Gin Rummy Rules

by admin

Enjoy exciting Gin Rummy matches! This high-quality 3D version brings the popular game Gin Rummy on your PC. You can play in Singleplayer offline or LAN and Online Mode! The full animated Tutorial. This Player’s guide has been prepared to help answer questions you may have about the Tournament rules and regulations.

Gin Rummy Rules

Gin Rummy is a member of the Rummy family of games. As with most games there are plenty of variations out there, so the game might not be exactly like you play it or have different points for some things. Below I'll explain the rules we use on this site. I'll start by explaining a few basic concepts, and then go over the gameplay and scoring of the game.

Basic concepts

  • Set: Three or four cards of the same rank, for example H8 S8 D8 or H12 S12 D12 C12
  • Run: Three or more cards in sequence in the same suit, for example H1 H2 H3 or C6 C7 C8 C9 C10. Aces are always low, never high, and runs can't wrap around, so Q,K,A,2 would not be a legal run.
  • Meld: A word for both Sets and Runs. You might for example have three melds, where two of them are sets and one is a run. Each card can only be part of one set or run, for example if you have an 8 you cannot count it both as part of 8,8,8 and 7,8,9.
  • Stock: A deck of facedown cards, in the middle of the table. Players draw one card from the stock in every round.
  • Discard pile: A pile of faceup cards, placed next to the stock. Players discard one card onto the pile in every round.
  • Deadwood: Any cards in your hand that are not part of a meld.
  • Knocking: Ending the round by putting a card face down on the discard pile.
  • Gin: When all 10 cards in your hand are parts of melds and you have no deadwood.
  • Big Gin: When all 10 cards in your hand and the card you just drew are parts of melds, so you have 11 cards, all in melds.
  • Lay off: Adding your deadwood cards to an opponents melds.

Objective

The objective of Gin Rummy is to collect cards into melds and have as little deadwood as possible at the end of a game. The game is scored based on how much deadwood you have at the end of each game. A game can span several rounds, it's over when one player reaches 100 points. At that point grand total for each player is calculated, with bonuses, and the player with the highest score wins the whole game.

Gameplay

Each player gets 10 cards. The remaining deck is put on the table between the players face down, and one card is put face up besides the deck to start the discard pile.

In each turn a player must start by drawing one card. He can either draw the top card from the deck or the top card from the discard pile. Generally you only draw the top card from the discard pile if you know that the card will help you create a meld with some of the other cards in your hand.

  • Note: In the first turn, the starting player must choose to either draw the face up card in the board or pass the turn. If the card is drawn, proceed normally. If the turn is passed, the other player gets to make the same choice. If they pass too, the first player takes their turn normally.

After the player has drawn a card he must discard one card by putting it face up on top of the discard pile. If the player has drawn the top card from the discard pile at the start of the turn he may not discard that card until his next turn (also, that wouldn't make any sense at all). He may however discard a card he has just drawn from the deck, or any other card he has in his hand.

The game continues like this, with players drawing and discard cards, while they try to build sets and runs in their hand. The round ends when one player knocks, by discarding a card and putting it face down on the discard pile. The player that knocked (the knocker) then shows his melds and his deadwood by putting it face up on the table. The opponent then shows his melds and deadwood. The opponent is allowed to lay off any of his deadwood cards onto the knocker's melds if he can. For example if the knocker had a meld, H1 H2 H3 and the opponent has a H4 as part of his deadwood he can add it to the knocker's meld, and then it won't count as deadwood anymore. The knocker cannot do the same, he can never lay off his deadwood. Additionally, if the knocker has Gin or Big Gin (no deadwood) then the opponent is not allowed to lay off any cards.

There are some rules for when you can knock. They vary between different versions, but this is how it's done on this site: You may only knock if you end up with 10 or fewer points of deadwood (human cards count as 10, aces as 1 and other cards their numeric values). The card you knock with (put facedown on the discard pile) is not included in that number. So, if you have just drawn and you have 3,5,9 as deadwood you would be allowed to knock with the 9, and then you'd end up with 3+5=8 points as deadwood.

Knocking with no deadwood, i.e. all 10 card in you hands forming melds is called going Gin. Going Big Gin is when you have 11 cards in melds, in which case you can say you have Big Gin and the game ends without you discarding the final card facedown.

The game also ends if neither player has knocked and there are only two cards left in the deck. In that case the hand is a tie, and neither player gets any points.

Scoring

Gin rummy rules print out

Scoring is based on deadwood and bonuses, the actual melds don't actually count for anything, they're only good to minimize your deadwood.

