runs.

If you see them picking up a couple 9's, don't discard a 9 you have in your hand or you risk helping them out.

Aim for runs over sets. Runs can be added onto at either end of the sequence. But once you reach three of a kind, sets can only be added onto in one way.

And you're less likely to find that one extra card for a set than the two possible cards that can add to your run. Knock as early as possible.

You can't knock until your deadwood is down to 10 or fewer points, but as soon as you reach that threshold, it might be a good idea to knock.

Waiting too long in the hopes that you'll reach gin could mean letting your opponent reach it first. Ask a friend if they would like to play with you, and then show them the rules to the game.

Not Helpful 0 Helpful 7. If a player knocks with 3 points unmelded and the opponent has 3 also, how is the hand scored?

When the knocker and the opponent have equal value of unmelded cards termed "deadwood" , this is an undercut. The knocker's opponent scores 10 points.

Note that there are variations in scoring. Not Helpful 0 Helpful 3. No, King is the highest and Ace is the lowest, you can't connect them in a run.

Not Helpful 10 Helpful On the discard pile do we stack one on top of the other or spread each card next to each other? Stack them one on top of the other, and only draw the the top card from either the stock pile or the discard pile.

Not Helpful 4 Helpful 8. When it's my turn, can I pick up additional cards from the pile before I discard? No, once you take a card you may either discard it, or keep it and discard another card.

What happens when I reach the end of the deck and no one has attained gin or knocked? You should reshuffle the discard pile and place it face down for a new hidden card file.

Not Helpful 2 Helpful 5. Play continues, but the erring party has to play his hand face up until he can get to 10 or below and then knock.

Not Helpful 11 Helpful In short, highest if counting runs as positive. We recommend that you upgrade to one of the following browsers:.

You're trying to discard , but it could be laid off on the meld. Are you sure you want to discard the card? This game is currently not ready for playing, it's in beta testing right now, we'll announce when it's ready.

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Congratulations, you have unlocked a new feature on the site! You can now make your own opponents, with custom names and faces.

Click the link below to get started:. You can also change them later, by opening the Options dialog and clicking 'Customize opponents' there.

Rummy is a classic cardgame where the objective is to be the first to get rid of all your cards, by creating melds , which can either be sets , three or four cards of the same rank, e.

H8 S8 D8 , or runs , which are three or more cards of the same suit in a sequence, e. Aces are low, and sequences can not wrap around. There are many, many variations of Rummy that exist, this particular implementation is Basic Rummy, or Traditional Rummy.

The game can have 2,3 or 4 players. If there are only two players they each get 10 cards, if there are three or four player then each player gets 7 cards.

After the cards are dealt the deck is put facedown on the table, and one card face up next to it, to start the discard pile.

The player to the left of the dealer starts the hand, and gameplay goes as follows:. The game continues like this until one player has finished all the cards from their hand.

A player is not required to end the game by discarding a card onto the discard pile, if he can lay down all his cards in melds, or lay them off on existing melds the may do so, and will win the game.

If the deck is depleted before a player has won, then the discard pile is shuffled and used as a new deck. If the deck is depleted for a second time then the hand is considered a stalemate and finishes with no one getting any points.

The scoring in Rummy is winner-takes-all. When a player has won a round, the cards his opponents still have in their hands are counted and the winner gets points based on them.

Face cards are worth 10 points each, aces are 1 point, and other cards are worth their rank, e. The points for all the losers are added together and given to the winner.

In some variations each player gets his points as penalty points, but not in this version. The score needed to win the entire game varies based on how many players there are.

For 2 players the score is points, for 3 players it's points and for four players the score is When a player reaches the target score he has won the entire game.

Since scoring is based on cards left in hand it makes sense to try to meld and lay off as early as possible.

A player has not melded or laid off any cards during the game, but can get rid of all his cards in one turn earns a bonus, his points are doubled!

This is called Going Rummy , and is a risky move, since you have a lot of cards for a long time, but can really pay off if you manage to do it successfully!

There are two cases where the game can end in a stalemate. One, as mentioned above, is when the stock has been depleted twice.

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