Game guide · ZHJW-TNY
Making your first moves in Gin Rummy
For a calm first round, focus on one decision. 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. For a calm first round, focus on one decision. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1. The same rule applies on a phone and on a computer.
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.
One thing to notice as you play
Take a moment to read the table. 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.
What the game asks you to do
Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Return to the explanation when a decision is unclear. Keep the active rule in mind.
Follow these playing steps
- 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.
Keyboard and screen 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. Check the relevant controls before continuing. For a calm first round, focus on one decision.
Learn from a sample situation
A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. The same rule applies on a phone and on a computer.
A mistake to avoid
Before making a move, check the cards in view. 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. Take the next action only when the current step is clear.
Helpful answers for players
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. Look at the complete hand before deciding. Use another round to revisit a decision.
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. Use the rule sheet as a reference. 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. For a calm first round, focus on one decision. The same rule applies on a phone and on a computer.
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. Keep the active rule in mind. Return to the explanation when a decision is unclear.
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. Take the next action only when the current step is clear.
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. Use another round to revisit a decision.
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. Use another round to revisit a decision.
What happens on a deadwood tie?
Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. Treat this as a chance to practise one rule. 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. Keep the active rule in mind. 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. A clear plan starts with the current position. The same rule applies on a phone and on a computer.