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This is called "gin" and is an excellent reason to knock, but there is a better answer! If all of your cards fit into melds and you have no deadwood, you automatically get 25 bonus points and your opponent cannot place any deadwood onto your melds!

This is a good reason, but there are other reason to knock, too! These are all legitimate reasons to knock. Signify your knock by drawing a card and laying it face-down on the discard pile.

What is the best thing to do if you have two kings in your hand, no other face cards, and you just saw two kings discarded?

If you know that both of the other kings have been discarded, there is very little chance to make melds out of your kings.

It would take at least four other cards two jacks, two queens to make melds out of your kings at this point! These kings will become deadwood- high-point deadwood at that!

Get rid of them as soon as you can to focus on making other melds! Unless you pick up a jack or a queen in the next round and you are early in the game, keeping one king will probably not help you much.

If you have deadwood in your hand, try to make sure it is low in point value! With no other face cards in your hand, you cannot knock with two kings!

Remember that face cards are worth 10 points each and you cannot knock unless your deadwood is under 10 points overall.

To play gin rummy, start by dealing 10 cards to yourself and 1 other player. Then, put the remaining cards face-down on the table and flip 1 card face-up.

Start your turn by taking a card from the face-down or face-up pile. After you pick up a card, discard a card from your hand and put it in the face-up pile.

Then, let the other player take a turn. Keep going back and forth like this until you or your opponent has all melds in their hand, which are sets of 3 or 4 cards that are all the same number or the same suit in sequential order.

This article was co-authored by our trained team of editors and researchers who validated it for accuracy and comprehensiveness. Together, they cited information from 23 references.

Play with two people. Gin rummy is best played with only two players. But if you have a third person who wants to play, have one person act as the dealer without dealing themselves any cards.

Then rotate this position around the table for each subsequent hand. Use a card deck. Note that aces will be low in this game i.

Draw a card to determine the dealer. Each player should draw a card, face-down from the top of the deck. The person with the lower valued card becomes the dealer.

In subsequent rounds, the loser of the previous round will be the dealer. Deal ten cards to each player. The dealer should distribute ten cards, face-down on the table, to each player.

Start the stock pile and the discard pile. The remaining cards left after dealing should be placed in a pile face-down on the table. This is the stock pile, and from the top of it the dealer should draw one card and place it face-up next to the stock pile.

The face-up card forms the beginning of the discard pile. Part 1 Quiz Who deals first in a game of gin rummy? The person who draws the lowest card.

The person who draws the highest card. The first person to draw a face card. The winner of rock, paper, scissors. Sort your cards into melds.

Look at the ten cards in your hand. A set is three or four cards of the same rank , and a run is three or more cards of consecutive rank in the same suit An example of a run is jack of diamonds, queen of diamonds, and king of diamonds.

You can have ace, but not queen-king-ace. Choose whether to take the card in the discard pile. If you pass, the dealer can choose to pick it up.

Pick up a new card. Whether you go for the card in the discard pile or the one on top of the stock pile, pick up your new card and assess whether it will help you form any melds.

Look to see if you already have a couple of cards with the same numerical value, or if it suddenly connects a couple cards to form a run.

You can also discard whatever you just picked up from the stock pile. You can discard it during your next turn if you want, but you must keep it for at least one turn.

Take turns picking up cards and discarding cards. Go back and forth drawing cards with your opponent and attempting to form melds with all your cards.

At each turn, decide if you want the card that your opponent just placed face-up in the discard pile, or if you want to take the mystery card from the top of the stock pile.

As you form melds, do not place them on the table. End the game if only two stock cards remain. If a player takes the third to last card in the stock pile and the game is still going, then the hand is cancelled.

No points are awarded to either player, and the cards must be re-dealt. Part 2 Quiz When can the dealer pick up the first card? Knock if all your cards form melds.

Knocking is how you end gameplay. You can physically knock on the table if you want to, but the face-down discard is generally accepted as the knocking symbol.

Knock to prevent your opponent from reaching gin. If you think your opponent may reach gin before you, you can knock early to prevent them from getting those bonus points.

End the game only if your deadwood totals ten points or less. You can only knock if the points values for your deadwood cards total ten or less.

