Animated walkthrough
Learn to play Gin Rummy in 11 steps
An animated scene for each rule. It's the same walkthrough that opens from the “?” button in the game.
Frequently asked questions
What does it mean to knock in Gin Rummy?
It means ending the hand. After drawing, if the 10 cards you keep have 10 deadwood points or less, you discard one card and knock. Both players show their cards, and the difference between the deadwood counts becomes points.
What are gin and big gin?
Gin is knocking with no deadwood at all: all 10 cards are in melds. It earns a bonus (25 points under the most common rules), and your opponent can't lay off cards. Big gin is having all 11 cards in melds, the usual 10 plus the one you just drew, with nothing to discard: the bonus is usually higher, 31 points at many tables.
What is an undercut?
It's when the player who didn't knock ends up with deadwood equal to or lower than the knocker's, after laying off cards. The knocker loses the hand: the other player scores the difference between the two counts plus a bonus, usually 25 points.
What happens when the deck runs out?
When the deck is down to 2 cards and the player who drew discards without knocking, the hand ends in a draw: nobody scores and the same player deals again.
How many points is a game of Gin Rummy?
Most games go to 100 points. Whoever gets there earns a game bonus (100 points, or 200 if the other player never scored), and each hand won adds 25. The first player to reach 100 wins.
The goal
In every hand, the goal is to build melds with the cards in your hand and knock with as little deadwood as you can, before your opponent does the same. The game goes to an agreed score, usually 100 points, and the first player to reach it wins.
Players and deck
The game is for two players, using a standard 52-card deck with no jokers. An ace is worth 1 and is always the lowest card; jacks, queens and kings are worth 10; every other card is worth its number.
The deal
- Each player gets 10 cards, one at a time, starting with the player who didn't deal.
- The next card is turned face up to start the discard pile.
- The rest of the deck stays face down beside it.
- The first dealer is picked at random. After that, whoever won the previous hand deals; if the hand was a draw, the same player deals again.
Melds and deadwood
You can build two kinds of melds with the cards in your hand:
- Set
- 3 or 4 cards of the same rank, in different suits.
- Run
- 3 or more cards in a row of the same suit, like the 5, 6 and 7 of hearts. Aces are always low: A-2-3 counts, but Q-K-A doesn't. A run can't wrap around.
A card can belong to only one meld. The cards left outside your melds are your deadwood, and their values add up to your deadwood count.
The face-up card
- The player who didn't deal chooses first: they can take the face-up card or pass.
- If they pass, the dealer can take it.
- If both pass, the first player draws the top card of the deck, and play goes on as usual.
Taking a turn
- Draw a card: the top card of the deck (face down) or the top card of the discard pile (face up).
- Discard one card, face up, onto the discard pile.
- If you took the top discard, you can't throw it right back on the same turn: you have to discard a different card.
- Then it's your opponent's turn.
Knocking
After drawing, if the 10 cards you keep have 10 deadwood points or less, you can knock: discard a card, show your hand and end the hand. You can knock on your very first turn.
Gin and big gin
- Gin
- Knocking with no deadwood: all 10 cards are in melds. Your opponent can't lay off anything. The bonus is 25 points (20 at some tables).
- Big gin
- Having all 11 cards in melds after drawing, without discarding any. It's the rarest gin, and the bonus is bigger: 31 points at many tables.
Laying off
When a player knocks with deadwood, their opponent can lay off loose cards onto the knocker's melds to cut their own deadwood. Only these plays count:
- the fourth card of a set;
- a card that comes before the first or after the last card of a run in the same suit;
- cards in a chain: once you lay off the 7, you can lay off the 8 on the same run.
The knocker never lays off onto the opponent's melds, and nobody lays off against a gin.
Scoring a hand
- Knocked with lower deadwood
- The knocker scores the difference between their deadwood and the opponent's, after the opponent has laid off.
- Gin
- The knocker scores the opponent's deadwood plus 25.
- Big gin
- The knocker scores the opponent's deadwood plus 31.
- Undercut
- If the opponent's deadwood is equal to or lower than the knocker's, the opponent scores the difference plus 25.
When the deck runs low
When the deck is down to 2 cards and the player who drew discards without knocking, the hand ends in a draw: nobody scores and the same player deals again.
