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ZZDXKJ

RULES & PRACTICE

How to Play Gin Rummy

Play Gin Rummy ↗

Game guide · ZZDXKJ

Read before your next round of Gin Rummy

Look at the complete hand before deciding. Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Check the relevant controls before continuing. Take a moment to read the table. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1. Use another round to revisit a decision.

Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally.

One thing to notice as you play

Work at your own pace. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. Take the next action only when the current step is clear.

The purpose of your moves

Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Use another round to revisit a decision. A clear plan starts with the current position.

How to proceed

  1. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1.
  2. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock.
  3. Draw one card, then select a different discard when you took from the discard pile. Melds stay in your hand during play.
  4. Choose Knock / Gin with a selected discard. After discarding, deadwood must be 10 or less. Otherwise continue playing.
  5. Against a knock, the defender may group cards and lay off unmatched cards on the knocker’s melds. No layoffs are allowed against Gin.
  6. Gin earns 25 plus defender deadwood. A successful knock earns the difference. A defender with an equal or lower count undercuts for 25 plus the difference.
  7. The first player to reach 100 points wins this match. There are no additional line or end-of-match bonuses. A stock reduced to two cards ends a non-knocking hand with no score.

Choosing and moving on screen

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Return to the explanation when a decision is unclear. Look at the complete hand before deciding.

A useful example

A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Take the next action only when the current step is clear.

A mistake to avoid

Begin with the objective. Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. Return to the explanation when a decision is unclear.

Further help with the game

What is the aim?

Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Look at the complete hand before deciding. Check the relevant controls before continuing.

How do I use the controls?

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Work at your own pace. The same rule applies on a phone and on a computer.

Which format is available?

Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally. Begin with the objective. Check the relevant controls before continuing.

What should I check before a move?

Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. Before making a move, check the cards in view. Use another round to revisit a decision.

Can you give an example?

A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Take a moment to read the table. Use another round to revisit a decision.

When may I knock?

After drawing, select the card you would discard. The remaining 10 cards must have no more than 10 deadwood points. Before making a move, check the cards in view. Check the relevant controls before continuing.

How much is an Ace?

An Ace is worth 1 and only starts a run: A–2–3 is valid, Q–K–A is not. For a calm first round, focus on one decision. Return to the explanation when a decision is unclear.

What happens on a deadwood tie?

Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. Before making a move, check the cards in view. Take the next action only when the current step is clear.

Are layoffs automatic?

Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. Use the rule sheet as a reference. The same rule applies on a phone and on a computer.

Can a hand end without a winner?

Yes. When the stock is reduced to two and the active player ends the turn without knocking, the hand has no score. Before making a move, check the cards in view. Take the next action only when the current step is clear.

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