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2026-10-28

Gin Rummy: group your 10 cards into melds, keep the rest (your deadwood) as low as possible. Lowest deadwood wins the hand.

Goal

Arrange your hand into melds. Leftover unmatched cards are deadwood, scored against you. Deadwood at 10 or under and you can knock. Deadwood at 0 and you've gone gin, worth more.

A match runs to 100 points across as many hands as it takes.

Melds

  • Set: three or four of the same rank, any suits.
  • Run: three or more in sequence, same suit.

Deadwood value: number cards at face value, face cards at 10, aces at 1.

A turn

  1. Draw: stock (face-down) or discard pile (face-up).
  2. Discard: unless you're knocking or going gin.

First turn of a hand: the non-dealer gets first Take/Pass on the opening upcard before the stock opens.

Knocking

Deadwood at 10 or under lights up the Knock button. You lay your melds down; your opponent lays off any deadwood that extends them.

You knock with 6-7-8 clubs. Opponent lays their 9 off onto it.
  • Gin (0 deadwood): score opponent's full deadwood + 20.
  • Knock, your deadwood lower after layoffs: score the difference.
  • Undercut: opponent's deadwood ends up lower than yours. They score the difference + 10.

If nobody knocks before the stock runs low, the hand's a wash. Nobody scores.

Match scoring

First to 100 wins the match, plus:

  • 20 points per hand won (line bonus).
  • 100-point winner's bonus, or 200 for a shutout.

Elo, chips, and stats update once the match ends.

Try it

Play a free match, no signup. Then: basic strategy, or see how rating and the ladder work.