Gin Rummy


the game is generally played by two players, each receiving ten cards

a standard deck of 52 cards is used.

the cards have values as follows:


the Deal

the first dealer is chosen randomly by drawing cards from the shuffled pack - the player who draws the lower card deals. subsequently, the dealer is the loser of the previous hand (but see variations). in a serious game, both players should shuffle, the non-dealer shuffling last, and the dealer must then cut

each player is dealt ten cards, one at a time

the twenty-first card is turned face up to start the discard pile and the remainder of the deck is placed face down beside it to form the stock


object of the game

the object of the game is to collect a hand where most or all of the cards can be combined into sets and runs and the point value of the remaining unmatched cards is low

a run or sequence
consists of three or more cards of the same suit in consecutive order, such as
4♠5♠6♠ or 7♦8♦9♦10♦J♦
a set or group
is three or four cards of the same rank, such as
7♣7♦7♠ or A♦A♠A♣A♥

a card can belong to only one combination at a time - you cannot use the same card as part of both a set of equal cards and a sequence of consecutive cards at the same time. for example if you have 7♣7♠7♥8♥9♥ you can use the 7♥ either to make a set of three sevens or a heart sequence, but not both at once. to form a set AND a sequence you would need a sixth card - either a 7 or a 10

in Gin Rummy the Ace is always low. ♣A23 is a valid sequence but ♣AKQ is not

play

a normal turn consists of two parts:

the Draw

you must begin by taking one card from either the top of the stock pile or the top card on the discard pile, and adding it to your hand

the discard pile is face up, so you can see in advance what you are getting

the stock is face down, so if you choose to draw from the stock you do not see the card until after you have committed yourself to take it. if you draw from the stock, you add the card to your hand without showing it to the other players

the Discard

to complete your turn, one card must be discarded from your hand and placed on top of the discard pile face up. if you took the top card from the discard pile, you must discard a different card - taking the top discard and putting the same card back in the same turn is not permitted. it is however legal to discard a card that you took from the discard pile in an earlier turn or took from the stock just now

the first turn of the hand

for the first turn of the hand, the draw is done in a special way

first, the person who did not deal chooses whether to take the turned up-card

if the non-dealer declines it, the dealer may take the card

if both players refuse the turned-up card, the non-dealer draws the top card from the stock pile

whichever player took a card completes their turn by discarding and then it is the other player’s turn to play

finishing by knocking

you can end the play at your turn if, after drawing a card, you can form sufficient of your cards into valid combinations: sets and runs. this is done by discarding one card face down on the discard pile and exposing your whole hand, arranging it into sets (groups of equal cards) and runs (sequences)

any remaining cards from your hand which are not part of a valid combination are called unmatched cards or deadwood. and the total value of your deadwood must be 10 points or less

ending the play in this way is known as knocking, because it used to be signalled by the player knocking on the table, though nowadays it is usual just to discard face down

going gin

knocking with no unmatched cards at all is called going gin, and earns a special bonus

a player who can meet the requirement of not more than 10 deadwood can knock on any turn, including the first

a player is never forced to knock if able to, but may choose instead to carry on playing, to try to get a better score

the opponent of the player who knocked must spread his/her cards face-up, arranging them into sets and runs where possible

provided that the knocker did not go gin, the opponent is also allowed to lay off any unmatched cards by using them to extend the sets and runs laid down by the knocker - by adding a fourth card of the same rank to a group of three, or further consecutive cards of the same suit to either end of a sequence

cards cannot be laid off on deadwood. for example if the knocker has a pair of Twos as deadwood and the opponent has a third Two, this cannot be laid off on the Twos to make a set

if a player goes gin, the opponent is not allowed to lay off any cards

the knocker is never allowed to lay off cards on the opponent’s sets or runs

finishing by reducing stock pile

the play also ends if the stock pile is reduced to two cards, and the player who took the third last card discards without knocking

in this case the hand is cancelled, there is no score, and the same dealer deals again

some play that after the player who took the third last stock card discards, the other player can take this discard for the purpose of going gin or knocking after discarding a different card, but if the other player does neither of these the hand is cancelled

scoring

each player counts the total value of their unmatched cards. if the knocker’s count is lower, the knocker scores the difference between the two counts

if the knocker did not go gin, and the counts are equal, or the knocker’s count is greater than that of the opponent, the knocker has been undercut - in this case the knocker’s opponent scores the difference between the counts plus a 10 point bonus

a player who goes gin scores a bonus 20 points, plus the opponent’s count in unmatched cards, if any

a player who goes gin can never be undercut - even if the other player has no unmatched cards at all, the person who going gin gets the 20 point bonus and the other player scores nothing

the game continues with further deals until one player’s cumulative score reaches 100 points or more

when the game is over, the player with the lower score pays the player with the higher score an amount proportional to the difference between their scores

variations

some play such that the winner of each hand deals the next. some play that the turn to deal alternates

some people play that

some play that the bonus for an undercut, the bonus for going gin, and the box (bonus for each game won) are all 25 points

some play that if the loser failed to score during the whole game, the winner’s entire score is doubled