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JK-TJ

RULES & PRACTICE

How to Play Gin Rummy

Play Gin Rummy ↗

Game guide · JK-TJ

Learn your way around Gin Rummy

Take a moment to read the table. Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Return to the explanation when a decision is unclear. A clear plan starts with the current position. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1. Return to the explanation when a decision is unclear.

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 with a purpose

A clear plan starts with the current position. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. Use another round to revisit a decision.

Your objective

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. Work at your own pace.

The order of play

  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 your actions work

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. Take the next action only when the current step is clear. For a calm first round, focus on one decision.

A useful example

A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Check the relevant controls before continuing.

Pay attention to this rule

A clear plan starts with the current position. 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. The same rule applies on a phone and on a computer.

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. The same rule applies on a phone and on a computer.

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. Take a moment to read the table. Take the next action only when the current step is clear.

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. Look at the complete hand before deciding. Return to the explanation when a decision is unclear.

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. Use the rule sheet as a reference. 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. Return to the explanation when a decision is unclear.

When may I knock?

After drawing, select the card you would discard. The remaining 10 cards must have no more than 10 deadwood points. Treat this as a chance to practise one rule. Return to the explanation when a decision is unclear.

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. Use another round to revisit a decision.

What happens on a deadwood tie?

Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. Use the rule sheet as a reference. Use another round to revisit a decision.

Are layoffs automatic?

Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. Begin with the objective. Take the next action only when the current step is clear.

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. A clear plan starts with the current position. Return to the explanation when a decision is unclear.

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