How Gin Rummy works
The goal. You and the computer each hold 10 cards. Collect matching
groups of cards. A card that is not in a group is a leftover card.
Leftover cards are bad: each one is worth points, and you want your total to be as low as
you can get it.
The boldest goal is to have no leftover cards at all, with every card
in a group. That is called gin, and it earns a 25-point bonus.
The two kinds of group
- A set is three or four cards of the same rank, like
7♠ 7♥ 7♣.
- A run is three or more cards in a row in the same suit, like
4♥ 5♥ 6♥. An ace is low, so ace-2-3 is a run, but
queen-king-ace is not.
A card can be in only one group at a time. You never arrange the groups yourself. The
table finds the best groups in your hand and outlines those cards in gold. If a card could
go in either of two groups, the table picks the choice that leaves you the fewest leftover
points.
Leftover points. An ace is worth 1. A jack, queen or king is worth 10.
Every other card is worth its number. Add up your leftover cards to get your leftover
points. A 9, a 4 and a king left over make 9 + 4 + 10 = 23.
Leftover points are not your score. They only decide who scores after a deal, and how
much.
One deal, step by step. A game is made of several deals. Here is one
deal.
- Each player is dealt 10 cards. The next card is turned face up to start the
discard pile. The rest stay face down as the draw pile.
- The player who did not deal chooses first. The computer deals the first deal, so you
choose first. After that, you take turns dealing. The player who chooses can take the
face-up card, or press Pass to leave it. If they pass, the dealer gets the
same choice. If both pass, the player who did not deal draws from the draw pile. Take the
face-up card only if it makes a new group with two cards of yours that are not in a group
yet (they have no gold outline), or adds to a group you already have.
- From then on, you take turns. On your turn, first draw one card. You
can take the top card of the draw pile, which you cannot see first. Or you can take the
top card of the discard pile, which you can see.
- Then discard one card: put a card from your hand face up on the
discard pile. You always finish your turn holding 10 cards. If you took your card from
the discard pile, you cannot put that same card straight back on the same turn. A discard
is final: one click throws the card away, and you cannot take it back.
- Keep drawing and discarding. Keep the cards that help you make groups, and discard
the cards that do not. A card helps when another card in your hand goes with it: one of
the same rank, or one of the same suit that is next to it or one apart (like 5♥ and
7♥, which need the 6♥). One more card could then make a group. Take the
face-up card only when it makes a new group with two cards of yours that are not in a group
yet, or adds to a group you already have (a fourth card of a set, or a card just above or
below a run). A card can be in only one group, so a card that already has a gold outline
cannot be used twice.
- When your leftover points are 10 or less, you can end the deal. This is called
knocking. Draw a card, press Knock, then click the
card to discard. After you discard it, the cards you keep that are not in a group must
add up to 10 points or less. You never have to knock.
- After a knock, the other player may add cards from their hand to the groups of the
player who knocked. They can add a fourth card to a set. They can also add the next card
up or down on a run, like a 3♥ or 7♥ on 4♥ 5♥ 6♥.
Added cards stop costing points. The game does this for you, in the way that leaves
them the fewest leftover points. Nobody may add cards after gin.
- Both players' leftover points are then compared, and the points are scored.
When to knock. A good rule: while the draw pile has more than 20 cards,
knock only at 6 or fewer leftover points. When it has 20 cards or fewer, knock at 10 or
fewer. The computer follows this same rule.
Why. If you knock at 7 to 10 while the draw pile has more than 20
cards, your opponent may have as few leftover points as you, or fewer. Then they win the
deal and score a bonus (an undercut, explained below). When the draw pile is small,
waiting is the bigger risk: if it drops to 2 cards, the deal ends and nobody scores.
A sample turn. You hold 7♠ 7♥ 4♦ 5♦ 6♦
9♣ J♣ K♠ 2♥ 3♠. Your only group is the run 4♦
5♦ 6♦. You draw the 7♣, which makes a set with your two 7s. Now you
discard the K♠, because it fits nowhere and is worth 10 leftover points. You are
left with 9♣ J♣ 2♥ 3♠ outside any group. That is 24 leftover
points.
How a deal is scored
- The player who knocked has fewer leftover points. They score the
difference. For example, 4 against 12 scores 8.
- The player who knocked has 0 leftover points. That is gin. They
score the other player's leftover points plus a 25-point bonus. Nobody can add cards to
their groups.
- The other player has the same leftover points, or fewer. That is
called an undercut. The other player scores instead: the difference
plus a 25-point bonus. A tie scores just the 25.
No winner. If only two cards are left in the draw pile after a turn
and nobody has knocked, the deal stops. Nobody scores, and the same player deals
again.
How the game ends. Scores add up from deal to deal. The first player to
reach 100 points wins the game. The rules then add bonus points to each score to make
final totals: 100 for the winner (200 if the other player never scored), and 25 for each
deal a player won. The Coach shows the final totals when the game ends. They do not change
who won, so you can ignore them.