Game guide · LUYUANJD
The essentials of playing Gin Rummy
Work at your own pace. Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Check the relevant controls before continuing. Look at the complete hand before deciding. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1. Return to the explanation when a decision is unclear.
Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally.
Something to practise
Before making a move, check the cards in view. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. Check the relevant controls before continuing.
The objective of a round
Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Use another round to revisit a decision. Treat this as a chance to practise one rule.
Step by step
- The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1.
- The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock.
- Draw one card, then select a different discard when you took from the discard pile. Melds stay in your hand during play.
- Choose Knock / Gin with a selected discard. After discarding, deadwood must be 10 or less. Otherwise continue playing.
- Against a knock, the defender may group cards and lay off unmatched cards on the knocker’s melds. No layoffs are allowed against Gin.
- Gin earns 25 plus defender deadwood. A successful knock earns the difference. A defender with an equal or lower count undercuts for 25 plus the difference.
- The first player to reach 100 points wins this match. There are no additional line or end-of-match bonuses. A stock reduced to two cards ends a non-knocking hand with no score.
How to use the controls
Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Use another round to revisit a decision. Treat this as a chance to practise one rule.
An example before you play
A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Take the next action only when the current step is clear.
Where a round can go wrong
For a calm first round, focus on one decision. Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. Use another round to revisit a decision.
Further help with the game
What is the aim?
Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Use the rule sheet as a reference. Take the next action only when the current step is clear.
How do I use the controls?
Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Treat this as a chance to practise one rule. Return to the explanation when a decision is unclear.
Which format is available?
Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally. Before making a move, check the cards in view. Return to the explanation when a decision is unclear.
What should I check before a move?
Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. Use the rule sheet as a reference. Use another round to revisit a decision.
Can you give an example?
A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. A clear plan starts with the current position. Use another round to revisit a decision.
When may I knock?
After drawing, select the card you would discard. The remaining 10 cards must have no more than 10 deadwood points. Before making a move, check the cards in view. Check the relevant controls before continuing.
How much is an Ace?
An Ace is worth 1 and only starts a run: A–2–3 is valid, Q–K–A is not. For a calm first round, focus on one decision. The same rule applies on a phone and on a computer.
What happens on a deadwood tie?
Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. Keep the active rule in mind. Check the relevant controls before continuing.
Are layoffs automatic?
Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. Look at the complete hand before deciding. Use another round to revisit a decision.
Can a hand end without a winner?
Yes. When the stock is reduced to two and the active player ends the turn without knocking, the hand has no score. For a calm first round, focus on one decision. Use another round to revisit a decision.