Gin Rummy
The two-player rummy game: ten cards each, a knock when your unmatched cards are low, and a bonus for matching every card. The rules as most tables play them, how other tables differ, and a score keeper for tonight.
What you need
Two players and one standard deck of 52 cards, no jokers. Aces are low: every suit runs ace, two, three and on up to the king. You play hand after hand, each one short, and the first player to reach 100 points wins the game. Two is the game. Three or four can sit in, and the table near the end shows how.
Every card has a value, and the values matter only for the cards you fail to match. Face cards count 10, the ace counts 1, and every other card counts its number. A nine is 9, a four is 4.
The deal
Draw for the first deal, and the lower card deals. After that the winner of each hand deals the next. The dealer shuffles, the other player cuts, and the dealer gives ten cards to each player, one at a time. The twenty-first card is turned face up to start the discard pile, and the rest of the deck goes face down beside it as the stock.
Pick up your ten cards and sort them. The whole game is in what you do with them next.
Melds and deadwood
A meld is a set or a run. A set is three or four cards of one rank: three sevens, or four queens. A run is three or more cards of one suit in sequence: the four, five and six of clubs, or the nine through the king of hearts. The ace is low, so ace, two, three is a run and queen, king, ace is not. A set stops at four cards. A run can keep growing as long as the suit does.
A card belongs to one meld at a time. Hold three sevens with the eight and nine of hearts, and the seven of hearts can sit in the set or start the run, never both. You need a sixth card, a fourth seven or the ten of hearts, to have both melds at once.
The cards in your hand that sit in no meld are deadwood, and deadwood is what you count. A hand holding a king, a four and an ace outside its melds has 15 in deadwood. A hand with every card melded has none.
| Card | Points |
|---|---|
| King, queen, jack | 10 each |
| Ten down to two | The number on the card |
| Ace | 1 |
The turn
A turn has two parts, and it is the same two parts every time.
- Draw one card. Take the top card of the stock, face down, or the top card of the discard pile, face up. The pile shows you what you are getting. The stock does not.
- Discard one card face up onto the pile. Your turn is over.
Take the top card of the discard pile and you must discard a different card that turn. You are free to discard it on a later turn.
The first turn of a hand is the exception. The player who did not deal looks at the upcard and takes it or passes. If they pass, the dealer may take it. If both pass, the non-dealer draws from the stock, and from there the turns alternate as usual.
A hand ends when a player knocks. It can also run out of cards. When the stock is down to two cards and the player who drew the third-last card discards without knocking, the hand is cancelled. Nobody scores, and the same dealer deals again.
Knocking and going gin
Once your deadwood adds up to 10 or less, you may knock. After your draw, place one card face down on the discard pile and lay your hand on the table, melds together and deadwood to one side. You may knock on any turn, the first included, and you never have to. Playing on for a bigger score is a fair choice, and a gamble. Knock early and you take a small, steady score. Hold out for gin and your opponent gets more turns to shrink their deadwood, and the undercut waits for you.
Knocking with no deadwood at all is going gin. Most gin hands are melds of four, three and three, and two runs of five is gin too. Gin earns a bonus of 25 on top of the hand.
Laying off. When you knock, your opponent spreads their hand into melds and deadwood as well. Then they may lay off: add a fourth card of the same rank to one of your sets, or add the next card of the suit to either end of one of your runs. Every card laid off leaves their deadwood. Nothing can be laid off on your deadwood, so a pair of twos among your unmatched cards does not take their third two. You, the knocker, never lay off on their melds. Against gin there is no laying off at all.
The undercut. Now count both hands. If your opponent's deadwood is equal to yours or lower, you have been undercut. They score the difference between the two counts plus a bonus of 25, and you score nothing. Gin can never be undercut: an opponent with no deadwood of their own still scores nothing against it.
Between hands: shuffling 52 cards
52 cards, one load.
Gin uses one standard deck, so the whole pack goes into Lotus as a single load with room to spare. Lotus holds up to two decks, 104 cards, at a time.
Gin is a game of many short hands, and every one ends with both hands laid out in sets and runs. The pack comes back part-sorted and gets shuffled more often than in most games. Drop the deck in and touch the sensor: one touch starts it, and there is nothing to set. A pass takes about five seconds. Three passes suit a home game, and about seven reach near-random.
Card sizes and finishes are covered in what cards work with a card shuffler.
How to use Lotus for Gin Rummy
Gin is many short hands with one deck, so the shuffle comes around more often than in most games. The dealer drops the deck into a Lotus card shuffler and touches the sensor.
| At the table | With Lotus |
|---|---|
| The pack | One standard deck, 52 cards, no jokers. |
| Loads | One, with room to spare. Lotus holds up to two standard decks, 104 cards, loaded together. |
| Who shuffles | The dealer, and the other player cuts. One touch on the sensor on top starts each pass. No buttons, nothing to grip. |
| When | After each hand is scored. |
| Passes | Drop the squared deck into the center tray and touch the sensor. Lotus deals the cards into two piles. Stack one pile on the other, and that is one pass. A pass takes about five seconds. About three passes suit a home game. About seven bring a 52-card deck to near-random, the figure from Bayer and Diaconis (1992). |
| The discard pile | It goes back in. Gather the discard pile, the stock and both hands, melds and deadwood together, face down, into one pack. |
| The deal moves | The winner of each hand deals the next. Lotus runs on a 9V battery with no cord, so it sits between the two players, in reach of both. |
Another game for two: Cribbage. More rummy games: Rummy and Rummy 500. Every game is in the game table.
