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Gin Rummy Reference

Melds, deadwood values, when you can knock, and what to track to win at Gin.
Melds ยท the building blocks
SetA set is 3 or 4 cards of the same rank โ€” e.g. 7โ™  7โ™ฅ 7โ™ฆ. Four of a kind is a 4-card set.
RunA run is 3+ consecutive cards of the same suit โ€” e.g. 4โ™ฅ 5โ™ฅ 6โ™ฅ. Longer runs (4, 5, โ€ฆ) are fine.
Ace lowThe Ace is LOW only: A-2-3 is a valid run, but Q-K-A is not โ€” the king does not wrap around to the ace.
One meldEach card belongs to at most one meld. A card that could go in either a set or a run should be placed wherever it leaves you the least deadwood.
Deadwood ยท the cards left over
A = 1An Ace is worth 1 point of deadwood.
2โ€“10Number cards are worth their pip value โ€” a 7 is 7, a 10 is 10.
J Q KEvery face card (Jack, Queen, King) is worth 10 points.
TotalYour deadwood value is the sum of the cards not in any meld. The lower it is, the closer you are to knocking.
Knocking & gin ยท ending the hand
โ‰ค 10You may knock when your deadwood is 10 points or less. You lay down your melds and end the hand, scoring the gap between your deadwood and your opponent's.
Gin = 0Gin is when all ten cards are melded โ€” 0 deadwood โ€” for a bonus on top of the difference.
The turnOn your turn you draw one card (from the stock or the discard pile), then discard one. You evaluate knocking on the 10 cards you keep.
HoldIf your deadwood is over 10, you must hold and keep drawing to bring it down โ€” or risk being undercut if you knock too high.
What to track
DiscardsWatch the discard pile. Every discarded card is dead โ€” it can no longer be drawn โ€” so it tells you which cards are gone and which of your draws are still live.
PickupsNote which cards your opponent takes from the pile. They chose it over a blind stock draw, so it is a strong hint at the set or run they are building.
Safe throwsAvoid discarding cards near an opponent's pickup โ€” the same rank (a possible set) or a neighbour in the same suit (a possible run). Throw cards clear of what they collect.
Big cardsHigh cards are worth 10 deadwoodeach. Shed unmelded face cards early so a surprise knock doesn't catch you holding a pile of points.