🏠 Create & share your house rules with a free link or QR code
Create accountSign in β†’
πŸƒ

Gin Rummy

Draw and discard to build melds. When your unmatched cards total 10 or less, knock to end the round. Go Gin for a bonus.

πŸ‘₯2⏱️20-45 minπŸŽ‚Ages 8

1 Overview

Gin Rummy is the definitive two-player card game blending speed, memory, and tactical card management. Both players race to build their 10-card hand into complete melds while minimizing "deadwood" (unmatched cards). When your deadwood total is 10 points or fewer, you can knock to end the round. Achieve zero deadwood and you score a Gin bonus. First player to 100 points wins.

πŸ‘₯ 2-4 Players ⏱ 20-45 min πŸŽ‚ Ages 8+ πŸƒ 52-Card Deck

2 What You Need

  • 1 standard deck of 52 cards (no jokers)
  • Score pad and pencil

Find Gin Rummy card sets on Amazon

3 Setup

  1. Deal 10 cards to each player, one at a time, alternating.
  2. Place the remaining 32 cards face-down as the stock pile.
  3. Flip the top stock card face-up to begin the discard pile.
  4. The non-dealer goes first. They may take the face-up card or pass. If they pass, the dealer may take it. If the dealer also passes, the non-dealer draws from the stock and the game begins.

4 Melds Explained

Valid melds β€” sets and runs
Set (3 of a kind)
7β™ 
7β™₯
7♦
Set (4 of a kind)
Qβ™ 
Qβ™₯
Q♦
Q♣
Run (same suit)
5β™₯
6β™₯
7β™₯
8β™₯
Run (mixed suits)
9β™ 
10♦
J♣
Qβ™₯

A meld is a valid group of cards that scores zero deadwood. Every card in a meld is "matched." Every card outside a meld is "deadwood."

Sets (Groups)

Three or four cards of the same rank. Suits do not matter.

  • Valid set: King of Spades, King of Hearts, King of Diamonds
  • Valid set: Four 7s (all suits)

Runs (Sequences)

Three or more cards of the same suit in consecutive rank order. Aces are always low: A-2-3 is valid; Q-K-A is not.

  • Valid run: 5-6-7 of Hearts
  • Valid run: A-2-3-4 of Clubs
  • Invalid: Q-K-A (Aces cannot wrap high)

Deadwood Point Values

CardDeadwood Value
Ace1 point
2 through 10Face value
Jack, Queen, King10 points each
Deadwood Example: Your hand has melds of 5-6-7 of Spades and three Jacks. Remaining unmelded cards: King of Clubs (10), 8 of Diamonds (8), 3 of Hearts (3). Deadwood total = 10+8+3 = 21 points. You need to reduce this to 10 or fewer to knock.

5 How to Play

On each turn you must:

  1. Draw: Take the top card from either the face-down stock pile or the face-up discard pile.
  2. Discard: Place one card face-up on the discard pile. You cannot discard the card you just drew from the discard pile on the same turn.

After discarding, if your deadwood is 10 or fewer points, you may knock. If the stock pile is reduced to two cards with no knock, the hand is a draw.

6 Knocking, Gin and Big Gin

Knocking

After drawing, if your deadwood is 10 points or fewer, knock by placing your final discard face-down. Spread your melds face-up. Your opponent then spreads their melds and may lay off unmelded cards onto your exposed melds to reduce their deadwood. They cannot lay off onto sets that already have four cards.

Gin

If all 10 of your cards form valid melds (zero deadwood), declare "Gin!" instead of knocking. Your opponent may NOT lay off any cards. You score 25 bonus points plus your opponent's full deadwood total.

Big Gin

If you draw an 11th card and all 11 cards form valid melds, you may declare Big Gin. You score 31 bonus points plus opponent's deadwood. This advanced rule is not present in all rulesets.

Undercut

If, after lay-offs, the opponent's deadwood is less than or equal to the knocker's deadwood, the opponent undercuts the knocker. The opponent scores 25 bonus points plus the difference. This punishes premature knocking.

Undercut Example: You knock with 8 deadwood. Your opponent lays off two cards and ends at 6 deadwood. They undercut you. They score 25 + (8-6) = 27 points. You score nothing.

7 Scoring

EventScore
Successful knockDifference between knocker's and opponent's deadwood
Gin bonus+25 points plus opponent's full deadwood
Undercut bonus+25 points to undercutting player plus any difference
Game bonus (winner)+100 points when first to reach 100
Box bonus (line game)+25 points per round the loser won
Shutout (opponent scoreless)Game bonus doubles to +200

8 Variants

Oklahoma Gin

The rank of the first face-up card determines the maximum deadwood required to knock that round. If the first card is a 5, both players must have 5 or fewer deadwood to knock. If an Ace is turned up, only Gin is allowed that round. Spades scored in Oklahoma Gin often count double.

Hollywood Gin

Three simultaneous games are scored at once. Your first win is recorded in Game 1 only. Your second win goes in Games 1 and 2. From the third win onward, all three games score simultaneously. This creates a compressed multi-game session that rewards consistency.

