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Printable Gin Rummy score sheet

A running scorecard to 100 for two players, with the hand scoring and every end-of-game bonus — game, boxes, shutout — printed on the sheet so the maths argument never starts.

Five Crowns score sheet → Prints on one page — US Letter or A4. Save as PDF from the print dialog.

Gin Rummy

2 players · 52-card deck
Game to 100 · then add bonuses
Running score — first to 100 wins the game
HandPlayer 1RunningPlayer 2Running
1
2
3
4
5
6
7
8
9
10
11
12
End-of-game bonuses — add after someone reaches 100
BonusPointsBonusPoints
Game bonus (reaching 100)100Box — each hand won25
Shutout — loser won no hands×2 total

Hand scoring

  • Knock with 10 or less deadwood; score the deadwood difference
  • Gin — no deadwood: difference +25
  • Undercut — defender ties or beats knocker: difference +25 to defender
  • Face cards 10 · ace 1 · others face value
  • After a knock, the defender may lay off onto the knocker's melds — not after gin
  • Game to 100, then add the bonuses above
Limestone Games Gin Rummy score sheet · free printable · limestonegames.com/printables/

Scoring Gin Rummy properly

Gin Rummy hands are quick; the scoring is where tables slow down. This sheet keeps the running game score on top and moves the once-per-game arithmetic — bonuses — into its own table, because mixing the two mid-game is how totals go wrong.

Hand scores

You may knock when your deadwood — unmelded cards — totals ten or less. Both players count deadwood; the knocker scores the difference. Going gin (no deadwood at all) adds 25 to the difference, and nobody may lay off against a gin hand.

The undercut is the rule new players forget: if the defender's deadwood ties or beats the knocker's, the defender scores the difference plus 25. Knocking on ten with a weak hand is a genuine risk, not a formality.

End-of-game bonuses

First to 100 ends the game, then the bonuses land: 100 for reaching game, 25 per hand won (the "box" bonus — this is why the sheet tracks hands separately), and if the loser never won a hand, the winner's total doubles. Margins that looked close during play often aren't after boxes.

Values

Face cards count ten, aces one, everything else face value. Runs must be one suit; sets are three or four of a kind; a card can't belong to both at once.

Frequently asked

When can you knock? With deadwood of ten or less. Some tables play "knock on the count of the upcard" as a variant — agree first.

What is big gin? Going gin with all eleven cards before discarding. Many groups score it higher than regular gin (31 is common) — it's a variant, so settle it before playing.

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