Gin Rummy

Reach 100 match points by ending hands with less deadwood. Aces count 1, number cards their value, and J/Q/K 10 each.

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How to play

Reach 100 match points by ending hands with less deadwood. Aces count 1, number cards their value, and J/Q/K 10 each.

  • Each player gets 10 cards. The non-dealer may take the first upcard or decline; if declined, the dealer gets the same offer. If both decline, the non-dealer draws from stock. Then each turn draws one card and discards one. A card taken from the discard pile cannot be thrown straight back that turn.
  • Make sets of 3–4 equal ranks or same-suit runs of at least 3 consecutive ranks. Aces are low: A-2-3 works, Q-K-A does not. Each card belongs to at most one meld. After discarding, knock with at most 10 deadwood, or declare gin with zero. Choose the meld arrangement before ending the hand.
  • After an ordinary knock, the defender may lay off unmatched cards on the knocker’s melds. A lower knocker total scores the difference; a defender total at or below it scores the difference plus 25. Gin scores 25 plus the defender’s deadwood, without layoffs. At 2 stock cards, the hand is drawn without points and the same dealer redeals. First to 100 wins.

Strategy tips

  • Prefer connected low cards when a high unpaired card is costly to keep.
  • Notice which discards the opponent takes before giving away another card of that rank or suit.
  • Compare overlapping meld arrangements before knocking; a low deadwood total does not prevent an undercut.

Complete guide

Rules, scoring, and strategy

Gin Rummy is a two-player contest of melds, deadwood and timely knocking. Play a complete match to 100 points against a local computer opponent, using one standard 52-card deck without jokers, live players or wagering.

Opening offers and each turn

Each player receives ten cards and one card is turned face up. The nondealer may take or decline that opening card; after a decline, the dealer gets the same choice. If both decline, the nondealer must draw from stock. Thereafter draw one stock card or the top discard, then discard one card to return to ten. A card just taken from the discard pile cannot be discarded again on that same turn.

Melds, deadwood and declaring a knock

A meld is three or four cards of one rank, or at least three consecutive cards of one suit. Aces are low: A–2–3 works, Q–K–A does not. Each card belongs to only one meld. Unmelded cards are deadwood: aces count one, pictures ten, and other ranks their number. After selecting a discard, you may explicitly knock if the remaining declared layout has at most ten deadwood points; zero is gin. Review the actual groups before confirming.

Scoring, layoffs and the match

Gin earns 25 plus the opponent's deadwood, with no layoffs. After an ordinary knock, the defender can arrange their own melds and add leftover cards to the knocker's declared melds, including legal chains extending runs. If the defender still has more deadwood, the knocker scores the difference; otherwise the defender undercuts for 25 plus the difference, including 25 for a tie. Reaching 100 ends the match. If stock reaches two after an unscored turn, the hand is drawn and the same dealer redeals; scored hands alternate dealers.

Practical decisions and controls

Keep flexible pairs and connected ranks, but do not hoard high cards without a realistic meld. Compare a safe early knock with the extra risk of waiting for gin, and notice which discards the opponent takes. Selecting a card only previews an action: Discard and Knock/Gin are separate confirmations. Arrow keys move between hand cards, Enter/Space selects, and Escape clears selection. Replay starts the same seeded match; there is no undo across revealed hidden information.

Questions players ask

Why can I not discard the card I just took?

A face-up discard you pick up must remain in your hand for that turn. Choose a different discard. A newly drawn stock card is not subject to that restriction and may be discarded immediately.

Can the same card complete a set and a run?

No. Melds must be disjoint, so a shared card must be assigned to one group. The deadwood display finds the exact minimum, but a knock uses the specific legal declaration you confirm, not an invisible replacement.

Does the computer know my cards or the stock order?

No. Its decisions use only its own hand and public information, not your concealed hand, stock identities or the shuffle seed. It is a deterministic heuristic, not an optimal-play guarantee; normal play stays in your browser.