Gin Rummy

The two-player rummy duel with closed hands: nothing touches the table until someone knocks. Build your melds in secret, watch every card your opponent takes, and knock the moment your deadwood is ten or less — or hold out for gin.

Waiting for Across…

You 0
Across 0
to 100
Across
Stock · 31
Discard
You · dealer
Deadwood: 26

Gin Rummy: the sharpest two-hander in the deck

Gin Rummy takes the draw-and-discard loop of straight rummy and makes one decisive change: nothing is melded during play. Your sets and runs stay hidden in your hand, your opponent's stay hidden in theirs, and the only information that crosses the table is the discard pile — which cards each of you throws away, and which you stoop to pick up. The hand ends not when someone's hand is empty but when someone knocks, betting that their unmatched cards are cheaper than yours. It's rummy compressed into a duel: faster, tenser, and far more psychological, because every discard is both a card and a message.

Where it comes from

Gin Rummy has an unusually specific origin story for a card game: it was devised around 1909 in Brooklyn by Elwood T. Baker, a whist instructor, reportedly with help from his son Charles Graham Baker, who went on to become a Hollywood screenwriter. The name is a period joke — rummy was already named for rum, so a faster offshoot naturally got named for the other spirit on the shelf. The game simmered for two decades and then exploded in the 1930s and 40s, and the son's industry connection is part of why: gin became the backstage game of Hollywood's golden age, quick enough to play between takes and easy to drop the instant a director called. Stars played it on set, gossip columns reported the running scores, and Broadway eventually canonized it in The Odd Couple's poker-night-turned-gin bickering. Canasta stole its crown in the 1950s, but gin never really left — it remains the standard two-player rummy worldwide, with serious tournament play and a devoted literature on its mathematics.

The objective

Arrange your ten cards into melds — sets of equal ranks and runs in one suit — while shrinking the value of your unmatched cards, your deadwood. When your deadwood totals ten points or less, you may end the hand by knocking. Both hands are then revealed and compared, and the difference in deadwood is scored. Hands repeat until someone reaches 100 points and wins the game.

One hand, counted

Run0
7 of spades8 of spades9 of spades
Set0
4 of hearts4 of diamonds4 of clubs
Deadwood8
3 of clubs32 of hearts22 of spades2Ace of diamonds1

Eight points of deadwood — under ten, so this hand may knock.

Melded cards cost nothing at all, however high they are: those spades are worth 24 points on paper and zero on the bill. Only the four loose cards count, at ace 1, face cards 10, everything else its number. Note the 2♠ — it sits right beside a spade run and still counts, because a card belongs to one meld or to none.

Setup

  • Standard 52-card deck, two players, 10 cards each.
  • The next card is flipped face up as the first upcard; the rest go face down as the stock.
  • Aces are low and worth 1; face cards are worth 10; everything else counts its number. These values are what deadwood costs you — so an ace is the cheapest card in the game to be caught with, and a king the most expensive.
  • Because aces are low, A-2-3 is a run and Q-K-A is not. The sequence stops dead at both ends; it never wraps.
  • The first dealer is chosen at random; after that, the winner of each hand deals the next (dealing is the slightly worse seat, so winning earns the handicap). After a dead hand the same dealer re-deals.

Gin is a two-player game and doesn't really stretch. Three people normally play with one sitting out each hand, and four split into two separate heads-up games; the three- and four-handed adaptations that do exist are their own games rather than gin with more chairs. If you want rummy for a group, play straight rummy instead.

The differences from that parent game run deeper than the player count. In straight rummy melds go face up as you make them, anybody may lay off on anybody, and you must shed every card to go out. In gin nothing is laid down until somebody knocks, melds live entirely in your hand, and you can win while still holding unmatched cards — you just have to hold fewer of them than your opponent. Gin replaced rummy's race to empty your hand with a race to be tidier.

The upcard round

Gin opens with a small ritual that matters more than it looks. The non-dealer gets first refusal of the face-up upcard: take it into hand and discard something, or pass. If the non-dealer passes, the dealer gets the same choice. If both pass, the non-dealer must begin by drawing from the stock, and play proceeds normally from there. Taking the upcard is a public announcement — you've told your opponent exactly one card in your hand — so it's only worth doing when the card genuinely melds.

A turn, start to finish

  1. Draw one card — the top of the stock (hidden) or the top of the discard pile (public). You now hold eleven.
  2. Discard one card face up to end your turn. You may not throw back the card you just took from the discard pile — that would be a wasted turn, and the rules forbid it.

That's the whole turn. No melding, no laying off — the game is entirely in which card you take and which you let go. Melds only exist in your head (and on this table, in the gold-tabbed groups your hand sorts itself into) until someone knocks.

Knocking

After drawing, if you can discard so that your remaining ten cards contain ten points of deadwood or less, you may knock instead of discarding normally: the knock discard traditionally goes face down, you spread your melds, and the hand ends. Knocking is always optional — at ten deadwood you may keep playing toward gin if you like the odds.

