How to play Gin Rummy
Gin Rummy is the classic two-player rummy game: build your ten cards into melds faster than your opponent, then knock before they do. This free version deals you in against a computer opponent and keeps score to 100 with every traditional bonus. No downloads, no signup.
Gin Rummy rules
- The deal. Each player gets ten cards and the next card is turned up to start the discard pile. The deal alternates between hands.
- The upcard. The player who didn't deal may take the upcard. If they pass, the dealer may take it. If both pass, the non-dealer draws from the stock and play begins.
- Your turn. Draw one card, from the face-down stock or the top of the discard pile, then discard one card. You can't throw back the card you just picked up from the discard pile.
- Melds. A run is three or more cards in sequence in one suit (A-2-3 counts, Q-K-A does not). A set is three or four cards of the same rank. Each card can belong to one meld only.
- Deadwood. Cards in no meld. Aces count 1, number cards their value, and J, Q, K count 10. The game arranges your melds for the lowest deadwood and shows the total under your hand.
- Knocking. When your deadwood after discarding is 10 or less, you may knock to end the hand. Your opponent then lays off any cards that extend your melds, and you both count deadwood.
- Running out of stock. If only two cards are left in the stock and nobody has knocked, the hand is a draw and nobody scores.
Scoring
- Knock: the knocker scores the difference between the two deadwood counts.
- Undercut: if the defender's deadwood ties or beats the knocker's, the defender scores the difference +25.
- Gin: no deadwood at all. Score the opponent's deadwood +25, and they can't lay off. Big gin, all eleven cards melded after drawing, scores +31.
- Game: the first player to 100 wins and adds a 100 game bonus plus 25 for every hand won. If the loser never won a hand, the winner's total is doubled.
Gin Rummy strategy
- Shed high deadwood early. Kings and queens that aren't in melds cost 10 each if your opponent knocks.
- Watch the discard pile. Every card your opponent picks up tells you what they're building. Don't feed it.
- Knock early, not late. Knocking on 6 or 7 in the first few turns usually wins; waiting for gin gives the other player time to catch up.
- Beware the undercut. Late in a hand your opponent's deadwood is low too. Knocking on 10 then is a gamble.
- Keep flexible cards. A 7♥ next to 6♥ and 7♣ can finish either a run or a set.
Frequently asked
What is an undercut? When the defender's deadwood, after laying off, is equal to or lower than the knocker's. The defender scores the difference plus 25.
Can I lay off on gin? No. Layoffs are only allowed against a knock.
Is Gin Rummy free? Yes. No signup, no downloads, no installs.
More card games