GIN RUMMY
Setup
- Players: 2
- Deck: standard 52-card deck (no jokers; aces are low)
Play
- Dealer: Choose an initial dealer. The dealer
alternates between rounds.
- Deal: Deal 10 cards to each player, starting
with the non-dealing player. The remaining cards become the
stock pile. The dealer flips up the first card of the
stock pile to begin the discard pile.
- Hand start: The non-dealing player has the
option to take the card in the discard pile or pass. If they pass,
then the dealer has the same option; otherwise the dealer takes a
turn as normal (see below). If the dealer also passes, then the
non-dealing player must draw from the stock pile, and play proceeds
normally as follows.
- Turns: At each turn, the player has the option
to take the top card of the discard pile or the stock pile. They
must then place a card in the discard pile. If they drew from the
discard pile, they must discard a different card.
- Hand end: Play continues until one player
knocks or only two cards are left in the stock pile, in
which case the hand ends in a draw with no points awarded.
- Melds: The goal of each player is to form
melds consisting of sets of cards of the same value or
runs of cards of the same suit. Runs cannot wrap around from ace to
king.
- Knocking: A player can declare the hand over
(knocking) when their deadwood score (the point value of the cards
not contained in melds) is 10 or less. The deadwood score is the
sum of the point values of each deadwood card, with all face cards
valued at 10 points and aces valued at 1 point. The knocking player
must clearly indicate their intention to knock and the display
their melds and deadwood. The opposing player must immediately
reveal their cards and can add any of their own deadwood cards to
the knocking player's melds, unless the knocking player goes
gin.
- Gin: If a player goes down with no deadwood,
they declare gin and the opposing player may not add any
deadwood to their melds.
- Big gin: This occurs if the pick-up card can
also be incorporated into existing melds with no deadwood. Then the
player declares big gin and puts down their full 11-card
hand without discarding a card. The opposing player similarly may
not add any deadwood.
- Games: Hands (or "rounds") continue with
alternating dealers until one player reaches 100
points (see below), at which point the game is
over.
Scoring
- Deadwood: At the end of each hand, the score of
the knocking player is the difference between the opponent's deadwood
score and their own. The opponent receives zero points.
- Undercut bonus: If the opponent has equal or fewer
deadwood points than the knocking player (after adding any deadwood
cards to the knocking player's melds if possible), then the opponent
receives the different in points plus a 15-point
undercut bonus.
- Gin bonus: If the knocking player has gin, then they
receive the deadwood point different plus a 25-point
gin bonus.
- Big gin bonus: Like the gin bonus, but the knocking
player receives a 50-point bonus.
- Game bonus: The first player to reach 100 points
(ending the game) receives a 100-point game
bonus.
- Line bonus: At the end of the game, each player
receives 25 points for each hand won.
- Shutout bonus: If a player has zero points at the
end of a game, the other player's deadwood scores are doubled for
that game.