Gin Rummy Rules

  

Rules of Gin Rummy. A complet set of rules for the most popular rummy game in the USA.

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.)

  • The official rules for Gin Rummy. A beginners guide to the popular game of gin.
  • This Player’s guide has been prepared to help answer questions you may have about the Tournament rules and regulations.
  • Gin rummy, or simply gin, is a two-player card game created in 1909 by Elwood T. Baker and his son C. It is a variant of rummy. It has enjoyed widespread popularity as both a social and a gambling game, especially during the mid twentieth century, and remains today one of the most.
  • Cardgames are great recreational activities for any sort of gathering,whether formal or informal. There are plenty of.

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.

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.

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.

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 Variations

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

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.

Other Gin Rummy Rule Resources

  • Gin Rummy Rules and Objectives by Robert Power

See Also: Play Gin Rummy Online


Additional Information

Gin Rummy is one of the most common card games in the world. The group of games titled Rummy consists of many variations and version (Example: Kalooki and Rummy 500) that share the general pattern of Traditional Rummy. Learn here rules, tips and strategies to be the best Gin Rummy player.


The Gin Rummy game is designed for groups of 2-4 players, and the object of the game is to form valid melds and to have the lowest amount of penalty points when the game is over. A meld can be a sequence of consecutive cards from the same suit, or a set of similar valued cards from different suits. In any case a meld will have at least three cards.
Melds can be formed in any turn. Each player draws a card (from the deck or discard pile) and discards an unnecessary card.
Unlike traditional online rummy, the number of cards dealt to each player changes according to the number of players. Two players will play Gin Rummy with 10 cards, whereas 3-4 players will play with 7 cards. An additional difference in the Gin Rummy game is the way the game ends.
Gin Rummy ends in one of the following three ways -
Gin - a crushing victory by one of the players. The winner was able to create valid melds from every card in their hand except for the last card that is discarded at the end of the turn. In this case, players will be penalized according to their deadwood count plus 25 penalty points.
Knock - one player forms valid melds from the majority of the cards in their hand where the deadwood count is ten at most. When a player knocks his or her opponents can add cards directly to the melds created by the Knocker. This may lead to victory by 'undercut'.
Undercut - the player who didn't knock can lay down his or her melds. If that player's total deadwood count is lower than that of the player who knocked, he or she will win by undercut. The player who knocked will be penalized with 25 points in addition to his or her deadwood count.
THE FOUR SUITS

CARDS AND THEIR VALUES

1 point 2 points 3 points 4 points 5 points

6 points 7 points 8 points 9 points 10 points

10 points 10 points 10 points

In a 2 player game every player is dealt ten cards. In a three to four player game each player is dealt seven cards. The remaining cards form the deck are placed face down, and one open card is used as the first card of the discard pile.

The object of the game is to form as many melds from the cards in hand. A meld can be either a set or a run.

Apart from forming melds, players must try to reduce their deadwood count, or in other words to minimize the values of the cards that do not belong to any meld.

A run consists of 3 or more consecutive cards of the same suit

OR

A set consist of 3 or more cards of the same rank

OR


THE PLAY

A turn in Gin Rummy is divided into two parts that make up a standard turn, except for the last turn of a hand/game.

  1. Drawing from the deck or the top card of the discard pile.
  2. Throwing a card to the discard pile.

The game can end in one of three ways:

  1. Gin - players lay down all the cards in their hand in valid melds, and throws the last card into the knock area. When a player Gins other players cannot add cards to that player's melds.
  2. Knock - a player lays down valid melds and has a deadwood count that's equal or lower than ten. In this move as well the player throws a card to the knock area.
  3. Undercut - when a player knocks his or her opponents can lay down their melds and also add cards to the knocker's melds (but only to that player's original melds).

For example: a player knocked and laid down

The knocker goes down with:

The person playing next added 6H, meaning that the player who plays third will not be able to add 5H.

Through adding cards players can reduce their deadwood count, and therefore are rewarded for keeping the cards that the Knocker needed for his own melds.

The player who's next in line can lay down two melds and has JH and 6H

And two 4s. In this case the opponent can add his cards to the appropriate meld, thus lowering the number of penalty points from 24 to 4!

Undercut - if one of the player knocks, and an opponent has a lower deadwood count, that opponent will win while the Knocker will be penalized by 25 points.

If only 2 last cards are left in the deck, the discard pile is reshuffled and used as the new deck.

Defeated (Penalty Points)
GinningSum of deadwoods + 25 penalty points.
KnockingSum of deadwoods minus knockers deadwoods.
UndercutSum of deadwoods minus undercutter's deadwoods. Knocker receives 25 extra penalty points.

GIN RUMMY STRATEGIES AND TIPSThe Rummy games family contains a variety of games which are all based on the players' skills and strategic abilities.

Gin Rummy Rules For 4 Players

Gin Rummy is one of the more dominant and well known games in the family. In order to play Gin Rummy well and learn how to win, there are several rules that should be taken into account, and also strategic principles that, if adopted, will allow every player to improve his performance.

Stay alert - Gin Rummy is a fast and dynamic game. As such, the momentum may shift between players in almost every turn. A player who stays focused for a long time will probably have a better chance of analyzing his or her opponent's status, will not wait for cards that were already thrown to the discard pile and will know when to get rid of high cards and more.

The discard pile - every turn players discard cards that they do not need into the discard pile. A player who tracks the cards thrown away will have two advantages. First, he or she will know what cards already left the game. Second, the player will have a clue as to what cards his or her opponents do not need.

Gin Rummy Rules 2 Player How Many Cards

According

Draw - Gin Rummy is played with only one deck of cards. Therefore it is important to remember the cards that were thrown away and to use opportunities for drawing cards that complete existing melds. One tip for the beginning of the game is that we recommend to draw from the deck in order to prevent one's opponents from knowing which cards he or she needs.

Throwing - at the end of every turn, players throw a card to the discard pile. Usually the card that's the least useful will be thrown, but since throwing cards provides information to competitors on the cards a player has in his or her hand, it is recommend to put some thought into what you throw. The further you are in the game, the higher the cards you should throw, this in order to reduce the potential deadwood count. If the player acting next in line picked up a card from a certain suit - we will not throw a consecutive card from the same suit in order to avoid helping our opponent to complete a meld, and also to allow us to add the card in case the opponent knocks.

A player who considers 'knocking' would best do this at an early stage of the game in order to reduce the risk of getting caught with an undercut if their opponent wins the game - which will result in 25 additional penalty points.

These were several Gin Rummy strategy tips that work in every Gin Rummy game, and may give you a significant advantage over your opponents towards winning the game. The more you play Gin Rummy online, the more tips and strategies you will be able to find. Use any and all of our Gin Rummy Strategy tips and you will become a top player in no time.

Gin Rummy Rules

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