Gin rummy

    How to Play Gin Rummy

    Gin rummy is a two-player race to 100. You deal ten cards each from a 52-card deck, turn one card up, and take turns drawing and discarding. You are trying to arrange your hand into melds: sets of three or four of a kind, and same-suit runs of three or more. Unmatched cards are deadwood. When your deadwood is 10 or less, you may knock. When every card is melded, you go gin.

    This page is the kitchen-table version: standard American gin rummy, two people, no extra bonuses, no Hollywood score pad. CardPractice does not have a gin trainer yet. Practice is in progress. After you finish a real hand tonight, sit at a live table — euchre, cribbage, hearts, or Texas Hold'em — or write hello@cardpractice.com if you want gin next. More on that on Support.

    What you need

    Deal ten, turn the upcard

    Cut for the deal if you want a ritual. Lowest card deals first; ace is low on this cut. Dealer gives ten cards to each player, one at a time, starting with the non-dealer. Turn the next card face up beside the leftover pack. That face-up card is the upcard. The rest of the pack is the stock, face down.

    Non-dealer gets the first chance at the upcard. Take it, or pass. If you pass, dealer may take it. If dealer also passes, non-dealer draws from the stock instead, and play is underway.

    A turn: take one, throw one

    Every turn has two parts, in that order:

    1. Draw. Take the top card of the discard pile, or the top card of the stock. You do not look through the discard pile. One card.
    2. Discard. Throw one card face up onto the discard pile. If you just took the discard, you cannot put that same card back. Choose a different card.

    After you discard you should have ten cards again. Then it is the other person's turn. Keep going until someone knocks or goes gin, or until the stock is almost gone (many tables call the hand a draw if only two stock cards remain). Agree on that house call before you deal.

    Melds: sets and runs

    You do not lay melds down during the hand. You hold them. They only count when someone knocks or goes gin. Two legal meld types:

    Ace is low only in this game. A-2-3 of diamonds is a run. Queen-king-ace is not. Ace does not sit next to the king.

    A card can only live in one meld. You cannot use the same 7 as part of a set of 7s and a heart run at the same time.

    Deadwood: what unmatched cards cost

    Everything that is not in a meld is deadwood. Add those values. That total is what you are trying to shrink.

    Gin rummy deadwood values
    CardDeadwood
    Ace1
    2 through 10Face value (a 7 is 7)
    Jack, queen, king10 each

    Night-one shortcut: aces are cheap to hold unmatched. Face cards are expensive. If you cannot meld a king, throw it before you throw a 4.

    Knock, gin, layoffs, undercut

    After you draw, look at your ten remaining cards as they will sit after the discard you are about to make. If that deadwood is 10 or less, you may knock. Discard one card face down. That face-down card is out of the hand. Nobody takes it. Spread your other ten cards, grouped into melds, with deadwood off to the side.

    If that deadwood is 0 — every one of those ten cards sits in a meld — you went gin. Say it. Same face-down discard. Gin is better than a knock, and it changes what the opponent is allowed to do.

    Then the opponent spreads their ten cards.

    After layoffs, compare deadwood. If they still have more than you, you score the difference. If they have an equal or lowerdeadwood than you, they undercut you. That is why knocking with 10 against a tight opponent can lose the hand.

    Scoring, in the amount you need tonight

    Standard American gin rummy scoring
    What happenedWho scores
    You knock, they have more deadwoodYou get the difference
    You go ginYou get their deadwood plus 25
    They undercut your knockThey get the difference plus 25
    First to 100Wins the game

    Example: you knock with 6. After layoffs they have 15. You score 9. If you had gone gin and they had 15, you would score 40 (15 + 25). If you knocked with 8 and they laid off down to 5, they undercut: they score 3 + 25 = 28.

    First to 100 wins. A game is several hands. Alternate the deal.

    Walk through one first-night hand

    You are non-dealer. The upcard is the 5 of diamonds.

    Your ten cards:

    You already have a spade run (ace is low, so A-2-3 is legal) and three 7s. The upcard is a third 5. You take it. You now have eleven cards. Discard the queen of diamonds face down and knock.

    What you spread: A-2-3 of spades, three 7s, three 5s, and the jack of clubs as deadwood. Deadwood is 10. That is a legal knock on the first play. You could have kept fishing for gin (a 4 of spades, or a fourth 7 or 5), but 10 is the door, and you walked through it.

    Opponent spreads:

    They look at your melds for layoffs. The 4 of spades would fit your A-2-3 of spades, but it is already inside their own 4-5-6 run, so they keep it there. The 8, the 2, and the 10 do not attach to your 7s, your 5s, or your spade run. No layoff. Their deadwood is 8 + 2 + 10 = 20.

    You had 10. They had 20. You score 10. If they had laid off down to 8, they would have undercut: 2 + 25 = 27 for them. If you had also melded that jack (gin), they would have paid 20 + 25 = 45, with no layoffs allowed.

    What this page is not

    Two names you will hear at other tables. They are variants, not the default here:

    If someone at the table says "Oklahoma" or "Hollywood," stop and agree. Otherwise play the version on this page: knock at 10 or less, gin 25, undercut 25, game to 100.

    Night-one habits

    You know enough to deal. CardPractice does not have a gin table yet. For a live trainer tonight, use the other tables — euchre, cribbage, hearts, Hold'em — or share the site from Support. Want gin practice on CardPractice? Tell me at hello@cardpractice.com.

    Frequently asked questions

    How many cards do you deal in gin rummy?

    Ten to each player from a 52-card deck. The next card is turned as the upcard. The rest of the pack is the stock.

    Is ace high or low in gin rummy?

    Low only in the kitchen-table game this page teaches. A-2-3 is a run. Q-K-A is not. Ace counts 1 in deadwood.

    What is deadwood in gin rummy?

    Unmatched cards after you make sets and runs. Face cards are 10, ace is 1, and pip cards count their rank.

    When can you knock?

    After you draw, if your unmatched cards total 10 or fewer. Discard one card face down, then spread the other ten.

    What is the difference between gin and a knock?

    Gin is every card melded (0 deadwood). The opponent cannot layoff, and you score 25 plus their deadwood. A knock still has some deadwood.

    What is an undercut in gin rummy?

    After layoffs, the opponent has equal or fewer deadwood than the knocker. They score the difference plus a 25-point undercut bonus.

    Are Hollywood gin and Oklahoma gin the same game?

    No. They are popular variants. This page is standard American gin rummy: knock at 10 or less, gin bonus 25, undercut 25, game to 100.

    Does CardPractice have a gin rummy trainer?

    Not yet. Practice is in progress. Euchre, cribbage, hearts, and Texas Hold'em are live. Email hello@cardpractice.com if you want gin next.

    Gin practice is in progress. The other tables are live.

    CardPractice does not have a gin rummy trainer yet. Euchre, cribbage, hearts, and Texas Hold'em are live if you want a table tonight. Email hello@cardpractice.com if gin is the next trainer you want, or pass the site from Support.