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Gin Rummy

Card games · Draw and discard (Rummy)

Also Gin

Two playersFamily friendly
Launch

Create a free account to keep score — you come straight back here.

Summary — 2 players

Gin Rummy is a card game for two where you collect sets and runs, knock with ten or less unmatched and score the difference, first to 100. Going gin with nothing unmatched earns a bonus, being undercut hands one to your opponent, and every hand won is a box worth twenty when the game is settled.

Scored by
Meld points vs. deadwood penalties
Origin
USA - created by New York bridge player Elwood T. Baker around 1911 from the Mexican game Conquian and the American game

How it plays

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The deal

Two players and ten cards each. The next card goes face up to start the discard pile and the rest is the stock. Nina did not deal, so she gets first refusal on that upcard — she can take it or pass. If you both pass, she draws from the stock and the game is under way.

Rules

How to play

Players and equipment

Two players and a standard 52-card deck. Aces are low and count 1, court cards count 10, and everything else counts its face value. Something to keep score on, because the bonuses at the end of a game are the part everybody forgets.

The deal

Cut for the first deal, higher card deals, and the deal then alternates. Ten cards each, one at a time. The next card is turned face up to start the discard pile and the rest is the stock. The non-dealer may take that first upcard or pass; if they pass the dealer may take it; if both pass, the non-dealer draws from the stock and play carries on from there.

Play

On your turn take one card — the top of the stock or the top of the discard pile — and then discard one face up. Melds are sets of three or four cards of the same rank, and runs of three or more in sequence in one suit; aces do not turn the corner, so queen, king, ace is not a run. A card can belong to one meld only. Nothing is laid on the table until the hand ends, so your melds stay in your hand and your opponent has to work out what you are collecting from what you take and what you throw.

Deadwood is everything not in a meld, added up. Knock when your deadwood is 10 or fewer: discard face down and lay your hand out, melds together and deadwood beside them. Your opponent lays out their own melds and may lay their deadwood off onto yours — a fourth card onto your set, the next card up or down onto your run — before what is left is counted. Going out with no deadwood at all is gin, and nothing may be laid off against it. You are never obliged to knock: a hand under 10 can keep drawing for gin.

If the stock is down to its last two cards and the player who drew the third-last card discards without knocking, the hand is void. Nobody scores and the same dealer deals again.

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