4-Player Gin Rummy

Two teams of two. Each player plays a separate hand against the opponent directly across. Scores from each pairing are combined. Strategy includes playing in ways that support your partner's position.

9 2-Player vs 4-Player Differences

Rule2-Player4-Player
Stock pile cards32 cards12 cards (tight!)
Lay-off availableYes, onto opponentYes, onto your direct opponent
Scoring aggregationIndividualTeam totals combined
Game target100 pointsUsually 125 or 150

10 Strategy Guide

Card Priority Framework

Rate every card in your hand as "high value" (part of a meld or two-way draw) or "pure deadwood." Discard pure deadwood high-value cards first. A lone King is 10 deadwood points. Discard it early even though it pains you.

Middle Cards Beat High Cards

A 7 can form runs in four directions (4-5-6-7, 5-6-7-8, 6-7-8-9, 7-8-9-10). A King can only fit one run. Middle cards (5-8) are statistically more valuable. When choosing between a high card and a middle card of equal deadwood priority, discard the high card.

Watch the Discard Pile

Your opponent's discards reveal their hand shape. If they discard a 6 early, the 5-6-7 run is likely not in their hand. When they pick from the discard pile, note which ranks they took. Hold cards in those ranks as blockers or discard them to deny their meld.

Knock Early at 9-10 Deadwood

Do not wait for Gin when you have 9-10 deadwood and a solid meld structure. A 9-point knock that scores 7 points beats a Gin attempt that your opponent disrupts by knocking first. Knock early, take the small win, advance toward 100.

Count the Stock

When fewer than 10 cards remain in the stock, increase urgency to knock at any threshold rather than waiting for improvement.

11 Wrong House Rules

  • "You can lay off on opponent melds during the game." Not in standard Gin Rummy. Lay-offs only happen at the knock reveal.
  • "Aces can be high OR low, so Q-K-A is a valid run." No. Aces are always low in Gin Rummy. Only A-2-3 is valid.
  • "The undercut bonus is 10 points." The standard bonus is 25 points.
  • "You can knock with any number of deadwood cards." Knocking requires 10 or fewer deadwood POINTS, not just any number of unmelded cards.
  • "The game ends at 50 points." Standard game target is 100 points.

12 History of Gin Rummy

Gin Rummy was invented in 1909 by Elwood T. Baker, a whist teacher from Brooklyn, New York, together with his son C. Graham Baker. The game was designed as a faster alternative to the complex Rummy games of the era. The name "Gin" is a play on "Rum" (informal for Rummy games), with Gin and Rum being related spirits.

The game exploded in popularity during the 1930s and 1940s, particularly among Hollywood celebrities including W.C. Fields, Bing Crosby, and Harpo Marx. It became one of the most widely played two-player card games in America and retains that status in both physical and digital formats today.

13 Frequently Asked Questions

What is deadwood in Gin Rummy?

Deadwood refers to cards in your hand that are NOT part of any valid meld. The deadwood value is the sum of those cards' point values: Aces = 1, face cards = 10, number cards = face value. To knock, your deadwood total must be 10 or fewer points.

What is the difference between Gin and knocking?

Knocking means you have 10 or fewer deadwood points and choose to end the round. Gin means you have zero deadwood. Gin earns a 25-point bonus and prevents your opponent from laying off cards. Knocking allows lay-offs but earns no bonus.

What is an undercut?

An undercut occurs when the non-knocking player, after laying off cards, has deadwood equal to or less than the knocker's. They win the round and score 25 bonus points plus any difference.

Can you knock with zero deadwood?

Yes, but you should declare Gin instead. Gin earns 25 bonus points and prevents lay-offs. Knocking with zero without saying Gin loses you the bonus.

Can an Ace be both high and low in a run?

No. Aces are always low in Gin Rummy. A-2-3 is valid; Q-K-A is not.

Can you draw from the discard pile and keep that card?

Yes, but you cannot immediately discard the same card you just drew from the discard pile. You must discard a different card.

What happens if the stock pile runs out?

If the stock pile is reduced to two cards with no knock, the hand is a draw. No points are scored; deal a new hand.

What is Oklahoma Gin?

Oklahoma Gin sets the knock threshold by the rank of the first face-up card each round. If it is an Ace, only Gin is possible that hand. Spades are often scored double in Oklahoma Gin.

How many cards do you lay off on opponent melds?

You can lay off as many cards as validly fit onto the knocker's exposed melds. You cannot lay off onto a set that already has four cards, and you cannot create new melds during lay-off.

Who deals first?

Draw high card for first deal. Thereafter, the loser of each round deals the next one.

What is Hollywood scoring?

Hollywood Gin tracks three simultaneous games. Your first win applies to Game 1 only. Your second win applies to Games 1 and 2. All subsequent wins apply to all three games simultaneously.

🎲 House Rules

Play Gin Rummy your way?

Save your house rules and share a link or QR code β€” friends can pull them up at the table.

Create house rules β†’