Gin Rummy

The classic two-player card game: build sets and runs, keep your deadwood low and knock before the computer does.

Melds in your hand are marked with coloured lines. Matches won stay in this browser. Match to 100 points.

A card game of luck and smart discards

Gin rummy is one of the most popular two-player card games in the world. Each turn you draw a card – from the stock or the opponent’s discard – and throw one away, trying to arrange your ten cards into sets (three or four of a kind) and runs (three or more in a row of the same suit).

Here your hand is sorted automatically: melds are grouped and underlined, and your deadwood (the value of unmatched cards) is always shown. When it is 10 or less, the Knock button appears – or wait for gin. At the end of each hand both hands are shown with melds, lay-offs and points. First to 100 wins the match.

How to use

  1. Take the top discard or draw from the stock.
  2. Discard one card – try to keep cards that can form sets and runs.
  3. When your deadwood is 10 or less, press Knock (or wait for gin).
  4. Compare hands and score; play on until someone reaches 100.

Ideas for using it

  • Learn the game. the meld lines show what counts as a set or run.
  • Quick hand. one hand takes about five minutes.
  • Strategy. watch what the computer picks up from the discard pile.
  • Classic card night. gin rummy is the two-player favourite in many families.

Rules in short

  • Each player has 10 cards. On your turn, take the top card of the discard pile or the stock, then discard one card.
  • Melds are sets (3–4 cards of the same rank) or runs (3+ cards in a row of one suit, ace low). Unmatched cards are deadwood: aces 1, number cards their value, J/Q/K 10.
  • With deadwood of 10 or less you may knock. The other player then adds their cards to your melds (laying off).
  • Knocker scores the difference in deadwood. Gin (no deadwood) scores 25 + the opponent’s deadwood. If the opponent has the same or less deadwood, they score 25 + the difference (undercut).

Frequently asked questions

When should I knock?

Early in the hand, knocking with low deadwood is usually good. Late in the hand, the opponent is more likely to undercut you.

What is an undercut?

If the defender has the same or less deadwood than the knocker (after laying off), the defender wins the hand and gets a 25-point bonus.

Are face cards worth 10?

Yes – J, Q and K count 10, aces 1, number cards their face value.

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