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Gin Rummy Game Guide
1. Game Overview
Gin Rummy is a two-player card game played with a standard deck of 52 cards.
- Card Rankings (High to Low): K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A
- Aces are always low and cannot form a run with a King (e.g., Ace-2-3 is valid, but Queen-King-Ace is not).
Card Deal
- Each player is dealt 10 face-down cards.
- The next card is placed face-up to form the discard pile.
- The remaining deck is placed face-down as the draw pile.
- The winner of each round deals the next round.
2. Gameplay
① Forming Melds
Players organize their hands into two types of melds:
- Sets: Three or four cards of the same rank (e.g., 7-7-7).
- Runs: Three or more consecutive cards of the same suit (e.g., 5-6-7♠).
② Turn Progression
- The non-dealer starts first.
- The player decides whether to take the top card from the discard pile or pass.
- If they pass, the opponent can choose to pick up the card.
- If both players pass, the first player draws a card from the draw pile.
- The player evaluates if the new card helps form a meld.
- One unwanted card is discarded face-up onto the discard pile.
- At the end of every turn, each player must have exactly 10 cards in hand.
- The goal is to reduce the deadwood score by forming melds.
3. Deadwood
Deadwood refers to any cards in a player’s hand that are not part of a meld.
- Aces = 1 point
- Jacks, Queens, and Kings = 10 points
- 2-10 = Face value
- Melded cards do not count as deadwood
A player can knock when their deadwood score is 10 or less, or they can win instantly by forming Gin (zero deadwood).
4. Knocking, Gin, and Lay Off
① Knocking
- A player can knock if their deadwood score is 10 or less.
- When knocking, both players reveal their hands.
② Gin
- A player who has all 10 cards in melds (0 deadwood) declares Gin.
- The player wins the round and earns all of their opponent’s deadwood points + 25 bonus points.
- If a player wins with Gin, the opponent cannot lay off cards.
③ Lay Off
- After a player knocks, their opponent can lay off deadwood cards by adding them to the knocking player’s melds.
- Example: If the knocking player has three 6s (6-6-6), the opponent can add a 6.
- For a run of 5-6-7♠, the opponent can lay off a 4♠, 8♠, or even 3♠-4♠ and 8♠-9♠.
- The knocking player cannot lay off additional cards.
5. Scoring
- Scoring after a Knock
- Each player’s deadwood points are compared.
- The knocking player earns points equal to the difference between the two scores.
- Example: If the opponent has 20 deadwood points and the knocking player has 6, the knocking player earns 14 points.
- Gin Bonus
- If a player wins with Gin, they receive their opponent’s full deadwood points + 25 bonus points.
- Undercut (Penalty for Knocking Player)
- If the opponent’s deadwood score is equal to or lower than the knocking player’s, the opponent wins the round.
- In this case, the opponent earns the difference in deadwood points + a 25-point undercut bonus.
- Game End
- The game continues until one player reaches the pre-set target score (e.g., 100 or 200 points).
- The player with the highest total score wins the game.
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