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Gin Rummy Rules: How to Play Gin Rummy

In gin rummy you form your 10 cards into sets and runs, then knock or go gin so your unmatched cards count less than your opponent's.

Players
2 (3 or 4 with variations)
Ages
8+
Time
30 to 60 minutes per game
You need
Standard 52-card deck, pencil and paper

These gin rummy rules cover the classic two player game that has been a kitchen table favorite for generations. Gin is quick to learn, deep enough to keep you coming back, and perfect for a quiet evening for two. If you already know basic rummy, you will pick it up in a single hand.

Quick rules

  • Two players, standard 52-card deck, aces are low.
  • Deal 10 cards each and turn one card face up to start the discard pile.
  • On your turn, draw one card (from the stock or the discard pile), then discard one.
  • Build melds: sets of 3 or 4 of the same rank, or runs of 3 or more in the same suit.
  • Knock when your unmatched cards (deadwood) total 10 points or less; go gin with zero deadwood.
  • The opponent lays off cards on your melds, then the lower deadwood total wins the difference.
  • First player to 100 points wins the game.

What you need

  • One standard 52-card deck with jokers removed.
  • Pencil and paper, or our online scoreboard, to track points across hands.
  • A flat table and two players.

Setup

Cut the deck for the first deal: the lower card deals. After that, the winner of each hand usually deals the next one (some players simply alternate). The dealer shuffles and deals 10 cards to each player, one at a time, face down. The 21st card is turned face up to start the discard pile, and the rest of the deck goes face down beside it as the stock.

Card values: Aces count 1, number cards count their face value, and jacks, queens and kings count 10 each. Aces are always low, so A-2-3 is a run but Q-K-A is not.

How to play

The first draw

  1. The non-dealer may take the face up card. If they do, they discard and play continues normally.
  2. If the non-dealer refuses it, the dealer may take it.
  3. If both refuse, the non-dealer draws the top card of the stock and play begins.

Each turn

  1. Draw one card: either the top card of the stock or the top card of the discard pile.
  2. Discard one card face up on the discard pile. You may not discard the card you just picked up from the discard pile in the same turn.
  3. Keep arranging your hand into melds. Melds stay in your hand until the hand ends; nothing is laid on the table during play.

Melds and deadwood

A set is three or four cards of the same rank, such as 8-8-8. A run is three or more cards in sequence in one suit, such as 4-5-6 of hearts. Each card can belong to only one meld at a time. Any card not in a meld is deadwood, and the total of your deadwood is what counts against you.

Knocking

  1. When your deadwood totals 10 or less, you may knock after drawing. Discard face down to signal the knock.
  2. Lay out your melds and your deadwood face up.
  3. Your opponent lays out their melds and may then lay off their deadwood onto your melds, for example adding a fourth 8 to your set of 8s or a 7 of hearts to your 4-5-6.
  4. Compare deadwood totals to score the hand.

Going gin

If every card in your hand is part of a meld, you go gin. Your opponent is not allowed to lay off on your melds when you go gin, and you earn a bonus.

When the stock runs out

If only two cards remain in the stock and the player who drew the third to last card discards without knocking, the hand is a draw. Nobody scores and the same dealer deals again.

Scoring

ResultPoints
Knock and winDifference between the two deadwood totals
Gin25 bonus plus opponent's full deadwood
Undercut (defender's deadwood equal to or lower than the knocker's)Defender scores 25 bonus plus the difference
Game bonus (first to 100)100
Box or line bonus25 for each hand won during the game
Shutout (loser scored nothing)Winner's total is doubled

Bonus amounts vary between rule books: some use 20 for gin and 10 or 20 for an undercut. Agree on the numbers before you start.

How to win

Hands continue until one player's running total reaches 100 or more. That player adds the game bonus and line bonuses, the opponent adds their line bonuses, and the higher grand total wins the game.

Variations

  • Three players: the dealer sits out and deals to the other two, or the loser of each hand sits out the next one. Each player keeps a separate score.
  • Four players: play as two partnerships of two separate games side by side, adding partners' scores together at the end of each round.
  • Oklahoma gin: the value of the first face up card sets the maximum deadwood for knocking in that hand. If it is a spade, all scores for the hand are doubled.
  • Straight gin: knocking is not allowed, so you must go gin to end the hand.
  • Hollywood scoring: keep three games going at once on one score sheet for a longer session.

Tips and strategy

  • Get rid of high deadwood early. A stray king costs you 10 points if your opponent knocks quickly.
  • Watch what your opponent picks up from the discard pile and avoid feeding the ranks and suits they are collecting.
  • Knock early when you can. Waiting for gin is tempting, but an early knock often catches a messy hand.
  • Keep cards that work two ways, such as a 7 of clubs when you hold 7-7 and 6-8 of clubs.
  • Late in the hand, keep your deadwood low in case your opponent knocks first, and watch out for undercuts.

Common mistakes

  • Laying melds on the table during play. In gin, melds stay hidden until someone knocks.
  • Counting an ace as 11 or allowing Q-K-A runs. Aces are low only.
  • Letting the defender lay off after gin. Laying off is only allowed after a regular knock.
  • Forgetting the first draw rule for the face up card, which gives the non-dealer first choice.

Once you are comfortable with gin, try rummy 500 for more players, or browse our favorite card games for two.

Questions people ask

How many cards do you deal in gin rummy?

Each player gets 10 cards. The next card is turned face up to start the discard pile and the rest form the stock. Some players instead deal 11 cards to the non-dealer, who starts by discarding, but 10 each with an upcard is the usual standard.

How do you play gin rummy with 2 players?

Gin rummy is designed for two. Deal 10 cards each, take turns drawing and discarding, and try to form sets and runs. Knock when your unmatched cards total 10 or less, or go gin with no unmatched cards at all.

How do you play gin rummy with 3 players?

The usual method is that one player sits out each hand. Either the dealer deals to the other two and sits out, or the loser of each hand sits out the next one. Everyone keeps their own score and the first to 100 wins.

How does gin rummy scoring work?

The knocker scores the difference between the two deadwood totals. Going gin adds a 25 point bonus, and an undercut gives the defender 25 plus the difference. The first player to 100 earns a 100 point game bonus plus 25 for each hand won.

Can you knock with 10 points in gin rummy?

Yes. You may knock when your deadwood totals 10 or less, so exactly 10 is allowed. In the Oklahoma version the knocking limit changes each hand based on the first face up card.