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.
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.
Use a standard 52-card deck without jokers. Aces are always low: A-2-3 is a run, Q-K-A is not.
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.
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.
Cards that belong to a set or run are safe. Everything else is and counts against you:
| King, queen, jack | 10 |
| Ace | 1 |
| 2 to 10 | face value |
You discard the 6 of diamonds. Your only deadwood is now the 2 of spades: 2 points.
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.
If all ten cards are melded, with no deadwood at all, you go . That scores a 20-point bonus.
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.
| Knocker has less deadwood | the difference |
| Gin | 20 + opponent’s deadwood |
| : opponent has less or equal | 10 + 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.
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
Ten cards to each of the two players.
When the cards in your hand that are not in sets or runs add up to 10 points or less.
A hand where all ten cards are in sets and runs. It scores a 20-point bonus plus your opponent’s deadwood.
Low. A-2-3 is a run, Q-K-A is not.
Two 100% plastic decks in a hard case. Washable and hard to bend, and a double deck is what Canasta and Spider need.
The deck most people picture. Poker size, standard faces, shuffles well. If you buy one deck, make it this.
Extra-large numbers and suits. Readable across the table, for kids learning their first game and grandparents alike.
The pack found in British homes for generations. Paper cards with a linen finish that fan and shuffle smoothly.
A luxury deck with a navy and gold tuck box. The one to give, or to bring out when the good whisky is poured.
Count to 31, score fifteens and pairs, peg your way round the board.
2 players · 30 min · 10+No turns: play one higher or lower as fast as your hands can move.
2 players · 5 min · 6+Flip, compare, the higher card takes both.
2 players · 30 min · 4+