# How to Play Gin Rummy: Knocking, Gin, Undercuts and Scoring

Learn Gin Rummy for two players: 10 cards each, draw and discard to build sets and runs, knock with 10 or less deadwood or go gin, and score to 100.

Source: https://pips.club/gin-rummy

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

## At a glance

### Tidy your hand, then knock

Gin Rummy is the two-player rummy. You never lay melds down during play: you build sets and runs in your hand, and end the hand by knocking 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 stock; 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 deadwood 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.

## Special cards

### Knock

With 10 points of deadwood or less, after drawing, you may knock: 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.

### Or go gin

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

### The other player lays off

After a knock (not after gin) your opponent spreads their hand and may lay off 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 deadwood the difference 
Gin 20 + opponent’s deadwood 
Undercut: 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.

## 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.

## 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

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

## 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.
