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.