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 A  ABCDEFGHIJKLMNOPQRSTUVWXYZ

 B  ABCDEFGHIJKLMNOPQRSTUVWXYZ
Box
An entry on a scoresheet, indicating a bonus in additional to the cumulative score for the hands played. A box is awarded for each hand won. A box bonus is awarded for each box when the game is scored. Additional boxes are awarded for gins and undercuts. Various doublers may also apply to boxes.

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Deadwood
Unmatched cards in a player's hand when the hand is scored.

Deal
To distribute the cards at the start of a hand.

Dealer
The player who deals a hand.

Discard
To remove a card from one's hand and place it on the discard pile. The last card so discarded may be drawn by the opponent.

Discard pile
The pile of face-up cards from which players may draw cards to insert into their hands. See
Stock pile
.

Draw
To take a card, either from the stock pile or from the discard pile.

Draw
See Tie.

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Gin
To knock with no deadwood, i.e., with all cards in melds.

Group
See Set.

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Hand
A round of play, beginning with the deal and terminating with a knock or a draw. Also: The cards dealt to an individual player (the player's hand).

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Knock
To end a hand by laying down one's cards, arranged in melds and deadwood.

Knock cache
The cards in a player's hand which together sum no more than the knock card. The player can knock with these cards unmatched.

Knock card
A card (usually from another deck) that determines the suit that determines whether certain score doublers will be in effect for the current hand. If the card is a spade, and spades doubler has been selected, then the score for the hand will be doubled. If the card is a heart, and hearts doubler has been selected, then the score for the hand will be doubled.

In the Oklahoma variation, the knock card determines the maximum points in deadwood with which a player may knock. If the knock card is an Ace, a knock must be for gin.

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Lay off
To reduce the point count for the non-knocker, by added cards to the melds of the knocker.

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Meld
An arrangement of three or more matching cards. See
Sequence
and Set
.

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Oklahoma
In the Oklahoma variation, the knock card determines the maximum points in deadwood with which a player may knock. If the knock card is an Ace, a knock must be for gin. See Knock card.

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Point count
The sum of the unmatched cards in a player's hand.

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Run
See Sequence.

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Sequence
Three or more cards of consecutive rank, in the same suit. Ace is low.

Set
Three or four cards of the same rank.

Stock pile
The pile of face down cards from which players may draw cards to insert into their hands. See
Discard pile
.

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Table limit
The maximum amount of money that can be won or lost in the course of the current game. Table limits effectively cap your potential winnings or losses. Table limits are negotiated during the invitation process. Also called table stake.

Three-meld hand
A hand which contains three melds.

Tie
A hand which neither player wins.

Triangle
A group of cards containing two cards of the same rank and a third card of one of two suits. A triangle provides the maximum chances to draw a card to make a meld.

Two-meld hand
A hand which contains two melds.

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Undercut
After laying off, to have fewer or the same number of unmatched points on one's hand than the knocker. Undercutting generally earns a bonus.

Unmatched cards
Card(s) in a player's hand which are not part of melds.

Unmelded
See
Unmatched
.

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last modified: 2005-05-04