How to play gin rummy
Gin rummy is a card game for two players. You try to arrange your 10 cards into groups called melds, and keep the points of your leftover cards low. It is quick to learn: this page takes about five minutes. Then play a game and press Hint whenever you are unsure.
What you need
Two players and one standard deck of 52 cards, without jokers. On this site the computer is your opponent.
Card values
| Card | Points |
|---|---|
| Ace | 1 |
| 2 to 10 | The number on the card |
| Jack, queen, king | 10 each |
The ace is always low: A-2-3 is a run, but Q-K-A is not.
The deal
Each player gets 10 cards. The next card is turned face up: this is the up card and it starts the discard pile. The rest of the deck goes face down next to it as the stock.
Melds: sets and runs
A set is 3 or 4 cards of the same rank. A run is 3 or more cards of the same suit in a row.
A set of three 8s and a run of four hearts.
A card can only be in one meld at a time. With 7♥ 7♠ 7♣ 8♥ 9♥ you can use the 7♥ in the set of 7s or in the heart run, not both.
Deadwood
Cards that are not in a meld are deadwood. Add up their points: that is your deadwood count. Low is good.
Two melds. The deadwood is 2 + 3 + 8 + 10 = 23.
A turn
- Draw one card: the top card of the stock (you don’t know what it is) or the top card of the discard pile (you can see it).
- Discard one card face up on the discard pile. You may not throw back the card you just picked up from the discard pile, but you can discard it on a later turn.
The first turn is special. The player who did not deal may take the up card. If they pass, the dealer may take it. If both pass, the non-dealer draws from the stock and play goes on as normal.
Knocking
After you draw, you can knock if your deadwood is 10 or less after your discard. You put your last card face down, show your hand and the hand ends. You never have to knock: you may keep playing to lower your count or go for gin.
Ready to knock: three melds and only 4 points of deadwood.
Laying off
When someone knocks, the other player shows their hand too and may lay off deadwood cards by adding them to the knocker’s melds: a fourth card to a set, or the next card at either end of a run. You can’t lay off on the knocker’s deadwood.
The other player’s hand. The 7♠ can be laid off on the knocker’s set of 7s above. Deadwood left: 8 + 5 + 10 = 23.
So in this example you score 23 − 4 = 19 points. The scoring page has every case.
Gin
If all 10 of your cards are in melds, you go gin. You get a bonus of 20 points plus the other player’s deadwood, and they may not lay off any cards.
Gin: every card is in a meld.
Undercut
If you knock but the other player’s deadwood (after laying off) is equal to or lower than yours, you are undercut. They score the difference plus a 10-point bonus. That is why knocking with a high count late in a hand is risky.
When the stock runs low
If only two cards are left in the stock and the player who drew the third-last card discards without knocking, the hand is a draw. Nobody scores and the same dealer deals again.
Winning the game
Keep score hand by hand. The first player to reach 100 points wins the game and gets bonuses on top. The winner of each hand deals the next one. See scoring.
Questions
How many cards do you get in gin rummy?
Each player gets 10 cards. After you draw you have 11 for a moment, then you discard back to 10.
Is the ace high or low in gin rummy?
Low. The ace counts 1 point and can only be used in a run as A-2-3. Q-K-A is not a run.
Do you have to knock when you can?
No. You may keep playing to try for gin, but the other player might knock first.
Can you knock on your first turn?
Yes, if your deadwood is already 10 or less after your discard.
What happens when the stock runs out?
When only two cards are left in the stock and the player who drew the third-last card discards without knocking, the hand ends as a draw with no score.
Ready? Play gin rummy or try the daily deal. You can also print the rules sheet.