Gin Rummy

USA · UK

Two players, ten cards, nothing on the table until you knock on ten or less.

Play Gin Rummy onlineFree, no account needed. The table starts from exactly the rules on this page, and the host can change any of them to match how your family plays.

How to play

The idea

Work your hand into sets and runs. Nothing goes on the table while the hand runs, so the race is to have as little left over as possible — and to end it before anyone else does. The match ends when somebody reaches 100. Here the score counts winnings, so a high score is a good score.

Melds

There are only two kinds, and both need at least three cards.

  • Set — the same rank in different suits, like 9♠ 9♥ 9♦. Four at most, since there are only four suits, and two identical cards never count.
  • Run — a sequence in one suit, like 5♥ 6♥ 7♥. The ace is low, so A-2-3 is a run and Q-K-A is not, and a run may not turn the corner.

A set is not a run. Three nines are a set however you look at them.

The deal

One deck — 52 cards and no jokers. The player to the dealer’s right cuts, choosing how far down to take it. Everyone gets 10 cards.

Your turn

  1. Draw one card — from the face-down stock, or the top of the discard pile. Click the stock to draw.
  2. Discard one card to end your turn. Drag it onto the discard pile, or select it and press Discard.

The first time you draw in a hand you may take the top discard and simply keep it.

Knocking

Nothing is laid down during the hand. Once the cards you are left with — everything not in a set or a run — come to 10 or less, you may knock instead of discarding. That ends the hand, and the hands are compared.

Going out and scoring

You go out by getting rid of everything, finishing with a discard.

Everyone else counts what is left in their hand: pip value for the numbers, 10 for a picture card, 1 for an ace.

The rules in full

Gin Rummy USA · UK

Cards

  • 10 cards each.
  • One French pack — 52 cards, no jokers.
  • Aces are low only — no Q-K-A. Worth 1.

Melds

  • Sets and runs, 3 cards at least.
  • No jokers in melds.

Playing

  • Nothing goes on the table; hands stay hidden until somebody knocks.
  • Only the top card of the discard pile.
  • Your first pick from the pile each hand is free to keep.

Finishing and scoring

  • Knock to end the hand on 10 points or less of unmatched cards.
  • Knocking with nothing unmatched is worth 20.
  • Beating the knocker at their own knock is worth 10 on top of the difference.
  • What you are caught holding counts against you.
  • The match ends when somebody reaches 100.
  • The highest total wins.

Other ways to play