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Gin Rummy is one of the most popular two-player card games in the world. A perfect blend of skill and luck, it challenges players to form their hand into combinations called melds while minimizing unmatched cards (deadwood). The strategic depth comes from deciding what to keep, what to discard, when to knock, and when to push for gin. A typical game takes 15-30 minutes, making it ideal for quick competitive play.
Gin Rummy is played by 2 players with a standard 52-card deck. Each player is dealt 10 cards. The remaining 32 cards form the stock pile (face down). The top card of the stock is turned face up beside it to start the discard pile. Card values for scoring: face cards (J, Q, K) = 10 points; Aces = 1 point; numbered cards = face value.
The goal is to form your 10 cards into melds. There are two types:
Aces are always low. A-2-3 is a valid run, but Q-K-A is not. A card can only belong to one meld — you cannot use the same card in both a set and a run. Cards not part of any meld are called deadwood.
On each turn, you must draw one card and then discard one card:
Draw: Take either the top card of the stock pile (face down — you do not know what it is) or the top card of the discard pile (face up — your opponent sees what you take). Drawing from the discard pile reveals information about your hand to your opponent.
Discard: After drawing, place one card from your hand face up on the discard pile. You cannot discard the same card you just drew from the discard pile on the same turn. Your opponent can see every card you discard, which helps them deduce what you are collecting.
When your deadwood total is 10 points or less, you may end the hand by knocking. To knock, discard one card face down and reveal your hand, separating your melds from your deadwood.
After you knock, your opponent reveals their hand and forms their own melds. The opponent may also lay off their unmatched cards on your melds. For example, if you have a set of three 7s, your opponent can lay off their 7 on your set. If you have a run of 4-5-6, they can add their 3 or 7. Layoffs reduce the opponent's deadwood count. Note: you cannot lay off on a gin hand.
If all 10 of your cards form melds (zero deadwood), you have gin. Lay down your entire hand — your opponent cannot lay off any cards. Going gin earns a 25-point bonus plus the opponent's full deadwood count. Gin is the best possible outcome for a hand, but waiting for it is risky because your opponent may knock first.
After knocking or going gin, compare deadwood totals:
| Outcome | Points Scored |
|---|---|
| Knock (knocker has less deadwood) | Knocker scores the difference in deadwood |
| Undercut (opponent ties or beats knocker) | Opponent scores the difference + 25 bonus |
| Gin (zero deadwood) | Gin player scores opponent's deadwood + 25 bonus |
The first player to reach 100 points wins the game. Many players also award a 100-point game bonus and 25 points per hand won (box bonus) for the final score.
| Ace | 1 point |
| 2-10 | Face value (2-10 points) |
| Jack, Queen, King | 10 points each |
Ready to play? Challenge the AI or a friend to a game of Gin Rummy.
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