Game guide · 69ZUOWEN
Gin Rummy: instructions and practice
Keep the active rule in mind. 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. 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. Use another round to revisit a decision.
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.
A small practice goal
Treat this as a chance to practise one rule. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. The same rule applies on a phone and on a computer.
Understand 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. Take the next action only when the current step is clear. Keep the active rule in mind.
Work through the instructions
- 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.
Input guidance
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.
Try this example
A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Use another round to revisit a decision.
Avoid this misunderstanding
Treat this as a chance to practise one rule. 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. Return to the explanation when a decision is unclear.
Questions about this 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. Before making a move, check the cards in view. 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. Look at the complete hand before deciding. Take the next action only when the current step is clear.
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. Use the rule sheet as a reference. Check the relevant controls before continuing.
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. Treat this as a chance to practise one rule. The same rule applies on a phone and on a computer.
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. Look at the complete hand before deciding. Return to the explanation when a decision is unclear.
When may I knock?
After drawing, select the card you would discard. The remaining 10 cards must have no more than 10 deadwood points. A clear plan starts with the current position. 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. Begin with the objective. 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. Before making a move, check the cards in view. The same rule applies on a phone and on a computer.
Are layoffs automatic?
Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. Work at your own pace. Take the next action only when the current step is clear.
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. Treat this as a chance to practise one rule. Return to the explanation when a decision is unclear.