The Basics of Gin Rummy

-Number of players: two or more;

-Playing time: 5 minutes (per hand)

According to the official Gin Rummy rules a player may only Knock if they have 10 points or less of deadwood (i.e. Unmatched or unmelded cards). For example, he can knock if his deadwood is A-3 -4 as the total value of those cards is 8 points, which is less that the 10 point minimum. The object of a gin rummy game is to strategically work with your hand of cards to create sets and runs while at the same time eliminating as many 'deadwood' cards (cards that are not in a set or run) as possible. The key to the game is understanding what a set, run, and deadwood cards are in gin rummy.

-Cards: standard deck with no joker.

Rules Of Gin Rummy 7 Cards

-Ranking: King (high) down to Ace (low). Suits are equal. Court cards count 10 each, Aces count 1 and other cards their pip values.

-Deal: highest cut has option on deal. At this stage only, when cards are equal, suits are ranked in the following order: Spades (high), Hearts, Diamonds, Clubs (low). Each player is dealt 10 cards, singly and alternately, and the remainder of the pack is stacked face down to form the stock pile. The top card is turned over adjacent to it to start the discard pile. The dealer alternates.

History

Gin is probably the best of the two-handed Rummy card games. It was popular in America during the early decades of this century. It then suffered a decline, only to come back briefly to enjoy unprecedented publicity during the 1940s after Hollywood stars adopted it as their favorite game for filling in time between takes.;

Object of the Game

To form one’s hand into melds (sets) and reduce the number and value of unmatched cards.

How to Play Gin Rummy

The Rules Of Gin Rummy

Elder may now draw a card and take the face-up card from the deck and replace it with a discard from hand. If Elder does not want it, Younger may pick it up and replace it with a discard from hand. If Younger does not want it, Elder now will draw the top card from the stock pile and replaces it with a card from hand face up to the discard pile (which is kept squared up so that the cards below it are not visible). From here on, a player may take either the face-up card from the discard pile or the top card from the stock pile, in both cases surrendering a card from hand to the discard pile.

There are two kinds of meld: a set of three or four cards of the same rank (for example, Jacks); and a sequence (three or more cards of the same suit in order, for example – 7, 8, 9, 10, Jack, all of Diamonds). Notice that A, K, Q of a suit is not a sequence since Ace ranks low.

Either player with unmatched cards (“deadwood”) that total 10 or less may, but is not obliged to, “knock”, thereby ending the hand. Knocking is done physically by rapping the table after drawing a card (but before discarding). The knocker discards and then puts the hand down, face up, divided into melds and deadwood. Provided that the knocker has deadwood the second player may now “lay off” any number of cards from hand to the exposed melds; for example, by adding the fourth Jack to a set of three Jacks. The purpose of laying off is to reduce deadwood which otherwise counts against the player.

Scoring

When the opponent has laid off, both players declare the total value of their unmatched cards (“the count”). If the knocker’s total is zero – in which case the opponent may not lay off – this is gin and scores 25 for the knocker.

If the opponent’s total is higher, the knocker scores the point difference between the two hands (for instance, if the knocker declares four, and the opponent declares 27, the knocker scores 23). If the opponent’s total is equal to or lower than that of the knocker, the opponent scores the difference, if any, plus 25 for “the undercut”.

Running totals are kept with a line under each hand won, and the first player to reach 100 wins the game and scores an additional 100 points. Each player then adds 25 points for every hand won. If one player fails to score, the opponent’s score is doubled (“shut out”).

Tips on How to Win Gin Rummy

It is imperative to remember every card in the up pile (recall that is squared up so that only the top card is exposed). This will be invaluable in calculating the odds against getting a card you want: there is no point holding on to two Jacks if the other two have been discarded! It is just as important to watch your opponent’s play carefully: every up card is taken or rejected, and each card discarded, tells you something of the composition of his hand.

It is a good principle to knock as early as possible; but if there is a chance of gin it may be better to hold up, since if your opponent knocks you could well score for the undercut. However, do not hold up for more than a turn or two – a gin is only worth double a knock.

Gin

A hand can have several embryo melds. Which to keep and for long is a matter of judgment, but should take into account what lies in the discard pile. If you hold two cards of the same rank the chance of getting a third is about the same as of securing a sequence – provided that the pair of cards you hold are capable of being extended at either end. Don’t for example; hang on to King, Queen or 8, 6. A favorable holding would be 4 of Clubs, 4 of Diamond, 3 of Clubs, when you have the advantage of two chances of a sequence and two for a set of 4s coupled with low penalty points if your opponent knocks.

Hold back any card you think your opponent wants. Apart from the obvious advantage, you may be able to lay it off if you are beaten to the knock. Otherwise, reduce your deadwood at every opportunity – even break up a pair if there is a significant gain. Discard a Queen from a pair, for example, if you pick up a deuce. Finally, if you knock, arrange your hand so as to minimize layoffs.