The end of the game
The game ends when someone reaches 100 points (the most common target). Then the bonuses are added:
- Game bonus
- 100 points for the player who reached the target, or 200 if the other player never scored.
- Hand bonus
- 25 points for every hand the player won.
The first player to reach 100 wins. The bonuses are added only to the final tally, for both players.
Variations
- Straight gin: you can knock only with gin, meaning no deadwood at all.
- Oklahoma gin: the knocking limit isn't 10 but the value of the first face-up card (and if it's an ace, only gin counts).
- Hollywood gin: three games going at once, with the score kept in columns.
- Bonuses: gin is worth 20 or 25 points, an undercut 10 or 25, each hand won 20 or 25 and big gin 31 at many tables.
- Gin Rummy for 3 or 4 players: there are versions where one player sits out each hand, or where players team up.
Tips for beginners
- Discard high loose cards first (jacks, queens, kings and 10s): they add the most to your deadwood if your opponent knocks.
- Watch what your opponent picks up from the discard pile: it shows what they're building, and you shouldn't discard those cards.
- Knocking early with low deadwood usually pays off: waiting too long gives your opponent time to knock first.
- Watch out for the undercut: knocking with 9 or 10 deadwood against someone who can lay off cards is risky.
- When the deck runs low, knock if you can: once it is down to 2 cards, the hand is a draw.
On Selminha.com
The rules in Gin Rummy on Selminha.com
Gin Rummy on the site is played between two people by invitation or against a bot. Whoever creates the table sends the link; anyone who arrives after the game has started watches.
- Players and cards
- Two at the table. A 52-card deck, no jokers: 10 cards each; the 21st card starts the discard pile and the other 31 make up the deck. An ace is worth 1 and only counts low (A-2-3 counts, Q-K-A doesn't).
- Who deals
- The first dealer is picked at random. After that, whoever won the hand deals the next one; if the hand was a draw, the same player deals again. The notice at the start of each hand says who dealt and why.
- The face-up card
- Whoever didn't deal chooses first: TAKE FACE-UP CARD or PASS. If they pass, it's the dealer's choice. If both pass, the first player draws from the deck only, and the game tells you why.
- Your turn
- Draw from the deck or the discard pile (tap it or use the button) and discard a card: tap it and tap it again, or drag it to the discard pile. The card that came from the discard pile can't go back the same turn. SORT groups your melds, and the DEADWOOD counter shows the points in your loose cards.
- Knocking, gin and big gin
- The KNOCK button appears with 10 deadwood points or less (GIN with none; BIG GIN with all 11 cards in melds). If you haven't picked a card, the game discards the one that leaves the least deadwood, and the panel at the end of the hand shows which one it was. Gin earns a 25-point bonus and big gin 31.
- Laying off
- When someone knocks with deadwood, the game lays off the other player's loose cards onto the knocker's melds on its own, in the best combination. The panel at the end of the hand shows what was laid off: each card gets a gold border and the LAID OFF label, and a sentence says who laid off what. Against a gin, nobody lays off.
- Scoring and undercut
- The player who knocked with the lower deadwood scores the difference. If the other player's deadwood is equal or lower, it's an undercut: the other player scores the difference plus 25.
- When the deck runs low
- With 4 cards left in the deck the game warns you, and the number turns red. If the deck gets down to 2 cards and the player who drew discards without knocking, the hand is a draw: nobody scores and the same player deals again.
- End of the game
- A game goes to 100 points. Whoever gets there earns a 100-point bonus (200 if the other player never scored), and each hand won adds 25. The panel at the end shows the tally.
- Bots and rematch
- Whoever created the table can fill the open seat with a bot: TITO (easy), CARMEN (medium) or LUNA (hard). They see only their own hand and what's on the table. At the end, if both agree, the rematch happens at the same table.
- Time, absence and resigning
- The table is saved on the site, and nobody has to be connected at the same time. If the player whose turn it is goes more than 48 hours without playing, the other player can tap END GAME: PLAYER AWAY and win. Anyone who taps RESIGN, or leaves the game from the pause menu in the middle of a game, loses. A table with no move for 7 days expires, with no winner.
- Chat
- Whoever is seated at the table can chat by text. Spectators read the chat but can't post.
There's no leaderboard or running score on the site: the result counts only for the table. Each player picks the deck design they see, and that doesn't change any rule.
