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Gin Rummy

The Timeless Two-Player Card Game

👥 2 Players 🃏 52-Card Deck ⏱️ 15-30 Minutes 📊 Easy-Medium
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Objective
First to 100 points
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Key Mechanic
Form melds, reduce deadwood
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Hand Ends
Knock or Gin
Unique Feature
Undercut bonus

What is Gin Rummy?

Gin Rummy is a classic two-player card game that's been popular since the 1900s. The goal is to form your cards into melds (matched sets) while minimizing your deadwood (unmatched cards).

When your deadwood total is low enough, you can "knock" to end the hand - or if you have NO deadwood, you "go Gin" for bonus points!

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Key Terms

Melds: Matched card groups (sets or runs)

Deadwood: Cards not in any meld

Knock: End the hand when deadwood ≤ 10

Gin: End the hand with 0 deadwood (bonus!)

Setup & Deal

  1. Determine Dealer
    Draw cards - lower card deals first. The deal alternates after each hand.
  2. Deal 10 Cards Each
    Deal one card at a time, alternating between players, until each has 10 cards.
  3. Create the Stock Pile
    Place remaining cards face-down in the center as the stock (draw) pile.
  4. Start the Discard Pile
    Turn over the top stock card to begin the discard pile face-up next to the stock.

Understanding Melds

Sets (Groups)

3 or 4 cards of the same rank:

9
9
9
Valid set: Three 9s

Runs (Sequences)

3 or more consecutive cards in the same suit:

5
6
7
8
Valid run: 5-6-7-8 of Hearts
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Ace Placement

Aces are LOW only. A-2-3 is valid, but Q-K-A is NOT. Aces cannot go "around the corner."

Taking Your Turn

Each turn has two parts: Draw → Discard

  1. 1. Draw One Card
    Choose one:
    • Stock pile: Take the top face-down card (unknown)
    • Discard pile: Take the top face-up card (you can see it)
  2. 2. Discard One Card
    Place one card face-up on the discard pile. You cannot discard the same card you just drew from the discard pile.
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First Turn Option

Non-dealer goes first and may take the face-up card. If they pass, the dealer may take it. If both pass, non-dealer draws from stock.

Ending the Hand

Knocking

When your deadwood totals 10 or less, you may knock:

  1. Discard one card face-down (to signal knocking)
  2. Lay down your melds
  3. Opponent then lays off cards onto YOUR melds (if possible)
  4. Compare deadwood totals

Going Gin

If ALL 10 of your cards form melds (0 deadwood), you "Go Gin!"

  • Your opponent CANNOT lay off on your melds
  • You get a 25-point bonus!
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Laying Off

When your opponent knocks, you can add your cards to THEIR melds to reduce your deadwood. You cannot lay off if they went Gin!

Card Point Values

Card values are used to calculate deadwood:

Card Values
Face Cards (K, Q, J) 10 points each
Ace 1 point
Number Cards (2-10) Face value
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Deadwood Strategy

Face cards (10 pts each) are dangerous deadwood! Get rid of high cards or meld them quickly.

Scoring When You Knock

If Knocker Has Lower Deadwood

Knocker Wins
Knocker scores Difference in deadwood

Example: You knock with 8 deadwood. Opponent has 23 after laying off. You score 23 - 8 = 15 points.

If Opponent Has Lower or Equal Deadwood (Undercut!)

Undercut!
Opponent scores difference + Undercut bonus
Standard undercut bonus +25 points

Example: You knock with 10 deadwood. Opponent has 8. They score (10 - 8) + 25 = 27 points!

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Undercut Risk

Knocking with high deadwood (8-10) is risky! Your opponent might undercut you after laying off cards on your melds.

Scoring When You Go Gin

Going Gin
Opponent's full deadwood + All their points
Gin bonus +25 points
Total Deadwood + 25

Example: You go Gin. Opponent has 32 points in deadwood. You score 32 + 25 = 57 points!

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No Lay Off on Gin!

When you go Gin, your opponent cannot lay off any cards. Their ENTIRE deadwood counts against them.

Winning the Game

First player to reach 100 points wins!

End Game Bonuses
Game bonus (reaching 100) +100 points
Shutout/Schneider (opponent has 0) Double total score!
Box/Line bonus (per hand won) +25 points each

Early Game Strategy

  1. Discard High Cards Early
    Face cards (10 pts) are dangerous deadwood. If they're not part of a potential meld, get rid of them!
  2. Keep Flexible Cards
    Middle cards (5-7-8) can form runs in multiple directions. Keep these longer than edge cards.
  3. Watch What Opponent Takes
    If they grab a 7♠ from the discard, they're probably working on 7s or a Spade run!

When to Knock

  1. Low Deadwood = Safer Knock
    Knocking with 0-3 deadwood is almost always safe. Undercuts are very unlikely.
  2. High Deadwood = Risky
    Knocking with 8-10 deadwood is dangerous. Opponent might lay off cards and undercut you!
  3. Consider Opponent's Progress
    If they're drawing lots of cards, they might be struggling. Knock quickly! If they seem close to Gin, be careful.
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The "Schneider" Risk

If you're ahead and opponent has 0 points, they might take big risks going for Gin. Ending games quickly can prevent a comeback!

Advanced Tactics

  1. Track Discards
    Remember what's been discarded. If three 8s are gone, the fourth 8 is useless for a set!
  2. Defensive Discarding
    Don't discard cards your opponent needs! If they took a 5♦, don't give them 4♦ or 6♦.
  3. Bluffing with Draws
    Sometimes take a discard you don't need to mislead your opponent about your hand.

Common Mistakes

Holding Face Cards Too Long

A lone King is 10 points of deadwood! Don't hope for a meld that might never come.

Knocking Too High

Knocking with 10 deadwood often leads to undercuts. Wait for lower deadwood unless opponent seems close to Gin.

Ignoring the Discard Pile

The discard pile tells you what your opponent ISN'T collecting. Use this information!

Popular Variations

Oklahoma Gin

The first upcard determines the knock limit for that hand:

  • Upcard is 7♠? You need 7 or less deadwood to knock
  • Face card (10)? Standard 10 deadwood limit
  • Ace? You MUST go Gin - no knocking allowed!
  • Spade upcard? Points are doubled for that hand!
Hollywood Gin

Play three games simultaneously:

  • Your first win starts Game 1
  • Your second win starts Game 2 AND counts in Game 1
  • Your third win starts Game 3 AND counts in Games 1 & 2
  • Continue until all three games reach 100
Straight Gin

No knocking allowed - you MUST go Gin:

  • Hands take longer but are more dramatic
  • Strategy focuses on completing all melds
  • Stock pile running out? Draw the discard!
  • Bigger point swings per hand
Tedesco Gin

Adds partnership play for 4 players:

  • Two separate games played simultaneously
  • Partners sit across from each other
  • Team scores are combined
  • More social, great for couples
Round-the-Corner

Aces can be high OR low:

  • Q-K-A is a valid run
  • A-2-3 is also valid
  • K-A-2 wraps around!
  • Aces count as 11 points (not 1)