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Gin Rummy

Play classic two-player Gin Rummy against the computer. Your sets and runs are detected automatically, the deadwood count updates as you play, and knock, gin and undercut scoring is handled for you.

Last updated:

You00 hands
Computer00 hands

Computer · 10 cards

Stock 31
Discard

Dealing…

Deadwood0

Melds are found automatically: colored bars mark sets and runs, everything else is deadwood.

Hand history
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    How to use the Gin Rummy

    1. Take or pass the upcard. At the start of a hand the non-dealer may take the face-up card; if both players pass, the non-dealer draws from the stock.
    2. Draw a card each turn by clicking the stock (face down) or the top of the discard pile.
    3. Discard one card. Click a card to select it and click it again to discard. You can't throw back the card you just took from the discard pile.
    4. Watch your deadwood. Melds are marked automatically; the counter shows your unmatched points after the best discard.
    5. Knock or go gin. When your deadwood is 10 or less, press Knock (or Go gin at 0) to end the hand and score it.
    6. Reach 100 points to win the game; bonuses are added in the final tally.

    Gin Rummy scoring at a glance

    SituationWho scoresPointsExample
    Knock (knocker has less deadwood)KnockerDifference in deadwoodKnock with 6, opponent has 21 after lay-offs: 15 points
    Gin (0 deadwood)Knocker25 + opponent's deadwoodOpponent holds 18: 25 + 18 = 43 points
    Undercut (defender ties or beats the knock)Defender25 + differenceKnock with 8, defender has 5: 25 + 3 = 28 points
    Dead hand (2 stock cards left)Nobody0Same dealer deals again
    Line (box) bonus, end of gameEach player25 per hand wonWon 4 hands: +100
    Game bonusFirst to 100100Added to the winner's total
    ShutoutWinnerWinner's total doubledLoser won no hands at all

    Card values for deadwood: ace = 1, 2 to 10 = face value, jack, queen and king = 10. House rules vary from table to table (some play to 250, use different bonuses or allow big gin); the numbers above are the common American rules this game uses.

    Strategy tips that actually win hands

    • Throw high deadwood early. Unmatched kings and queens cost 10 points each if your opponent knocks, so shed them before low cards unless they are one card from a meld.
    • Prefer flexible cards. A 6♥ next to a 7♥ and another 6 can grow into a run or a set; an isolated card cannot. The automatic meld finder shows which cards are pulling their weight.
    • Watch the discard pile. A card your opponent picks up tells you what they collect: avoid feeding them the same rank or neighbouring cards of that suit. The Hard computer uses exactly this idea against you.
    • Knock early, gin late. Knocking with 8 or 9 on the first few turns often wins because your opponent's hand is still raw. Deeper into the stock, the undercut risk grows, so wait for a lower count or for gin.
    • Count the stock. When the stock gets close to two cards, a dead hand is coming; knock if you can rather than lose a good position for nothing.

    Frequently asked questions

    How do you score in Gin Rummy?

    When a player knocks, both hands are counted. If the knocker has less deadwood, they score the difference. Going gin (zero deadwood) scores 25 plus the opponent's deadwood, and the opponent cannot lay off. If the defender has equal or less deadwood than the knocker, it is an undercut and the defender scores 25 plus the difference.

    What counts as deadwood?

    Deadwood is every card that is not part of a meld. Aces count 1, number cards count their face value and jacks, queens and kings count 10 each. You may knock when your deadwood after discarding is 10 points or less.

    What is a meld in Gin Rummy?

    A meld is either a set of three or four cards of the same rank (for example 7♠ 7♥ 7♦) or a run of three or more consecutive cards in the same suit (for example 4♣ 5♣ 6♣). Aces are low only, so A-2-3 is a run but Q-K-A is not. Each card can belong to only one meld.

    What does laying off mean?

    After an ordinary knock, the defending player may add deadwood cards to the knocker's melds, for example a fourth 7 to a set of sevens or a 7♣ to a 4♣-5♣-6♣ run. Laid-off cards no longer count as deadwood. No lay-offs are allowed against gin. This game finds the best lay-offs automatically.

    How does the game end and what are the bonuses?

    The game ends when a player reaches 100 points. The winner gets a 100-point game bonus, each player gets a 25-point line bonus for every hand they won, and if the loser won no hands at all (a shutout) the winner's total is doubled.

    What happens if the stock runs out?

    If only two cards remain in the stock and the player who just drew discards without knocking, the hand is dead: nobody scores and the same dealer deals a new hand.

    Can I take back a move?

    No. This version follows the classic table rules without undo, so think before you discard. You can still sort your hand by melds, suit or rank at any time and check the deadwood counter before you commit.

    Are all the tools on FreeToolCabin tested for quality and accuracy?

    Yes! Every tool on our site undergoes automated Q/A testing in real browser environments to ensure high precision, correct output, and zero errors. If you happen to spot a bug or have a suggestion, please contact us at [email protected] and our team will review it right away.

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