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Gin Rummy

Gin Rummy is two players, ten cards each, and a running argument with yourself about when to stop improving your hand and just end it. Draw, discard, and build sets and runs until your leftover deadwood is low enough to knock — but knock too early and an opponent sitting on a tidier hand undercuts you for the bonus. Hold out for Gin and you risk them going out first with everything you were counting on. Rounds are short and scores accumulate, so a bad hand is never fatal and a smug one rarely lasts.

Card game · two players
Players
2
Playing time
20 min
Ages
10 to adult
Rounds
To 100
Read the rules
Rulebook

How it's played

Two players, ten cards each. Draw one and throw one away, over and over, until your cards fall into groups — and whatever will not join a group is called deadwood, which is the only thing the scoring measures.

There are exactly two kinds of group, and on the map of the deck they run at right angles to each other.

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A run goes across

Three or more in a row, all one suit — 4-5-6 of hearts. There are two of them here.

A set goes down

Three or four of one rank, every card a different suit — three queens, worth ten points each.

The rest is deadwood

One card here joins nothing. Eight points, and there is no better arrangement of this hand.

The grid has edges, and the Ace is against one of them. A-2-3 is a run; Q-K-A is not. An Ace is the cheapest card in the deck to be caught holding and the hardest one to place.

10

cards each — the hand size never changes

1

turned face up to start the discard pile

31

left in the stock, and that number matters at the end

10

points of deadwood is the most you can knock on

The knock

Ten points,
and not one more.

You end the round by knocking, and you are only allowed to when your deadwood adds up to ten or less. The game checks. Above ten it simply refuses the move.

What ten points buys you

Card values climb with the rank and then stop: an Ace is one, the numbers are worth their pips, and the ten, Jack, Queen and King are all worth ten. Four ranks, one value.

So the knocking budget is exactly one court card — or an Ace and a nine, or a four and a six. There is no arrangement of eleven points that is allowed and no arrangement of ten that is not.

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It rises for nine ranks, then goes flat for four.

You knocked

They had more

Their deadwood − yours

The difference, and nothing else. Knock on eight against their twenty and you take twelve.

Undercut

They had equal or less

25 + the difference, to them

You ended the round and they collect for it. This is why holding on for one more turn is a real decision.

Gin

You had none at all

25 + their whole hand

Ten cards, no deadwood. And gin switches off laying off — their loose cards all count.

Read the middle one again: the test is equal or better. Knock with eight against a hand that also holds eight and you score nothing while your opponent takes twenty-five. A tie is not a tie — it belongs to the player who kept quiet.

The finish

Rounds are short. The game is not.

One round takes a couple of minutes and is worth anything from nothing at all to fifty-odd points. They stack up until somebody crosses a hundred.

Laying off

Their melds are your dumping ground

On an ordinary knock you may push loose cards onto the knocker's own groups — a fourth queen, a card either end of their run — and every one you place comes off your total.

The dead round

Two cards left is a stalemate

If the stock gets down to two and nobody has knocked, the round is thrown out. Nobody scores, nobody is punished, and it is dealt again.

The game

First across a hundred

Scores carry from round to round. A gin plus a big hand can be forty points on its own, so a game that looks settled at eighty rarely is.

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Ten cards.
Ten points.
Knock.

Back to the table