![]() ![]() If the knocking player has the lower count, they score points equal to the difference.The difference in the two players' deadwood counts determines the score for the hand as follows. If the defending player is holding the fourth King as deadwood, they may lay it off by adding it to the meld and thus reduce their deadwood count by 10. The opponent, or "defending" player, shows their melds and is entitled to lay off any deadwood cards that fit into the knocking player's melds, provided that the knocking player does not have a gin hand.įor example, suppose that the knocking player has a meld of three Kings. The player then lays out their hand, organized into melds and with any deadwood separated from them. Īfter discarding to end a turn, a player who wishes to knock must clearly indicate their intent this is generally shown by laying the discard face down, but can also be done through a verbal declaration or by tapping the playing surface. Knocking with no deadwood is known as going Gin or having a Gin hand, while knocking with deadwood points is known as going down. In standard gin, a player with 10 or fewer points of deadwood may knock, immediately ending the hand without giving the opponent a chance to play. In tournament rules the game is played in best of five with 250 points per game. The game ends when a player reaches 100 or more points (or another established amount). 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. 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. 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. However, if the non-dealing player passes the upcard, the dealer is given the opportunity to take the upcard or pass. The player acting second can take the top card from the pile of their choice. If the non-dealing player takes the upcard, they must then discard a different card to the discard 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. The face down pile is known as the stock pile. 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. For example within the five cards 7 ♣ 7 ♠ 7 ♦ 8 ♦ 9 ♦, the seven of diamonds can be included in the set ( 7 ♣ 7 ♠ 7 ♦) or included in the run ( 7 ♦ 8 ♦ 9 ♦), but it cannot be included in both.ĭealership alternates from round to round, with the first dealer chosen by any agreed upon method. ![]() 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. Aces are scored at one point, face cards at 10, and others according to their numerical values. The deadwood count is the sum of the point values of the deadwood cards. A player can form any combination of melds within their hand all sets, all runs, or some sets and some runs. Aces are considered low-they can form a set with other aces but only the low end of runs ( A ♠ 2 ♠ 3 ♠ is a legal run but Q ♠ K ♠ A ♠ is not). Deadwood cards are those not in any meld. 8 ♥ 8 ♦ 8 ♠ and runs or sequences of three or more cards in the same suit, such as 3 ♥ 4 ♥ 5 ♥ or more. Gin has two types of meld: Sets of three or four cards sharing the same rank, e.g. The basic game strategy is to improve one's hand by forming melds and eliminating deadwood. The objective in gin rummy is to be the first to reach an agreed-upon score, usually 100 points. The ranking from high to low is King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace. Gin rummy is played using a standard deck of 52 cards. Ĭard game historian David Parlett finds Scarne's theory to be "highly implausible", and considers the game of Conquian to be gin rummy's forerunner. Magician and writer John Scarne believes gin rummy to have evolved from 19th-century whiskey poker (a game similar to Commerce, with players forming poker combinations ) and to have been created with the intention of being faster than standard rummy but less spontaneous than knock rummy. Gin rummy was created in 1909 by Elwood T. ![]()
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