Gin Rummy guide

Form sets and runs to reduce your deadwood. Knock or go gin to win. Head-to-head card strategy.

How to play Gin Rummy

  • 2 players
  • 10-card hands

Goal

Arrange your hand into melds and end the hand before your opponent does.

Melds

  • A set is three or four cards of the same rank.
  • A run is three or more cards in sequence in one suit.
  • Cards that belong to no meld are deadwood, and their pip values count against you.

The turn

  • Draw either the top of the stock or the top of the discard pile, then discard one card - never the card you just took from the discard pile.
  • Knock when your deadwood is at or under the knock threshold, normally ten, laying down your hand to end the play.
  • Going gin means no deadwood at all, and scores a bonus.

Oklahoma rules

A host option. With it on, the first upcard sets that hand’s knock threshold instead of the standard ten: a four means you can only knock at four or less, and an Ace means gin only. The live threshold sits beside your deadwood total, so check it before planning a knock.

Scoring

  • The knocker scores the difference between the two deadwood totals.
  • If the opponent’s deadwood is equal or lower, they undercut the knocker and score the difference plus twenty-five instead.
  • After a knock the opponent may lay off deadwood onto the knocker’s melds, which is what makes a marginal knock risky.
  • Gin is worth twenty-five, and big gin - all eleven cards melded before discarding - is worth thirty-one.
  • Hands keep dealing until someone reaches the target score - 50, 100 or 150, set in the lobby.