Game Controls

NEW GAME|PAUSE|STATS

About & Language

NEW GAME|PAUSE|STATS
DEALER
A
A
DECK
DISCARD
Melds:
None
Deadwood: (0)
None
YOU

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Gin Rummy: The Thinking Player's Matching Game

Gin Rummy is the gold standard of two-player card games. A more refined and faster-paced cousin of standard Rummy, it challenges players to organize their hand into meaningful sets and runs while minimizing their 'deadwood'—unmatched cards that carry a penalty. The game is a delicate balance of memory, probability, and psychological warfare. Do you draw from the discard pile to complete a meld, even if it tells your opponent exactly what you're holding? Or do you take a chance on the unknown draw from the stock? Gin Rummy is famously easy to learn but takes a lifetime to master, making it a favorite for both casual family gatherings and high-stakes competitive play. It is a game where every single turn matters, and the ability to 'read' your opponent's discards is the mark of a true champion.

The History of Gin Rummy

Gin Rummy was devised in 1909 by Elwood T. Baker and his son C. Graham Baker at the Knickerbocker Whist Club in New York City. They felt that standard Rummy was too slow and lacked the tension necessary for competitive play. Their solution was to remove the 'laying down' of melds during the round, forcing players to keep their entire strategy hidden until they were ready to 'Knock.' The game saw a massive surge in popularity during the Great Depression because it was an inexpensive way to have fun. In the 1940s and 50s, it became the 'official' game of Hollywood, played by stars like Frank Sinatra and Cary Grant in between takes. Today, it remains one of the most enduring legacies of the American card-playing tradition.

Game Variations

The versatility of Gin Rummy has led to several popular variations. 'Oklahoma Gin' uses the value of the first up-card to determine the maximum 'knocking' point. 'Hollywood Gin' is an intensive version where players keep score across three simultaneous games at once. 'Tedesco Gin' is common in Italian-American circles and features slightly different point totals. Our version focuses on the classic, standard Gin Rummy rules that are most familiar to players worldwide.

The Deck and the Deal

Gin Rummy is played with a standard 52-card deck. Each player is dealt 10 cards, one at a time. The 21st card is turned face-up in the center to start the 'Discard Pile,' and the remaining 31 cards are placed face-down to form the 'Stock.' The rank of cards is K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A (low). Note that Aces are always low—you cannot use them to high-end a run (like Q-K-A).

Mastering the Gin Rummy Dialect

  • Meld: A valid combination of cards. These can be 'Sets' (three or four cards of the same rank) or 'Runs' (three or more consecutive cards of the same suit).
  • Deadwood: The cards in your hand that are not part of any meld. The value of these cards determines your liability when the round ends.
  • Knocking: The act of ending the game. You can only knock if your deadwood total is 10 points or less.
  • Going Gin: This is the ultimate move! It means you have successfully organized all 10 cards into melds, leaving zero deadwood.
  • The Undercut: A stinging defeat for the knocker. If you knock, but your opponent has an EQUAL or LOWER deadwood count than you, they win the bonus points instead.
  • The Stock and Discard: Your two sources of new cards. The discard is public knowledge, while the stock is a mystery.

How to Win the Match

The immediate goal is to organize your 10 cards into melds so that you can 'knock' or 'go gin.' The long-term objective is to be the first player to reach a total of 100 points across multiple hands. Scoring is heavily tied to the quality of your hand at the moment the round ends, rewarding those who can wait for the perfect hand while punishing those who get caught with high-value unmatched cards.

Strict Rules for Fair Play

Each turn consists of two actions: Drawing and Discarding. You must first draw either the top card of the discard pile or the top card of the stock. You must then discard one card from your hand. You cannot draw the top card of the discard pile and then immediately discard it back onto the pile. Face cards (K, Q, J) are worth 10 points each, Aces are worth 1 point, and number cards are worth their face value.

Step-by-Step Training Guide

  • Step 1: Sort Your Hand: Immediately group your cards by rank and suit to see what potential melds you already have.
  • Step 2: The First Turn: The non-dealer gets the first choice to take the up-card. If they pass, the dealer gets the choice. If both pass, the non-dealer draws from the stock.
  • Step 3: Build and Adjust: As you draw cards, try to turn 'near-melds' (like a 5 and 7 of Hearts) into full melds. Discard high-value cards that don't fit into any plans.
  • Step 4: Decide When to Knock: Once your deadwood is 10 or less, look at the board. If your opponent has been drawing many cards, they might have a strong hand. It might be safer to wait for Gin than to risk an undercut.
  • Step 5: The Showdown: When someone knocks, both players reveal their hands. The non-knocking player has the right to 'lay off' their deadwood onto the knocker's melds (unless the knocker went Gin).

The Math Behind the Victory

If a player goes Gin, they receive a 25-point bonus plus the value of the opponent's deadwood. If a player knocks (and isn't undercut), they score the difference between their deadwood and the opponent's. If the knocker IS undercut, the opponent gets a 25-point bonus plus the point difference. We also track 'Line Bonuses' for every hand won to reach the final 100-point goal.

Advanced Strategy for Aspiring Pros

  • The 10-Point Threshold: Don't just knock because you can. If you have 10 points but it's early in the game, your opponent likely has much more. If it's late in the game, knocking with 10 is very dangerous.
  • Beware of the 'Live' Cards: If you're waiting for the 7 of Spades, check the discard pile. If both the 6 and 8 of Spades have already been discarded, that 7 is much less likely to appear.
  • Discard High Early: If you have a King that doesn't fit a meld, get rid of it in the first few turns. You don't want to get caught with 10 points from a single card if your opponent knocks quickly.
  • Watch the Opponent's Draws: If your opponent takes a 5 of Diamonds from the discard pile, they are likely building a set of 5s or a Diamond run. Do not discard any cards that might help them complete that meld.

The CardGames.us Gin Rummy Engine

Our Gin Rummy features a state-of-the-art AI that adapts to your playstyle. It learns which cards you tend to keep and adjusts its discards accordingly. With our 'Sort' button, you can instantly see your best possible hand configuration. If Gin Rummy feels too competitive, try a relaxing game of Solitaire or test your luck in Blackjack.

Questions About the Rules?

Gin Rummy has many regional house rules. If you think our scoring or movement logic should be adjusted, we'd love to hear your reasoning. Reach out to us at g@unicorn.games.