  • Knock points: After all lay offs are made, the knocker scores the difference between his deadwood and the opponents deadwood. For example, the knocker has 3 points of deadwood, and the opponent has 21 points of deadwood, then the knocker scores 21-3=18 points.
  • Gin Bonus: If a player gets Gin he gets 25 extra points, added to the knock points he already got.
  • Big Gin Bonus: If a player gets Big Gin he 31 extra points, added to the knock points he already got.
  • Undercut: If a player knocks but the opponent has less or equal deadwood points, then the opponent gets 25 points plus the difference in deadwood points, and the knocker gets 0 points. However, if the knocker gets Gin there is never an undercut, even if the opponent also has 0 deadwood points.
  • Game bonus: After a player has reached 100 points he gets a special game bonus, 100 points, added to his overall score.
  • Line bonus or box bonus: This bonus is added at the end of the game, and adds 25 points for each hand won during the game.
  • Shutout bonus: If the winner won every hand in the game then the points for each hand are doubled before adding the line bonus. I wasn't sure here how to handle it if someone has won all hands except for ones that end in a tie, so for now I'm requiring that you win all hands and none end in a tie to get this bonus. Let me know if you disagree with this.

And that's it. I'm sure there are plenty of people who prefer other rules, but you can never please everyone and these are the rules I'm going with.

Gin Rummy Rules

Gin Rummy is probably the best-known Rummy game. It is a two-player game that reached its peak of popularity during World War II, when it became a national fad, famous as the game for movie stars and Hollywood players. (See also: Gin Rummy Glossary.)

Number of Players: 2 (for more than 2 players, see Gin Rummy for Three Players and Partnership Gin Rummy)

Number of Cards: 52 (standard deck of cards, with no jokers)

Rank of Cards: K-Q-J-10-9-8-7-6-5-4-3-2-A (king is high, ace is low)

Value of Cards: Face cards (K-Q-J) count 10 point each; ace counts 1 point; all other cards count their face value (e.g. a six of diamonds counts for 6 points).

Starting a Match: To determine who deals first, the deck is shuffled, and each player draws a card. The player drawing the highest card (for purposes of the draw, suits rank spades high, hearts, diamonds, and clubs) has the choice of seats, and decides who deals first.

Gin Rummy Rules Print Out

Shuffling & Cutting the Deck: Either player may shuffle the deck, but the dealer has the right of last shuffle. The non-dealer must cut the pack.

Dealing: The dealer distributes the cards, one at a time, face down, first to his opponent and then to himself, until each player has ten cards. The next card, called the upcard, is placed face-up in the center of the table. The remainder of the deck if placed face-down next to the upcard, and forms the stock.

Object of the Game: The object of the game is to form melds (or matched sets), which are three or four cards of a single rank (5-5-5, for example), or a run of three or more cards of consecutive rank in the same suit (4-5-6 of clubs, for example).

Gameplay: On the first upcard, the non-dealer must decide whether or not to take the exposed card. If the non-dealer does not want the card, he must say as much, and the dealer then has the opportunity to take the upcard. If he passes on it as well, then the non-dealer draws the top card of the stock, and play proceeds.

Player

Gin Rummy Rules Hoyle

Each player's turn begins by drawing a card, either the upcard (the top of the discard pile, or the top card of the stock.

Each player's turn ends by discarding one card (placed face-up on the discard pile). If a player draws the upcard, he may not discard it during the same turn.

Knocking: When a player will hold less than than 10 points of deadwood (cards not part of a meld) after discarding, he may knock (though he is not required to knock). Knocking signals the end of a hand. For example, a player holding the following hand may knock:

In this example,the player holds two melds (the 7-7-7, and the J-Q-K of spades), along with 13 points of un-melded cards. If he discards the 5 of spades, he'll have 8 points of deadwood, and may therefore knock.

When knocking, a player places his final card face-down on the discard pile, then spreads his hand, arranged into melds and deadwood.

His opponent then lays down his own hand, laying off any melds, as well as any cards that connect with the knocker's melds. For example, if the opponent holds the following cards:

The opponent would have one meld (the K-K-K), would be able to lay off the 10 of spades (which connect to the knocker's J-Q-K of spades, and have 32 points of deadwood (10+8+6+5+2+1).

Scoring: Scoring for each hand is based on the deadwood difference between the two hands. In the example above, the knocker has 8 points of deadwood, and his opponent has 32 points of deadwood. Therefore the knocker scores 24 points.

Gin Rummy Rules Easy

If, however, the opponent had more melds, and had been able to lay off more points, he may have ended up with fewer points of deadwood than the knocker. This is referred to as an undercut, and earns the undercutter a bonus. For example, if the opponent had ended up with 6 points of deadwood, he would have earned the difference in the two hands (2 points), plus an undercut bonus of 25 points, for a total of 27 points.

The knocker may also earn a bonus. If the knocker ends up with zero points of deadwood, he has gin, for which he earns a 25 point bonus.

A running score is kept for each player. In addition the winner of each hand is designated by drawing a lines beneath his score.

The winner of a hand deals the next hand.

