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Gin Rummy is the classic two-player rummy game. Draw and discard to arrange your ten cards into sets and runs. Knock when your unmatched cards are worth 10 points or less, or wait for a perfect gin hand.
- Players
- You vs 1 computer player
- Cards
- Standard 52 cards
- Game length
- 10–20 min
- Difficulty
- Medium
How to play Gin Rummy
- Each player is dealt 10 cards. The next card starts the discard pile.
- On your turn, draw the top card of the stock or the discard pile, then discard one card.
- Group your cards into sets (three or four of a rank) and runs (three or more in a row of the same suit).
- Unmatched cards are deadwood. Face cards count 10, aces count 1 and other cards their number.
- Knock when your deadwood is 10 or less. With no deadwood at all, you go gin and score a bonus.
- The game is usually played to 100 points.
How to win at Gin Rummy: strategy and tips
Gin Rummy is a race to cut your deadwood, the cards that are not in melds, while watching what your opponent is collecting. Speed matters, but so does reading the cards they pick up and throw away.
Start by collecting flexible cards
Early on, keep cards that can join more than one meld. A seven of hearts next to the seven of spades and the eight of hearts can become a set or a run. Throw away lone high cards first, because a king or queen that does not fit anywhere costs 10 points if your opponent knocks.
Read the discard pile
Every card your opponent takes from the discard pile tells you what they need. Avoid throwing cards of that rank, or cards next to it in the same suit. Cards they discard tell you what is safe to throw back.
Knock early when you can
You may knock when your deadwood is 10 or less. Knocking quickly, while your opponent still holds high cards, often wins the hand. Waiting for gin earns a bonus of 25, but only pays off when you need a single card and many copies of it are still unseen.
Watch out for the undercut
If your opponent's deadwood ends up lower than or equal to yours after a knock, they score the difference plus 25. Later in a hand, when your opponent has had time to build melds, knock with very low deadwood or not at all.
Use lay-offs when you are knocked
When your opponent knocks, you may add your loose cards to their melds: a fourth card to a set, or a card that extends a run. Keep that in mind and hold cards that fit their melds once they become visible.
Mistakes to avoid
- Holding a high pair for too long while your opponent is ready to knock.
- Taking from the discard pile for a card that only half fits, which shows your plan.
- Discarding a card right next to the one your opponent just picked up.
Gin Rummy questions
What is the difference between knocking and gin?
You can knock when your deadwood is 10 points or less. Gin means all ten cards are in sets or runs, which earns a bonus and cannot be undercut.
What is an undercut in Gin Rummy?
If the opponent's deadwood after laying off cards is equal to or lower than the knocker's, the opponent scores the difference plus an undercut bonus.