The defender then reveals their hand, sets aside their own melds, and — unless the knocker made gin — may lay off deadwood onto the knocker's melds: a fourth card onto a set, extra cards onto either end of a run. Lay-offs chain — if the knocker shows 6-7-8♠, your 9♠ extends the run and then your 10♠ rides in after it. Whatever deadwood the defender can't shed is counted.

  • If the knocker's deadwood is lower, the knocker scores the difference between the two counts.
  • If the defender's deadwood is equal or lower (after lay-offs), the defender has undercut the knocker and scores the difference plus a 25-point bonus. Ties go to the defender — knocking with the higher count is the knocker's risk.
How the hand endedWho scores, and whatLay-offs
Knock, and the knocker is lowerKnocker — the difference in deadwoodDefender only
Knock, and the defender is level or lower — an undercutDefender — the difference, plus 25Defender only
Gin — the knocker has zero deadwoodKnocker — all the defender’s deadwood, plus 25None at all
Big gin — all eleven cards meldKnocker — all the defender’s deadwood, plus 31None at all
Two things to read off the last column. Lay-offs only ever run one way — the knocker has already committed their hand, so they can never shed deadwood onto the defender's melds. And a tie goes to the defender: equal deadwood is an undercut, which is precisely the risk you take by knocking rather than playing on.

Gin and big gin

Knock with zero deadwood — all ten cards melded — and you've gone gin: you score the defender's entire deadwood count plus a 25-point bonus, and the defender may not lay off a single card. That last part is half the reward, and it is the whole reason to play on past a legal knock: deadwood that would have vanished onto your runs stays on their bill instead. Rarer still is big gin — all eleven cards melding after your draw, declared with no discard at all — worth the defender's deadwood plus 31.

When nobody knocks

The last two cards of the stock are never drawn. If a player discards and only two stock cards remain with no knock on the table, the hand is dead: no one scores, and the same dealer deals again. The approaching floor changes the endgame — with six or eight cards left, a marginal knock is often better than a dead hand.

Scoring reference

  • Knock: defender's deadwood − knocker's deadwood.
  • Undercut (defender equal or lower after lay-offs): the difference + 25 to the defender.
  • Gin (knock at zero deadwood): defender's full deadwood + 25; no lay-offs allowed.
  • Big gin (all eleven cards meld): defender's full deadwood + 31.
  • Dead hand: two stock cards left, no knock — no score, re-deal.
  • Game: first to 100 points.

Strategy that actually matters

  • Knock early, gin rarely. The most common beginner mistake is treating gin as the goal. A knock on turn four or five with seven deadwood wins the long game: the bonus for gin is 25, but the price of sitting on a knockable hand while your opponent improves is paid every turn. Hold for gin only when your deadwood is already tiny, the hand is young, or the discards tell you your opponent is far behind.
  • Every pickup is a confession. Take from the discard pile only when the card completes or extends a meld. The moment you take a 7, your opponent buries every 6, 7, and 8 they hold — and you've traded a hidden draw for a public one. The bot on this table follows exactly that rule; so should you.
  • Discard by what they've taken, not what you've seen. The cards your opponent picks up are the only honest signal in the game. A card adjacent to one they took — same rank, or the same suit within two ranks — is fuel for their hand. When in doubt, throw cards near your own earlier discards they ignored: those neighborhoods are proven dead.
  • Middle cards buy flexibility, but cost points. A 6 can join more runs and sets than any ace or king — early on, keep the middle and shed isolated high cards, which are ten points of pure liability. As the hand matures, flip priorities: unmatched middle cards become dangerous discards precisely because they fit so many of your opponent's draws.
  • Count the stock down. Gin hands end fast — roughly half the stock is never seen. Track how many draws remain, and as the two-card floor approaches, take any legal knock rather than ride a good hand into a dead one. An undercut attempt is also strongest late: if your deadwood is already low and your opponent looks knock-ready, holding an extra safe card can turn their knock into your 25.
  • Two-way cards are worth an extra half-draw. Holding 7♥ 7♠ 8♠ can become a set with either red 7 or a run with 6♠ or 9♠ — four outs. Arranging your keepers into shapes with multiple completions is most of what separates strong gin players from lucky ones.

Common variations

Gin's core rules are unusually stable, but the scoring around the edges varies by household and card room. The big ones to settle before playing for stakes:

  • Oklahoma gin — the first upcard sets the knock limit for the hand: flip a 5 and you need five deadwood or less; flip an ace and only gin ends the hand. Many rooms double the hand's score when that upcard is a spade. Widely considered the superior tournament game.
  • Straight gin — no knocking at all; hands run until someone goes gin. Longer, purer, and much swingier.
  • Box and line bonuses — traditional match scoring adds 25 points per hand won (a "box") when the game ends, plus a 100-point game bonus, doubled for a shutout ("schneid"). This table plays the simple race to 100; if you keep score on paper, boxes reward the player who wins many small hands.
  • Hollywood scoring — every hand is entered into three game columns at once (your first win counts in game one, your second in games one and two, and so on). A bookkeeping layer from the movie-lot era, for players who want one sitting to settle three games.
  • Bonus sizes — 25/25/31 for gin/undercut/big gin is the most common modern set, but older books give gin 20 or undercut 10, and some rooms score big gin at 50. Agree first; the play is identical.