Game: A game (consisting of a number of hands) is played to 100 points. The player who first reaches 100 or more points wins the game, and scores a 100 point game bonus for doing so. If his opponent has not won any hands during the game, he scores an additional 100 point shutout bonus. Each player is then given 25 points for each hand they won during the game (this is called the box bonus or line bonus).

Each player's total score is then calculated (games points plus game and shutout bonuses, plus line bonuses). The winner earns the difference between his total scoreand that of his opponent.

Match: Gin Rummy is often played as a match, consisting of a number of games. A match is typically played to 500 points, though the match total may be any mutually agreed-upon number.

Irregularities:

  • The last two cards of the stock may not be drawn. If neither player is able to knock after the fiftieth card is drawn, the game ends in a draw (no score for either player), and the same dealer deals again.

  • Wrong Dealer - If the wrong player deals, the opponent may stop the deal if he catches it before the upcard is turned. If the upcard has been dealt, then the deal stands.

  • Faced Cards - If, before the upcard is turned, a face-up card is found in the deck, or if any card is exposed in dealing, there must be a new deal by the same dealer.

  • Irregular Hands - If either player ends up with an incorrect number of cards, and this is discovered before the player makes his first drawn, there must be a new deal. If the error is discovered after his first draw, and both players have incorrect hands, there must be a new deal. If one player's hand is correct and the other not,then the player holding the correct hand gets to decide whether ornot to demand a redeal. If he decides to continue playing, the player with the incorrect hand must correct his hand by drawing cards without discarding, or discarding without drawing. He may not knock during until his next turn.

    If an incorrect number of cards is not discovered until a hand is completed, a player with too few cards is penalized 10 points for each missing card, and is not eligable for a gin or undercut bonus. If a player has too many cards, there is no point penalty, but the offender may not claim an undercut bonus, and may not win the hand

  • Premature Play - If a player draws a card out of turn - before his opponent discards, or before the dealer has refused a passed upcard - the play stands. There is no penalty, but the offender must accept the card he has drawn out of turn.

  • Illegally Seeing a Card - If a player drawing in turn sees any card to which he is not entitled, every such card must be placedface up next to the discard pile. The offender may not knock until his next turn to play, unless be is gin. The non-offender has the right to take any of the exposed cards until he draws from the stock; then the offender has the same right to take any of the exposed cards until he draws from the stock. Once each player has drawn from the stock, the exposed cards are placed in the discard pile.

    If a player drawing out of turn sees a card to which he is not entitled, the rule given in the preceding paragraph applies,except that the offender may never take such cards, but may draw only his opponent’s discard or the top card of the stock in each turn.

  • Illegal Knock - If a player knocks with a count higher than the knock count (10 in standard Gin Rummy), but his opponent has not exposed any cards before the error is discovered, the offender must leave his band face up on the table until his opponent has completed his next play. However, If the knocker’s hand is illegal only with respect to the count of his unmatched cards, his opponent may accept the illegal knock aslegal (and undercut it).

    If the knocker has more than 10 points, and the error is discovered after the opponent has exposed any of his own cardsbut before he has laid off any cards, the opponent may choose to either force the knocker to play the rest of the hand with all his cards exposed, or to permit the offender to pick up his hand, in which case the offender is not entitled to an undercut or gin bonus for that hand.

  • Looking at Discard - The general rule is that a player who looks back at a covered discard loses his right to his next draw.However, players may agree in advance that looking back at discards will be permitted.

  • Wrong Card Discarded - If a player discards the wrong card when knocking, he may not retrieve it. If the resulting knock is improper, see Illegal Knock.

Gin Rummy Rules
Gin Rummy Rules

Gin Rummy Variations

  • Doubling Gin (Open Gin)
  • Gin Rummy for Three Players (Cutthroat, Chouette, or Battle Royal)

Gin Rummy Strategy

  • As a general rule, draw from the discard pile only to complete or add to a set, not to form a combination (two cards that may become a set).
  • Try to put together two matched sets plus four or fewer unmatched low cards (you usually don't have time to make three sets).
  • Knock as soon as you can! You won't make Gin, but you're more likely to pick up a ton of points from your opponent's unmatched cards.
  • Success in Gin Rummy depends largely on keeping track of the discards. From this you'll know which of your own combinations are still 'alive' and you'll be able to guess which combinations your opponent is holding.
  • According to leading Gin Rummy scientists, the most useful card in this game is the 7, as it figures in more combinations than any other card. The least useful are the ace and king.
  • As in Poker, never try to 'fill an inside straight' in Gin Rummy. If for example you have a 4 and a 5, you can add to this with either of two cards, a 3 or a 6. If you have a 4 and a 6, however, you're only half as likely to run across a 5.

Gin Rummy Rules For Dummies


Gin Rummy Rules 4 Players

Other Gin Rummy Rule Resources

  • Gin Rummy Rules and Objectives by Robert Power

See Also: Play Gin Rummy Online

Gin Rummy Rules


Gin Rummy Rules According To Hoyle

Additional Information