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Gin Rummy

Players
2
Deck
52 cards, no jokers
Type
Rummy
Level
Medium
Game
First to 100

Ten cards, two players. Sort your hand into sets and runs, then knock when what’s left is worth 10 or less.

At a glance

Tidy your hand, then knock

Gin Rummy is the two-player rummy. You never lay melds down during play: you build and in your hand, and end the hand by when your leftover cards are worth 10 or less.

Setup

Two players, one deck

Use a standard 52-card deck without jokers. Aces are always low: A-2-3 is a run, Q-K-A is not.

The deal

Ten cards each

The dealer gives each player ten cards. The rest is the ; turn its top card face up next to it.

For the first upcard only: the non-dealer may take it or pass, then the dealer may take it or pass. If both pass, the non-dealer draws from the stock.

A turn

Draw one, discard one

Each turn: take the top card of the stock or of the discard pile, then discard one card face up. You may not discard the card you just picked up from the discard pile.

You take the jack of clubs from the discard pile: it completes three jacks.

Sets, runs and deadwood

Cards that belong to a set or run are safe. Everything else is and counts against you:

King, queen, jack10
Ace1
2 to 10face value

You discard the 6 of diamonds. Your only deadwood is now the 2 of spades: 2 points.

Special cards

Knock

With 10 points of deadwood or less, after drawing, you may : discard one card face down, then spread your hand.

You could have knocked already, but you wait a turn in the hope of gin. On your next turn you draw the 7 of hearts. It fits nothing, so it becomes your face-down discard. Your deadwood is still the 2 of spades: you knock with 2.

Knock low, sleep well.

Or go gin

If all ten cards are melded, with no deadwood at all, you go . That scores a 20-point bonus.

The other player lays off

After a knock (not after gin) your opponent spreads their hand and may deadwood on your melds to lower their count. Their 6 of clubs extends your run and their 8 of clubs joins your 8s.

Scoring

Scoring a hand

Knocker has less deadwoodthe difference
Gin20 + opponent’s deadwood
: opponent has less or equal10 + the difference, to the opponent

You knock with 2. Your opponent lays off two cards and has 11 left: you score 11 − 2 = 9.

Undercuts sting. Count twice.

Winning

First to 100

Keep playing hands until someone reaches 100. The winner gets a 100-point game bonus, plus 20 for every hand they won. If the loser scored nothing at all, the winner gets another 100 for the shutout.

Point at a dot to see why it matters

Variants and house rules

Oklahoma Gin
The first upcard sets the knocking limit: a 7 means you may knock with 7 or less. If it is a spade, that hand scores double. Games usually go to 150.
Bigger bonuses
Some players count 25 instead of 20 for gin, and 20 or 25 instead of 10 for an undercut.
Hollywood Gin
A way of scoring three games at the same time, on one score sheet, as you play.

Tips from the table

  1. Knock early: waiting for gin gives your opponent time to cut their deadwood.
  2. Throw away high deadwood first. A stray king costs 10, a stray ace only 1.
  3. Never discard a card that could fit a meld your opponent just picked up.

Gin Rummy: quick answers

  • How many cards do you deal in Gin Rummy?

    Ten cards to each of the two players.

  • When can you knock in Gin Rummy?

    When the cards in your hand that are not in sets or runs add up to 10 points or less.

  • What is gin in Gin Rummy?

    A hand where all ten cards are in sets and runs. It scores a 20-point bonus plus your opponent’s deadwood.

  • Is the ace high or low in Gin Rummy?

    Low. A-2-3 is a run, Q-K-A is not.