What counts as a meld
A set is three or four cards of the same rank. A run is three or more consecutive cards in the same suit. Cards in melds do not count against your deadwood.
Draw, discard, knock, and go gin against a smart AI opponent.
Build sets and runs while keeping deadwood low. Take the discard only when it helps, knock at 10 or less, and chase gin when your hand is clean. Every round feeds a match scored to 100 points, with 25-point bonuses for gin and for undercutting a careless knocker — so each hand rewards the same timing judgment that decides paper-scored matches.
Gin Rummy is a two-player rummy game about improving a ten-card hand one draw at a time. You draw from the face-down stock or the face-up discard pile, then discard one card. The goal is to arrange cards into sets and runs while reducing unmatched card value, called deadwood.
This online Gin Rummy game keeps the table readable. It counts your deadwood, shows the best meld it can find, highlights discard choices, and lets you knock when your deadwood is low enough. If your hand reaches zero deadwood, you go gin and earn a bonus.
The numbers behind those choices are worth learning precisely, because they are what separate gin from every other draw-and-discard game. Aces count one point of deadwood, number cards count their pip value, and jacks, queens, and kings each count ten. You may knock only when your unmatched cards total 10 or fewer after your discard, and the knock scores the difference between the two deadwood counts. Going gin adds a 25-point bonus on top of the defender's full deadwood, while a defender who matches or beats the knocker's count collects the difference plus a 25-point undercut bonus instead.
Rounds accumulate into a match played to 100 points, which changes how aggressive a knock should be. A quick eight-point knock in the opening hands builds the score you will defend later; the same knock at 90 points can hand the AI an undercut that swings the match. Because the defender may also lay off cards onto your melds before deadwood is compared, a knock that looks safe on your side of the table can shrink to almost nothing once the lay-offs land.
Gin Rummy is the definitive two-player rummy. Hands stay hidden until the end, every draw forces a real choice, and the knock decision — cash in a small lead now or hold out for gin — gives the game its tension. Half of gin skill is card play; the other half is counting. If you want to drill the arithmetic on its own, the deadwood calculator lets you tally any set of unmatched cards and see instantly whether the hand is knock-eligible.
New players can start with the rules page for melds, deadwood values, and scoring, then use the strategy guide to sharpen draw choices and knock timing. The variations page covers Oklahoma Gin, Hollywood scoring, and straight gin once the standard game feels comfortable.
Knock limit
10 points
You may knock after discarding only when your unmatched cards total 10 deadwood or less — the threshold this game enforces automatically.
Gin bonus
+25
Ending a hand with zero deadwood scores the opponent’s entire count plus a 25-point bonus, and a gin hand can never be undercut.
Match target
100 points
Round scores accumulate across deals; the first side to reach 100 total points wins the match. Undercuts also pay a 25-point bonus.
A set is three or four cards of the same rank. A run is three or more consecutive cards in the same suit. Cards in melds do not count against your deadwood.
Taking the discard gives information away but can finish a meld immediately. Drawing from the stock hides your plan and is usually better when the discard does not lower deadwood.
Every hand ends one of three ways, and each pays differently. Knowing all three payouts before you press the knock button is the core scoring skill of the game.
Knocking early can protect a lead, but it gives up the chance to go gin. Knock when your deadwood is low and the opponent has been taking useful discards.
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