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Card games

Gin Rummy

Draw and discard to build runs and sets, then knock with low deadwood.

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Draw and discard to build runs and sets, then knock with low deadwood.

Craft a Gin Rummy Board and fit it into a Small Game Table. Place matching Game Chairs facing the table, then take a seat.

Materials
  • 1 ×Paper
  • 7 ×Any planks
  • 1 ×Green wool

Open the fitted board to make your moves. How to play in the side tray gives you the same lessons with illustrations inside the game.

Sets: A set has three or four cards of the same rank in different suits.
Sets

A set has three or four cards of the same rank in different suits.

Runs: A run has at least three cards climbing in one suit. Aces are low.
Runs

A run has at least three cards climbing in one suit. Aces are low.

Draw: Take the stock card or the face-up discard.
Draw

Take the stock card or the face-up discard.

Discard: After drawing, put one unwanted card face up.
Discard

After drawing, put one unwanted card face up.

Melded: Cards in sets and runs do not count as deadwood.
Melded

Cards in sets and runs do not count as deadwood.

Loose: Loose cards count by rank; face cards count ten.
Loose

Loose cards count by rank; face cards count ten.

Small total: After your discard, knock with ten or fewer deadwood points.
Small total

After your discard, knock with ten or fewer deadwood points.

Not yet: Eleven is too many. Keep drawing and improving.
Not yet

Eleven is too many. Keep drawing and improving.

Zero loose: Gin means every card belongs to a meld.
Zero loose

Gin means every card belongs to a meld.

Bonus: Gin earns the 25-point bonus plus the opponent's deadwood.
Bonus

Gin earns the 25-point bonus plus the opponent's deadwood.

Lay off: After a knock, the opponent may extend the knocker's melds.
Lay off

After a knock, the opponent may extend the knocker's melds.

Compare: Equal or lower opponent deadwood undercuts: difference plus 25 points.
Compare

Equal or lower opponent deadwood undercuts: difference plus 25 points.

A good knock: If your deadwood is lower after layoffs, score the difference. First to 100 wins.
A good knock

If your deadwood is lower after layoffs, score the difference. First to 100 wins.

Opening offer: The non-dealer may take the first upcard. If both pass it, the non-dealer draws from stock.
Opening offer

The non-dealer may take the first upcard. If both pass it, the non-dealer draws from stock.

Two left: When only two stock cards remain after a non-knock discard, the hand ends with no score.
Two left

When only two stock cards remain after a non-knock discard, the hand ends with no score.

Deal again: The same dealer starts the next deal after a stock exhaustion.
Deal again

The same dealer starts the next deal after a stock exhaustion.

Ten-card hands can knock after discarding with at most ten deadwood, or go gin with none. An ordinary knock lets the opponent lay off against the knocker’s melds before comparison. If their remaining deadwood equals or beats the knocker’s, they undercut for the difference plus twenty-five. Gin awards twenty-five plus the opponent’s deadwood and does not permit layoff. The match target is one hundred points.

Use Rematch after the result to play again. To pause an unfinished match, the table owner can remove and keep its board.

See seats and solo play for multiplayer and Play alone, or item stakes if you want to agree on a pot.