The object of this online card game is to arrange as many of the ten cards in your hand as possible into sets. There are two kinds of sets: sequences and groups.
* A sequence consists of three or more cards of the same suit in consecutive order, such as 4, 5, 6 or 8, 9, 10, J.
* A group is three or four cards of the same rank, such as 7, 7, 7.
A card can belong to only one set at a time - you cannot use the same card as part of both a group and a sequence.
This online card game uses a standard deck of 52 cards. In Gin Rummy, cards in each suit rank from low to high:
Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King.
The Cards Have Values as Follows:
Face cards (K,Q,J): 10 points
Ace: 1 point
Number cards: worth their face value.
How to Play Gin Rummy
Each player is dealt ten cards, one at a time. The twenty-first card is turned face up to start the discard pile and the remainder of the deck is placed face down beside it to form the stock.
The first player begins by choosing or passing on the top card of the discard pile.
Passing a Card
The "pass" button is located to the right of your hand.
If you choose to pass the first card in the discard pile to your opponent at the beginning of the game, click the "pass" button.
Pulling and Discarding Cards
To pull a card from the stockpile or the discard pile, click and drag the card to your hand of cards.
To discard a card from your hand, click and drag the card to the discard pile.
All cards that may be legally discarded will have a yellow border when you scroll over the cards.
A Normal Turn Consists of Two Parts:
1. The Draw. You must begin by taking one card from either the top of the stockpile or the top card on the discard pile, and adding it to your hand. The discard pile is face up so you can see in advance what you are getting. The stockpile is face down, so if you choose to draw from the stock, you do not see the card until after you have committed yourself to take it. If you draw from the stockpile, you add the card to your hand without showing it to the other players.
2. The Discard. To complete your turn, one card must be discarded from your hand and placed on top of the discard pile face up. If you took the top card from the discard pile, you must discard a different card - taking the top discard and putting the same card back is not permitted.
For the first turn of the hand, the draw is done in a special way. First, the non-dealer chooses whether to take the turned up card. If the non-dealer declines it, the dealer may take the card. If both players refuse the turned-up card, the non-dealer draws the top card from the stockpile. Whichever player took the card completes their turn by discarding and then it is the other player's turn to play.
The play ends when a player knocks. This can be done on any turn (including the first), immediately after drawing, provided that you can form a sufficient amount of your cards into sets. Having knocked, you complete your turn by discarding one card as usual and then spreading your remaining cards face up on the table, arranged as far as possible into groups and sequences. Any remaining cards from your hand, which are not part of a set, are called unmatched cards or deadwood. In order to be allowed to knock, the total value of your unmatched cards must be ten points or less. Knocking with no unmatched cards at all is called going gin, and earns a special 20 point bonus.
You are never forced to knock. A player who is able to knock may choose instead to carry on playing, to try to get a better score.
How to Check Knock Amount
The "check knock" button will appear to the right of your hand after you choose a card from the stockpile or the discard pile.
When you click "check knock", the computer will display all of the sets and the amount of deadwood in your hand.
Highlighting Sets and Runs
To highlight the set of your choice, you may click on the red stripe in the upper left corner of the card in the set.
How to Knock
When you have ten points or less in your hand, the "knock" button will appear when you click the "check knock" button.
Click the "knock" button when you are ready to display all of your cards to your opponent. The opponent of the player who knocked must then spread his/her cards face-up, arranging them into sets where possible. Provided that the knocker did not go gin, the opponent is also allowed to lay off any unmatched cards by using them to extend the sets laid down by the knocker - by adding a fourth card of the same rank to a group of three, or further consecutive cards of the same suit to either end of a sequence.
If a player goes gin, the opponent is not allowed to lay off any cards.
Note that the knocker is never allowed to lay off cards on the opponent's sets.
The play also ends if the stockpile is reduced to two cards and the player who took the third last card discards without knocking. In this case, the hand is cancelled, there is no score and the same dealer deals again.
Adding Cards to Your Opponent's Sets:
To add cards to your opponent's sets, click and drag a card from your hand to your opponent's sets.
Adding cards to your opponent's sets may be done only after your opponent knocks.
If the knocker's count of deadwood is lower, the knocker scores the difference between the two counts.
If the knocker did not go gin, and the counts are equal, or the knocker's count is greater than that of the opponent, the knocker has been undercut. In this case, the knocker's opponent scores the difference between the two counts plus a 10 point bonus.
A player who goes gin scores a 20 point bonus, plus the opponent's count in unmatched cards, if any. A player who goes gin can never be undercut. Even if the other player has no unmatched cards at all, the knocker gets the 20 point bonus; the other player scores nothing.
The game continues with further deals until one player's cumulative score reaches the designated final score amount or more.
At the end of each hand, the score for that hand is displayed on the right side of the table.
The total score is displayed below your character on the left side of the screen.
The player that creates the table chooses the amount of time per hand. For example: If four minutes was chosen, then each player has a total of four minutes to play his hand. Your clock will only run when it is your turn to play and it stops when you complete your turn. If you run out of time, then you lose the game and your wager, if playing in a real money game.
Back to Top