Scoring
One player scores in each hand, and the score comes from the deadwood.
| Result | Who scores | Points |
|---|---|---|
| Knock | The knocker | The opponent's deadwood minus the knocker's |
| Gin | The player who went gin | The opponent's deadwood plus 25 |
| Undercut | The knocker's opponent | The knocker's deadwood minus their own, plus 25 |
| Cancelled hand | Nobody | 0 |
Write the score under the name of the player who won the hand and draw a line under it. The lines matter at the end of the game.
A worked game. You sit down with a friend, and three hands take the game to 100.
Hand one. You knock holding a four and a two outside your melds, 6 in deadwood. Your friend lays off one card on your run and is left with a king, a queen and a nine: 29. You score 29 less 6, which is 23.
Hand two. Your friend goes gin. You are caught with a king, a queen, a jack, a ten and an ace unmatched, 41 in deadwood, and there is no laying off against gin. Your friend scores 41 plus the 25 gin bonus: 66. The totals stand at 23 for you and 66 for your friend.
Hand three. You knock with a five and a four, 9 in deadwood. Your friend lays off their last two unmatched cards on your melds and has no deadwood at all. That is an undercut. Your friend scores the difference of 9 plus the 25 undercut bonus, 34, and the total reaches 100. The game is over.
End of the game
The first player to 100 ends the game, and the bonuses go on after that.
| Bonus | Points |
|---|---|
| Game bonus | 100 to the winner |
| Shutout | The game bonus doubles to 200 when the loser won no hand |
| Line bonus | 25 to each player for every hand they won |
The line bonus is why a line goes under every winning score: count the lines and multiply by 25. Line bonuses never count toward the 100 that ends the game. They are added once it is over.
In the worked game your friend finishes at 100, plus the 100 game bonus, plus 50 for two hands won: 250. You finish at 23 plus 25 for your one hand: 48. The margin is 202, and in a game played for stakes, the margin is what changes hands.
How other tables play
Gin has been played in card rooms, kitchens and tournaments for more than a century, and the bonuses moved around along the way. Settle these before the first deal.
| Rule | This page | Other tables play |
|---|---|---|
| Knock limit | 10 or less in deadwood | The value of the first upcard, as in Oklahoma gin |
| Gin bonus | 25 | 20 |
| Undercut bonus | 25 | 10 or 20 |
| Line bonus | 25 for each hand won | 20 |
| Shutout | The game bonus doubles to 200 | The winner's whole score doubles |
| Game | 100 | 150 in Oklahoma gin, 125 for four in partnerships, 250 in tournament partnership play |
| Who deals | The winner of the last hand | The loser, or the players alternate |
| The first turn | The upcard is offered to the non-dealer, then the dealer | The non-dealer gets 11 cards, no card is turned up, and the hand opens with a discard |
| The last two cards | The hand is cancelled | The other player may take the final discard to knock or go gin |
| Discarding the card you took from the pile | Not on the same turn | Allowed, and the player who threw it cannot take it back unless knocking |
Oklahoma gin, Hollywood, straight gin, three and four players
| Game | Pack and deal | What changes |
|---|---|---|
| Oklahoma gin | 52 cards, 10 each. The first upcard sets the knock limit: a seven means knock at 7 or less, a picture means 10 | A spade upcard doubles the hand's score, bonuses included. Game is 150. Some tables play an ace upcard as gin only, and some award extra boxes for an undercut and for gin |
| Hollywood gin | The ordinary game | Three games are scored at once. A player's first win goes into game one, the second into games one and two, and the third and every later win into all three. Each game ends in the usual way with its own bonuses, and once it has ended, new scores go only to the games still open |
| Straight gin | The ordinary game | No knocking. The first player to go gin wins the hand, and it is often played best of seven rather than for points |
| Three players | 52 cards, 10 each to two of them | The dealer sits out and deals to the other two. The loser of the hand deals the next, so the winner plays the player who sat out |
| Four players | Two partnerships. Each player plays a separate game against one opponent | Opponents alternate and partners stay. If both partners win their hands, the team scores the total. If one wins and one loses, the team ahead scores the difference. Game is 125 |
Rules as recorded by pagat.com, Gin Rummy, with its Oklahoma gin and three- and four-player sections. Hollywood and straight gin as described by Rummy-Games.com, one of the rules sites pagat links to. For tournament play, read the Gin Rummy Association's official rules.
Common questions
How many cards are dealt in gin rummy?
Ten to each player, one at a time, from a standard 52-card deck. The twenty-first card is turned face up to start the discard pile, and the rest is the stock.
How many points do you need to win gin rummy?
100. The bonuses come after: 100 for winning the game, 25 to each player for every hand they won, and the game bonus doubles if the loser never won a hand. Oklahoma gin plays to 150.
What is deadwood in gin rummy?
The cards in your hand that are in no set or run. Face cards count 10, aces 1, and the rest their number. You may knock once your deadwood adds up to 10 or less.
Can you knock with 10 in gin rummy?
Yes. The limit is 10 or less, so a count of 10 is a knock. In Oklahoma gin the first upcard sets the limit instead, and a picture card still means 10.
What is an undercut in gin rummy?
The knocker is undercut when the opponent, after laying off, holds deadwood equal to the knocker's or lower. The opponent scores the difference plus 25, and the knocker scores nothing. A player who went gin cannot be undercut.
Score keeper
Type your two names at the top of the table. For each hand, fill in the winner's column only: the deadwood difference, and a 1 under Went gin or Undercut when the hand earned the bonus. The keeper adds the bonus, keeps the running totals, and works out the game bonus and the line bonuses when a player reaches 100. Add the next hand with the plus button. It keeps the game on this device.
| This hand | ||
|---|---|---|
| Hand score |