Gin Rummy
The Timeless Two-Player Card Game
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!
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
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Determine DealerDraw cards - lower card deals first. The deal alternates after each hand.
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Deal 10 Cards EachDeal one card at a time, alternating between players, until each has 10 cards.
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Create the Stock PilePlace remaining cards face-down in the center as the stock (draw) pile.
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Start the Discard PileTurn 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:
Runs (Sequences)
3 or more consecutive cards in the same suit:
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
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1. Draw One CardChoose one:
- Stock pile: Take the top face-down card (unknown)
- Discard pile: Take the top face-up card (you can see it)
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2. Discard One CardPlace one card face-up on the discard pile. You cannot discard the same card you just drew from the discard pile.
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:
- Discard one card face-down (to signal knocking)
- Lay down your melds
- Opponent then lays off cards onto YOUR melds (if possible)
- 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!
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:
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
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!)
Example: You knock with 10 deadwood. Opponent has 8. They score (10 - 8) + 25 = 27 points!
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
Example: You go Gin. Opponent has 32 points in deadwood. You score 32 + 25 = 57 points!
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!
Early Game Strategy
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Discard High Cards EarlyFace cards (10 pts) are dangerous deadwood. If they're not part of a potential meld, get rid of them!
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Keep Flexible CardsMiddle cards (5-7-8) can form runs in multiple directions. Keep these longer than edge cards.
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Watch What Opponent TakesIf they grab a 7♠ from the discard, they're probably working on 7s or a Spade run!
When to Knock
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Low Deadwood = Safer KnockKnocking with 0-3 deadwood is almost always safe. Undercuts are very unlikely.
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High Deadwood = RiskyKnocking with 8-10 deadwood is dangerous. Opponent might lay off cards and undercut you!
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Consider Opponent's ProgressIf they're drawing lots of cards, they might be struggling. Knock quickly! If they seem close to Gin, be careful.
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
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Track DiscardsRemember what's been discarded. If three 8s are gone, the fourth 8 is useless for a set!
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Defensive DiscardingDon't discard cards your opponent needs! If they took a 5♦, don't give them 4♦ or 6♦.
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Bluffing with DrawsSometimes take a discard you don't need to mislead your opponent about your hand.
Common Mistakes
A lone King is 10 points of deadwood! Don't hope for a meld that might never come.
Knocking with 10 deadwood often leads to undercuts. Wait for lower deadwood unless opponent seems close to Gin.
The discard pile tells you what your opponent ISN'T collecting. Use this information!
Popular Variations
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!
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
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
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
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)