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日本語EnglishDeutschPolskiFrançaisNederlandsTürkçeItalianoEspañolPortuguêsA beginner's guide to the rules and strategy of Gin Rummy. Details vary from table to table, so here are the rules this site uses.
Two players use a standard 52-card deck (no jokers). Each gets 10 cards; the next card is turned face up to start the discard pile, and the rest form the stock.
Form your cards into melds: sets (3 or 4 cards of the same rank) and runs (3 or more cards in a row of the same suit, such as 4♥ 5♥ 6♥). A card can belong to only one meld.
Aces are low. A-2-3 is a run, but Q-K-A and K-A-2 are not.
Cards that aren't in a meld are deadwood. Aces count 1, 2 to 10 count their number, and J, Q and K count 10.
On your turn, draw the top card of the stock or the discard pile, then discard one card. You can't discard the card you just took from the discard pile.
On the very first turn, the non-dealer may take the upcard or pass, then the dealer may take it or pass. If both pass, the non-dealer starts by drawing from the stock.
If your deadwood is 10 or less after discarding, you may knock to end the hand. Knocking with no deadwood at all is gin. Knocking is never required.
The other player then forms their melds and may lay off deadwood onto the knocker's melds (for example, adding 7♥ to 4♥ 5♥ 6♥). There are no layoffs against gin.
If the knocker has less deadwood, they score the difference. If the other player has the same or less, it's an undercut: they score the difference plus 25.
Gin scores 25 plus the opponent's deadwood, and can't be undercut.
If only 2 cards are left in the stock and the player who drew discards without knocking, the hand is a draw with no score. The deal alternates, and the first player to reach 100 points wins.
Get rid of high cards such as kings, queens and jacks early if they aren't close to a meld. If you're caught holding them, they cost a lot.
Watch which cards your opponent takes from the discard pile. Discarding the same rank, or nearby cards of the same suit, may help them complete a meld.
Cards of the same rank as one your opponent discarded are usually safer to throw.
Knocking early, as soon as your deadwood is 10 or less, is usually right. Late in the hand your opponent's hand is stronger too, so knock only with low deadwood.
With just 1 or 2 deadwood and plenty of stock left, waiting a little for gin can pay off.
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Knocking ends the hand when your deadwood is 10 or less. Going gin means ending it with no deadwood at all (every card in a meld): you get a 25-point bonus and your opponent can't lay off.
When the defending player's deadwood (after laying off) is the same as or less than the knocker's. The defender scores the difference plus 25.
No. The best arrangement for the defending player, including melds and layoffs, is worked out automatically. Laid-off cards are marked in orange on the results screen.
Yes: Beginner, Intermediate or Advanced. Beginner grabs cards that might make a meld on a whim. Intermediate discards to keep its deadwood as low as possible and knocks as soon as it can. Advanced remembers which discards you took, avoids feeding your melds, and decides whether to knock or wait for gin based on how much stock is left.
The first player to reach 100 points wins. There are no game or line bonuses. Close the page anytime and pick up where you left off.
Undo takes back your last move (a discard, taking the upcard or a pass). A card drawn from the stock can't be undone, since you've already seen it. Hint highlights the move the Advanced computer would make.
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