Skip to content
AHOPENG

RULES & PRACTICE

How to Play Gin Rummy

Play Gin Rummy ↗

Game guide · AHOPENG

Follow the steps for Gin Rummy

For a calm first round, focus on one decision. Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Check the relevant controls before continuing. Take a moment to read the table. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1. Take the next action only when the current step is clear.

Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally.

A small practice goal

Treat this as a chance to practise one rule. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. Take the next action only when the current step is clear.

What the game asks you to do

Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Take the next action only when the current step is clear. Begin with the objective.

Follow these playing steps

  1. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1.
  2. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock.
  3. Draw one card, then select a different discard when you took from the discard pile. Melds stay in your hand during play.
  4. Choose Knock / Gin with a selected discard. After discarding, deadwood must be 10 or less. Otherwise continue playing.
  5. Against a knock, the defender may group cards and lay off unmatched cards on the knocker’s melds. No layoffs are allowed against Gin.
  6. Gin earns 25 plus defender deadwood. A successful knock earns the difference. A defender with an equal or lower count undercuts for 25 plus the difference.
  7. The first player to reach 100 points wins this match. There are no additional line or end-of-match bonuses. A stock reduced to two cards ends a non-knocking hand with no score.

Choosing and moving on screen

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Return to the explanation when a decision is unclear. Take a moment to read the table.

Learn from a sample situation

A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Return to the explanation when a decision is unclear.

Where a round can go wrong

Treat this as a chance to practise one rule. Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. Take the next action only when the current step is clear.

Questions that come up during play

What is the aim?

Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Use the rule sheet as a reference. Take the next action only when the current step is clear.

How do I use the controls?

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Begin with the objective. Check the relevant controls before continuing.

Which format is available?

Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally. For a calm first round, focus on one decision. Return to the explanation when a decision is unclear.

What should I check before a move?

Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. Use the rule sheet as a reference. Return to the explanation when a decision is unclear.

Can you give an example?

A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. For a calm first round, focus on one decision. Take the next action only when the current step is clear.

When may I knock?

After drawing, select the card you would discard. The remaining 10 cards must have no more than 10 deadwood points. Keep the active rule in mind. Check the relevant controls before continuing.

How much is an Ace?

An Ace is worth 1 and only starts a run: A–2–3 is valid, Q–K–A is not. Look at the complete hand before deciding. The same rule applies on a phone and on a computer.

What happens on a deadwood tie?

Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. A clear plan starts with the current position. The same rule applies on a phone and on a computer.

Are layoffs automatic?

Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. Keep the active rule in mind. Check the relevant controls before continuing.

Can a hand end without a winner?

Yes. When the stock is reduced to two and the active player ends the turn without knocking, the hand has no score. A clear plan starts with the current position. Use another round to revisit a decision.

Choose a Card Game (opens in a new tab)