Kings, queens, and jacks are worth 10, aces are worth 1, and all numerical cards are worth their numerical value.

Expose your melds to your opponent. Lay down all your cards face-up and divide them into melds on the table.

Make it clear for your opponent to see your sets and runs by grouping cards within a meld closely together and also putting some space between the melds themselves.

Your opponent now has the chance to lay off their deadwood cards onto your cards to add to melds. Or they could add that 5 to a run of or Lay off cards only if gin has not been reached.

This means that one player will potentially end up with a lot of deadwood, and thus a lot of deadwood points for the knocker to claim. The difference between the two is 16 points.

Award the non-knocker for an undercut. If you were the knocker, and it turns out your opponent has fewer deadwood points than you, this is called an undercut.

The difference between the deadwood points is awarded to them rather than you in this case, along with a point undercut bonus.

Play until someone reaches points. Deal the cards again and continue to play rounds until one player has reached points. This player is awarded bonus points for doing so.

Gin rummy is played with a standard card pack of cards. The ranking from high to low is King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace.

The objective in gin rummy is to score points and reach an agreed number of points or more, usually , before the opponent does. Gin has two types of meld: Sets of 3 or 4 cards sharing the same rank, e.

Deadwood cards are those not in any meld. A player can form any combination of melds within their hand, whether it contains all sets, all runs, or a mix of both.

A hand can contain three or fewer melds to knock or form legal gin. The deadwood count is the sum of the point values of the deadwood cards—aces are scored at 1 point, face cards at 10, and others according to their numerical values.

Intersecting melds are not allowed; if a player has a three-card set and a three-card run sharing a common card, only one of the melds counts, and the other two cards count as deadwood.

Dealership alternates from round to round, with the first dealer chosen by any agreed upon method. The dealer deals 10 cards to each player one at a time starting with their opponent, and then places the next card in the deck face up.

This begins the discard pile. The face down pile is known as the stock pile. On the first turn of the round, the non-dealing player has first option of taking the upcard on the discard pile or passing.

If the non-dealing player takes the upcard, they must then discard a different card to the discard pile. The player acting second can take the top card from the pile of their choice.

However, if the non-dealing player passes the upcard, the dealer is given the opportunity to take the upcard or pass. If the dealer also passes, the non-dealing player must draw from the stock pile, then the next turn and after, players can draw from the pile of their choice.

On each subsequent turn, a player must draw either the face-up top card of the discard pile, or the face-down top card from the stock pile, and discard one card from their hand onto the discard pile.

Players alternate taking turns until one player ends the round by knocking , going Gin , or until only two cards remain in the stock pile, in which case the round ends in a draw and no points are awarded.

The game ends when a player reaches or more points or another established amount. In tournament rules the game is played in best of five with points per game.

In standard gin, only a player with 10 or fewer points of deadwood may knock. Knocking with 0 points of deadwood is known as going Gin or having a Gin hand , while knocking with deadwood points is known as going down.

To knock, the knocking player discards as usual, announces knocking generally by simply placing a discard face down , and the hand is laid out with the melds clearly indicated and deadwood separated.

For example, the knocking player has a meld of three Kings. The player can lay off that king, reducing the deadwood count by ten. Once a player knocks or declares gin the round is over and scores are tallied, players cannot draw.

The result is the number of points the knocking player receives. In this case the defending player receives an undercut bonus usually 25 points plus the difference in deadwood points.

The defending opponent can only lay out their melds and cannot lay off any deadwood into the melds of an opponent that has declared Gin.

A player can go Gin with a hand of three or fewer melds as long as all cards fit into a meld. Players can also have an 11 card gin, see Big Gin Variant below.

Gin hands normally consist of 10 cards. Aces are scored at 1 point, face cards at 10, and all other cards are scored at their numerical values.

The number of points awarded for bonuses may vary from region to region. No matter what the bonus amounts are, points are scored in Gin for the following:.

In Straight gin players are required to play until one of them can go gin. Knocking is not allowed. Scoring and rules remain the same as standard Gin Rummy.

Similar to Oklahoma gin except aces can be used high and low and around the corner; KA2. If you are caught with an unmelded ace it counts as 15 points against you.

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Gin Romme Video

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