Gin Rummy
Objective
Be the first player to reach 100 points across multiple hands by forming Melds (Sets and Runs) and minimizing your unmatched cards (Deadwood).
The Basics
Gin Rummy is a classic 2-player card game from the Rummy family. Both players build their hands toward complete combinations of cards while tracking the opponent's discards for information. A round ends when a player "Knocks" (lays down their hand when their Deadwood is 10 or fewer points) or achieves "Gin" (no Deadwood at all).
Card Values
- Aces: 1 point
- Number cards (2–10): face value
- Face cards (Jack, Queen, King): 10 points each
- Note: Aces are always low — A-2-3 is valid; A-K-Q is not.
Setup
Cut or draw for dealer (lower card deals). Deal 10 cards to each player, one at a time. Place the remaining deck face-down as the Stock pile. Turn the top card of the Stock face-up to start the Discard pile.
Melds
You form Melds to reduce your Deadwood:
- Set: 3 or 4 cards of the same rank (e.g., 8♠ 8♦ 8♣).
- Run (Sequence): 3 or more consecutive cards of the same suit (e.g., 4♥ 5♥ 6♥ 7♥).
Melds are kept in your hand, not placed on the table, until the round ends.
Turn Structure
The non-dealer acts first and may take the face-up discard or refuse it. If they refuse, the dealer may take it. If both refuse, the non-dealer draws from the Stock.
On each subsequent turn, a player must:
- Draw — take either the top card of the Stock or the top card of the Discard pile.
- Discard — place one card face-up on the Discard pile. (You cannot take a card from the Discard pile and discard it in the same turn.)
Ending a Round
After drawing, you may end the round in one of two ways:
Knocking
If your Deadwood (unmatched cards not part of any Meld) totals 10 points or fewer, you may Knock by discarding one card face-down and laying all your cards on the table — separating Melds from Deadwood.
Your opponent then lays out their cards. They may lay off any of their unmatched cards onto your exposed Melds (extending Sets or Runs). They may not lay off if you went Gin.
Knock scoring:
- If the Knocker's Deadwood is lower: Knocker scores the difference.
- If the Defender's Deadwood is equal to or lower (Undercut): Defender scores the difference plus a 25-point bonus.
Going Gin
If you Knock with zero Deadwood (all 10 cards form complete Melds), you have Gone Gin. Your opponent may not lay off. The Knocker scores their opponent's total Deadwood plus a 25-point Gin bonus.
Special Rule: The Stock
If the Stock is reduced to 2 cards and neither player Knocks, the hand is declared a Draw — no points are scored and the same dealer redeals.
Game Scoring
After the round ends, add score as above. The game continues until one player reaches 100 points. At game end:
- The winner receives a 100-point Game Bonus.
- Each player earns a 25-point Box Bonus for each hand they won during the game.
- If the loser scored 0 points (a Shutout/Schneider), the winner's total is doubled.
Key Rules
- Ace is always low — it cannot wrap around (K-A-2 is not a valid Run).
- You may not take the discard and return the same card in the same turn.
- A card taken from the Discard pile in a previous turn may be discarded in a later turn.
- Only the Knocker's opponent may lay off — and only if the Knocker did not go Gin.
At the Table
Track the Discard pile carefully — it reveals which cards your opponent is not collecting. Prioritize high Deadwood cards (Kings, Queens, Jacks) for discard unless they are close to forming a Meld. Knock as soon as your Deadwood drops to 10 or fewer — waiting for Gin is often too slow.