An Example Hand of Gin Rummy

Elder declines the turn-up. Younger takes it, melds three 7s and discards the 8 of diamonds.

Elder picks up 6 of Clubs and discards it, holding on to the King and Queen for one round. Younger picks up 6 of Diamonds and discards it likewise (it would have been better to have discarded the Queen of Hearts, but Younger is praying for the Jack of Hearts). Elder then picks up 3 of Clubs, making a second meld, and throws out King of Clubs.

Younger picks up 4 of Diamonds and discards Queen of Hearts – it would be dangerous to retain it any longer. Elder picks up 7 of Diamonds and gets rid of the Queen of Clubs; Younger picks up 6 of Hearts and discards the 10 of Hearts in order to reduce deadwood.

Elder picks up Jack of Diamonds and discards it.

Younger joyfully takes it to meld three Jacks and throws away the 9 of Hearts. Elder, joyful in turn, retrieves the 9 of Hearts; melds the 9s; knocks; discards the 7 of Diamonds; and spreads his hand, separating the melds.

Elder

Younger

Elder has a count of one. Younger now spreads his hand and lays off the 6 of Hearts and 2 of Hearts, thereby reducing his deadwood, for a count of nine. Notice that Elder cannot now add the Ace to the heart meld. Elder wins by 8 points and at the end of the game will score a further 25 points for the line.

Variants

A number of variations in scoring may be encountered. A game can be for 150 or 200 points: the gin and box bonuses can score 20 instead of 25, and the undercut can score 10 instead of 20 – or indeed any combination of these and the point values are given above.

A common procedure is for the 21st card to be dealt to Elder who then discards to start the up pile.

A variant which has now largely taken over from the parent game, and is recommended is Oklahoma Gin. There is only one rule change: the turn-up determines the maximum number of points a player may have in deadwood in order to knock. If the turn-up is Ace, some players require gin in order to knock. Gamblers are fond of doubling scores for the hand if the turn-up is a Spade.

Gin

Gin Rummy is a card game of skill that allows from 2 to 4 players to play. The game uses one standard deck of 52 cards for each hand dealt.

The aim of Gin Rummy is to be the first player to get rid of all your dealt cards by making them into sets and laying them down on the table. The making of sets is often called “melding,” a term commonly heard when playing Mahjong.

A 'set'contains 3 or 4 cards the same numerical value. A “run” has 3 or more cards, of the same suit, which are consecutive numerically. When cards are grouped together in Gin Rummy, they are said to be 'melded.'

To start a 2 player game, each player is dealt 10 cards, if there is 3 or 4 players then each player is dealt 7 cards.

How To Play Gin And Rummy

When playing Gin Rummy rules, an Ace card counts as 1 point and face cards, Jack, King, Queen, count as 10.

When it is a players turn to act, they must start off by either drawing a card from either the stick pile or discard pile. This card is added to their hand. Upon completion of the players turn, they must place one card, from any held in their hand into the discard pile.

Gin Rummy rules give players three different ways to win a round. They are termed Gin, Knock and Undercut.

The Rules Of Gin Rummy

Gin – Gin is made when a player melds all of the cards held in their hand and lay them all down on the table at once. The last card is placed in the discard pile. This leaves the player with no un-matching cards.

Gin

Knock – A Knock is where players meld all the cards held and the remaining total points left is 10 or lower in value. Surplus cards that can’t be used to make any melds or sets are termed, deadwood.

Undercut – An Undercut is where a players remaining points, or deadwood, is equal or lower to the Knocker’s.

Rules Of Gin Rummy Knocking

After a players Gin, all other players may take their melds, or sets, and lay them onto the table. This lowers their deadwood count and hence the amount of penalty points accumulated. After players Knock, again, the other players lay any melds onto the table and add then add their matching cards onto the Knocker's original melds. This way, the Knock move provides the other players, who have lost the hand an opportunity to reduce their amount of penalty points gained. Much higher than is a player plays a Gin hand.

In Gin Rummy multi-round games the winner is the player that has accumulated the highest amount of points. Playing a Gin hand gains the most points reward and the player scores 25. The other, defeated players, receive their deadwood count doubled, but as penalty points.

What Are The Rules To Play Gin Rummy

An Undercut hand gains the player 20 points and their defeated opponents receive the difference in the count of the round winners deadwood and their own, again as penalty points.

The final winning move, the Knock scores 10 points. Again defeated opponents are landed with penalty points to the sum of their deadwood count minus the Knocker's deadwood count.

Reading the Gin Rummy rules above may not make instant sense to a complete beginner but these are the basics of an easy game to play. The real learning, as with any game, comes when you start to play. Download and play Gin Rummy to further your understanding and fully learn the rules of the game.

Have you tried our interactive How to Play Gin Rummy tutorial?