A Beginners Guide to Gin Rummy

Gin rummy, or Gin for short, is traditionally a two player game, but it can be

adapted for 3 or 4 players. It's game play is turned based, and uses a point

system. A game is won by a series of rounds, usually to the total value of

100, but this figure can be negotiated to suit the players.<p>

Gin rummy is a derivative of strains of poker and traditional rummy, and uses

similar grouping structures called 'melds'. One pack of 52 cards is used, and

does not include the use of jokers or wildcards. Aces only count as low cards

(Ace, two three...) and not as an afterthought of the King, as with many card

games like Blackjack and Poker.<p>

Dealing and Playing Gin Rummy
As with most card games a dealer is selected, and either alternates between

rounds or on a winner deals/loser deals basis. Each player is dealt ten cards,

starting from the non-dealing player and alternating between the two.<p>

After each player has their ten cards, the dealer places the top card of the

remaining deck, or stockpile, face up on a separate pile called the discard

pile. That constitutes the dealers turn, and the focus now shifts to the

alternate player, or in a clockwise direction in multiplayer games.<p>

The player in the spotlight must either choose to pick up the face up card for

use in a possible meld, or take a chance on the unknown card at the top of the

stockpile. Once the player has picked up a card, he or she needs to discard

one card face up on the discard pile. This signifies the end that the turn.

This system is very similar to traditional rummy and several forms of

poker.<p>

Melds, Knocking and Deadwood
A meld is a group of cards that you assemble in either sets or runs.
Sets are comprised of a minimum of three to a maximum of four cards with the

same value and different suits. For instance three Sevens or four Kings.
Runs are a group of three or more cards of any suit that are in sequential

order. A good example of a run would be a three of hearts, four of diamonds

and a five of clubs.<p>
Once a player has formed melds with the majority of his or her cards they

perform the 'knock'. This signifies the end of the current round, although it

needs to be strategically implemented.<p>

Whatever non-meld cards remain in both players hands are given a value and

added up to reach a final score. These remaining cards are called

'deadwood'.<p>

Scoring at the End of a Round, and Tallying at the End of a Game
The object of gin rummy is to score as many points after each round to win the

eventual game. Scoring comes into play during after a player has knocked, or

once there are only two cards left in the stockpile. Face cards, or picture

cards, are counted as ten points each. In home games it's best to keep a pen

and a piece of paper handy for scoring purposes.<p>

Once a player has knocked, they receive a score based on the difference

between their deadwood and the opponent's deadwood. For example, if the

knocking player has a six and the defending opponent has a king, the

difference of four points will be awarded to the knocking player. These are

called Knock Points, and are only awarded if the defending player has a higher

deadwood.<p>

An Undercut Score is awarded to the defending player has a lower deadwood than

the knocking player. Usually the difference would go to the 'knocker', but no

it is awarded to the 'underknocker', plus a bonus of 25 points.<p>

If a player is able to knock without having any deadwood in his or her hand

(every card is used in melds), the player is awarded a gin bonus of 25 points,

plus the total of the opponent's deadwood.<p>

At the end of a game of gin rummy, a line bonus of 25 points for every round

won is added to the scores of the players. This is an important element of the

game, and needs to be considered from start to end.<p>

The Final Curtain
The game ends when enough rounds have been played for one player to reach the

100 point mark (or other prearranged total), and could go into a series of

games, depending on the game style, similar to a tennis match.<p>

Strategies Under Fire
Keep you hand organized, but not enough to let your opponent see the capacity

of your melds. Try to keep your hand grouped without putting them in obvious

divisions. It's also handy to not reveal where in your hand the card that you

discard came from.<p>

It's better to discard the higher cards, which are not used in melds, rather

than the lower cards. Remember that your opponent could knock at any time, and

it is better to have the smallest deadwood total possible.<p><p>

Keep your options open. Although the game has a large luck element, with a bit

of skill you can create possibilities. For example, if you have two fives and

a six, try to discard one of your other cards as either a four, five, or seven

will create a future meld of either a run or a set. If you discard the six and

pursue a set with the two fives, Murphy may just grant you that four you could

have used.

Remember that it isn't pleasant being undercut, but sometimes it can be the

best defense against being "ginned". Be aware of the remaining stockpile. Keep

in mind that the games enters a forced ending once the third last card is

removed from the top of the stockpile, and your opponent will be more likely

to knock during the time leading up to the remnants of the stockpile.<p>

Gin Rummy Online
Join the millions who are experiencing easy and interactive online game play.

Play in tournaments, against your friends or just the house. With a little

practice you'll soon be cashing in on the biggest and most user friendly gin

rummy action in the world.<p>


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