# How to Play Gin Rummy Written: 2023-04-17 Players: 2 Type: rummy (hand building?) Time: 5m/hand, up to 1hr for a game ## Quick Pitch Our favorite 2 player card game (sorry Palace). Whether it's a couple hands over lunch or a full game after dinner with a record on, it's perfect. It's a nice blend of engaging (waiting for that one card) and low effort--easy to set up and doesn't require much thinking once you learn the heuristics. The quick rounds mean that a bad hand doesn't ruin the fun--your luck can always turn! ## Goal Be the first player to accumulate 100 points over several rounds. Points are won each round for swapping cards to achieve a better hand than your opponent. ## Play ### Setup Deal each player 10 cards, facedown. Players may look at and sort their hands. The remainder of the cards are placed in the middle to form the draw pile and the top card is flipped face up to form the discard pile. .----. .----. |////| |9 | |////| | <3 | |////| | 9| '----' '----' ### Gameplay #### The Turn Players alternate taking turns. In general, a turn consists of picking up a card from either the top of the discard pile or the top of the draw pile and discarding one of your cards from your hand (including the recently acquired card) to maintain a 10 card hand. The choice of which cards to pick, hold, and discard all comes down to trying to lower your hand's point value. #### Scoring Each cards has a point value: * Ace: 1 * 2-9: their value * 10-K (face cards): 10 While the goal of the game is to reach 100 points, the goal of each round is to *minimize* the points in your hand. At the end of the round (to be discussed soon), the player with less points in their hand scores the difference between their hand and their opponents (plus any bonus points). .----. .----. .----. |3 | |5 | |8 | | <3 | | <> | | {> | Player 1: 16 points | 3| | 5| | 8| '----' '----' '----' .----. .----. .----. |A | |J | |K | | <> | | <> | | {> | Player 2: 21 points | A| | J| | K| '----' '----' '----' Player 1 scores 5 points for the difference. However, what makes Gin interesting is that by combining cards you can prevent them from scoring at all. There are two combination types: "melds" and "runs". Melds are 3 or 4 of a kind (the same value or face card): .----. .----. .----. |J | |J | |J | | <3 | | <> | | qB | | J| | J| | J| '----' '----' '----' 3 jacks are worth 0 as a meld. 2 jacks and a king are worth 30. Runs are straight flushes (3 or more cards of the same suit that are adjacent in value; note that it does not "wrap" around from King -> Ace. Aces are low, so Ace->2->3 is a run). .----. .----. .----. |4 | |5 | |6 | | <3 | | <3 | | <3 | | 4| | 5| | 6| '----' '----' '----' 4, 5, and 6 of hearts make a run (and are thus 0 points) NOTE: each card can only be used in *one* combination. For example: .----. .----. .----. .----. .----. |4 | |4 | |4 | |5 | |6 | | <> | | {> | | <3 | | <3 | | <3 | | 4| | 4| | 4| | 5| | 6| '----' '----' '----' '----' '----' Three fours and a 5 and 6 of hearts could either make a 3-card meld or a 3-card run. The "dead wood" from the run is lesser (4+4=8) vs the meld (5+6=11), so that'd be the preferable option. If a 7 of hearts appeared, the hand would be worth 0 as the 4 could be "freed up" to be used in the meld. #### Round End There are four possible endings: 1. A player picks up a card, discards, and has the perfect hand of 0 points and announces "gin" 2. A player picks up a card and has all 11 cards in a combination; they skip the final discard and achieve "super gin" 3. The deck runs out of cards 4. A player has < 10 points of unmatched cards ("dead wood") and chooses to "knock" (customary to literally knock on the table), ending the round after they discard. In all scenarios, the player with less points in their hand scores the delta between the hands (see Scoring). In 1 and 2, the player with gin scores bonus points: 25 for gin and 35 for super gin. There are two special wrinkles to "knocking" (4): a. The non-knocking player may "lay off cards" b. If, after laying off cards, the non-knocking player is actually the winner, they score the difference as well as a 15 point bonus for "undercutting" Laying off cards is a process by which the non-knocker is allowed to take any of their cards and place them in their opponents hand if they extend an existing meld or run. So a player with a 4 in dead wood would lay it off if the knocker had three 4's, netting 0 points. If, however, the knocker had one 4 and the non-knocker had two 4's, no lay-off may occur (as they cannot create new combinations, only extend existing ones). The kocker is never allowed to lay off cards, nor is laying off cards allowed if a player goes gin (in which case the player without gin is stuck with their dead wood). #### Special Rule: First Turn of a Hand The first turn is special. The player to go first has the option to pick up the top (and only) card of the discard deck; should they want it, they pick and discard and the game begins as usual. Should they not, the other player has the option to pick it as well. Neither player may instead pick from the draw pile. Should the second player pass as well, the first player begins by picking from the draw pile. In this way, the first player gets the "rights" to the first card, but neither player may draw from the draw pile until both pass up on the face up card. Players alternate who goes first, as this option to pick up the card is usually a slight advantage. ## General Strategy There's a lot of good strategy with Gin. But it really comes down to a "feel". Depending on your opponent and how long the game has been going, it may be wise to knock aggressively (as soon as you dip below the 10 point threshold). The longer the game has gone, the better you can expect your opponents hand to be (and therefore the more risk of an undercut). However, the 15 point undercut loss is less than a 25 point gin bonus, so if you think they're close to gin and you feel good about your dead wood, it may be a worthwhile knock. While lower cards carry less risk in that they provide little dead wood if unmatched, they're also much less likely to be discarded (for that reason). Starting with 2 kings might seem like a lot of dead wood, but remember your opponent is highly likely to discard any king they find (versus with two aces your only chance at a meld is picking up a third yourself). For similar reasons, it's wise to knock when you feel gin is unlikely to be reached; having two aces will be very hard to match. If you find yourself having to give up discard low cards that your opponent will benefit from, it might be time to knock (i.e. trading a 2 for a 5 that'll extend a meld--you lower your deadwood by 2 but may be giving your opponent the card they've been waiting for!). Lastly it's all a game of memory and odds. Keep track of what's been discarded already, as it may change whether you're able to make a run or meld. If you can, watch what your opponent grabs from the face-up pile too. If they grab two jacks, it's a safe bet they have a meld--it might even be worth the risk of holding a jack in your hand: discarding it would only add to their meld, but if they knock you can lay it off into the meld you know they have (this backfires of course if you get stuck with it due to their gin). And of course, have fun! Don't get too beat up over a bad hand. Sometimes the cards just aren't in your favor. Oh and shuffle the deck thoroughly (7 times) between rounds--playing gin is a great way to sort a deck :)