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Gin Rummy

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Game guide · 12530NET

Rules, controls and help for Gin Rummy

Use the rule sheet as a reference. Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Use another round to revisit a decision. Work at your own pace. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1. Take the next action only when the current step is clear.

Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally.

Practice beyond the first move

Treat this as a chance to practise one rule. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. Return to the explanation when a decision is unclear.

The purpose of your moves

Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Take the next action only when the current step is clear. Treat this as a chance to practise one rule.

How to proceed

  1. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1.
  2. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock.
  3. Draw one card, then select a different discard when you took from the discard pile. Melds stay in your hand during play.
  4. Choose Knock / Gin with a selected discard. After discarding, deadwood must be 10 or less. Otherwise continue playing.
  5. Against a knock, the defender may group cards and lay off unmatched cards on the knocker’s melds. No layoffs are allowed against Gin.
  6. Gin earns 25 plus defender deadwood. A successful knock earns the difference. A defender with an equal or lower count undercuts for 25 plus the difference.
  7. The first player to reach 100 points wins this match. There are no additional line or end-of-match bonuses. A stock reduced to two cards ends a non-knocking hand with no score.

How to use the controls

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Use another round to revisit a decision. Work at your own pace.

See how the rules apply

A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. The same rule applies on a phone and on a computer.

Notice this detail

Work at your own pace. Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. Check the relevant controls before continuing.

Game-specific help

What is the aim?

Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Treat this as a chance to practise one rule. Return to the explanation when a decision is unclear.

How do I use the controls?

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. For a calm first round, focus on one decision. The same rule applies on a phone and on a computer.

Which format is available?

Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally. Work at your own pace. The same rule applies on a phone and on a computer.

What should I check before a move?

Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. A clear plan starts with the current position. Use another round to revisit a decision.

Can you give an example?

A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Before making a move, check the cards in view. Take the next action only when the current step is clear.

When may I knock?

After drawing, select the card you would discard. The remaining 10 cards must have no more than 10 deadwood points. For a calm first round, focus on one decision. Check the relevant controls before continuing.

How much is an Ace?

An Ace is worth 1 and only starts a run: A–2–3 is valid, Q–K–A is not. Work at your own pace. Check the relevant controls before continuing.

What happens on a deadwood tie?

Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. Work at your own pace. Check the relevant controls before continuing.

Are layoffs automatic?

Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. Use the rule sheet as a reference. Use another round to revisit a decision.

Can a hand end without a winner?

Yes. When the stock is reduced to two and the active player ends the turn without knocking, the hand has no score. Take a moment to read the table. Return to the explanation when a decision is unclear.

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