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This section provides basic information about how to play gin rummy. See the Strategy section for more information, and the Glossary for definitions of terms.
Gin Rummy is one of the most popular forms of rummy. The game is generally played by two players, each with a hand of ten cards.
Gin first appeared in 1910, introduced by Elwood Baker of the Knickerbocker Whist Club in New York, based on the original Rummy (or Rum Poker). The game is easy to learn and is reasonably fast-paced. Among other things, Baker refined the scoring system, making the game much more interesting to play for money.
One standard deck of 52 cards is used. Cards in each suit rank from low to high with the indicated point values:
cards: |
A |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
J |
Q |
K |
values: |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
10 |
10 |
10 |
The object of the game is to make points by arranging as many as possible of the ten cards in a hand into melds (sometimes called sets), before your opponent can do the same. When one player reaches the agreed-upon number of points, the game ends and is scored.
There are two kinds of melds: sequences and sets.
- sequence
- a group of three or more cards of the same suit in consecutive order, such as 4-5-6 of clubs, or 8-9-10-J of hearts. A sequence may not "wrap around the corner" from the King to the Ace.
set
- a group of three or four cards of the same rank, such as 7-7-7 or Q-Q-Q-Q.
A card may belong to only one meld at a time the same card cannot be part of both a set and a sequence simultaneously. Cards which are not part of melds are unmatched.
The first dealer is chosen randomly. For subsequent hands, the winner deals. At the start of each hand, the players are dealt ten cards alternately, starting with the non-dealer. Then the non-dealer is dealt one additional card. The remainder of the deck is placed face down in the center of the table to form the stock pile. The non-dealer turns any card from their hand face up on the table next to the stock pile, to start the discard pile.
A knock card is selected from a separate deck of cards. The same card is still in the deck being used for play. The knock card is used only to determine the maximum point value of unmatched cards with which it is possible to knock; see Knocking. If the knock card is an Ace, a player may knock only with gin (i.e., with no unmatched cards). It cannot be picked up and used in play.
The suit of the knock card is used for certain scoring options; see Score Doublers.
The players then turns alternately. A turn consists of two parts:
- draw
-
The player on turn takes the top card from either the stock pile or the discard pile, and adds it to their hand. If the player draws from the stock, they add the card to their hand without showing it to the other players.
Before discarding, the player on turn may decide to knock.
discard
- The player on turn discards one card from their hand, placing it face up on top of the discard pile. A card selected from the discard pile may not be discarded on the same turn.
Players continue to take turns alternately until one of them knocks. If neither player knocks before only two cards remain in the stock pile, the hand is declared a draw and a new hand is dealt.
After drawing, the player on turn may knock if the total point value of their unmatched cards (not including their intended discard) is no more than the value of the knock card. The knocking player arranges their melds face up on the table, with their unmatched cards face up to the side, then discards to complete their turn.
The opponent of the knocker then arranges their melds face up on the table, with their unmatched cards face up to the side.
Knocking with no unmatched cards is called gin, and earns a bonus.
Knocking is never required. A player who is able to knock may choose instead to continue playing.
If the knocker did not gin, the opponent may lay off any remaining unmatched cards in their hand to extend the winner's melds; for example, by adding a fourth card of the same rank to a set of three, or further consecutive cards of the same suit to either end of a sequence.
Note that the knocker is not allowed to lay off after their opponent has done so.
No layoff is allowed on a gin. If the opponent is holding a gin hand, so that the point difference is zero, the knocker still earns the gin bonus.
There are several alternative scoring methods. The scoring method for a game is negotiated during the invitation. The score for each hand is marked on the score sheet.
- Point Difference
- Each player counts the total point value of their unmatched cards. If the knocker's count is lower, the knocker earns the difference between the counts. If the opponents's count is the same or lower, the knocker is undercut, and the opponent earns the difference between the counts. The winner of the hand earns a box (the box scores are added at the end of the game). An undercut earns an undercut bonus of 25 points and an extra box. Gin earns a gin bonus of 25 points and two extra boxes. Score doublers may apply; see
- Score Doublers
.
Game Only
- Each player counts the total point value of their unmatched cards. If the knocker's count is lower, the knocker earns the difference between the counts. If the opponents's count is the same or lower, the knocker is undercut, and the opponent earns the difference between the counts. An undercut earns an undercut bonus of 25 points. Gin earns a gin bonus of 25 points. Extra boxes are not awarded. Score doublers may apply; see Score Doublers.
Flop Gin
- Each hand is scored separately. Each player counts the total point value of their unmatched cards. If the knocker's count is lower, the knocker earns 1 point. If the opponents's count is the same or lower, the knocker is undercut, and the opponent earns 1 point. An undercut earns an undercut bonus of 1 point. Gin earns a gin bonus of 1 point. Score doublers may apply; see Score Doublers.
Score doublers are optional, and must be negotiated during the invitation.
- spades doubler
- If the knock card is a spade, the score for that hand is doubled; undercut and gin boxes are also doubled. The box for winning the hand is not doubled. The discard does not need to be a spade.
hearts doubler
- If the knock card is a heart, the score for that hand is doubled; undercut and gin boxes are also doubled. The box for winning the hand is not doubled. The discard does not need to be a heart.
The spades doubler is commonly used.
Except for flop gin (where each hand is scored separately), the game continues with additional deals until one player's cumulative point score reaches the agreed-upon game length.
- Point Difference
- The player with more cumulative points receives the point difference between the cumulative scores, plus a game bonus equal to the length of the game. The player with the most boxes, including those for gins and undercuts, receives a box bonus of 25 points for each box earned in excess of the boxes earned by the opponent. The player with more points wins the difference. (It is possible for the player who wins the point difference to lose the game if their opponent scores significantly more boxes, but this rarely happens.) A shutout score doubler may apply; see Shutout Doubler.
Game Only
- The player with more cumulative points receives 1 point. A shutout score doubler may apply; see Shutout Doubler.
Flop Gin
- Each hand is scored separately.
If one player scores no points for the entire game, they are shutout (or skunked), and the final score of the winner is doubled. The shutout doubler is optional, and must be negotiated during the invitation.
Variations
The knock card is used to determine the maximum point value of unmatched cards with which it is possible to knock (the knock value is ten in standard gin rummy). If the knock card is an Ace, a player may knock only with gin (i.e., with no unmatched cards). Only the Oklahoma variation is available on GamesGrid.
Copyright © 2005 GGweasle Ltd. All rights reserved.
The GamesGrid name and GGotter logo are licensed from, and property of, GGraccoon, LLC.
last modified: 2005-04-27
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