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XINNINGBAO

RULES & PRACTICE

How to Play Gin Rummy

Play Gin Rummy ↗

Game guide · XINNINGBAO

Understand the basics of Gin Rummy

Look at the complete hand before deciding. 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. Begin with the objective. 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.

Give this approach a try

For a calm first round, focus on one decision. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. Check the relevant controls before continuing.

What counts as success

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. Begin with the objective.

Start here and follow along

  1. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1.
  2. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock.
  3. Draw one card, then select a different discard when you took from the discard pile. Melds stay in your hand during play.
  4. Choose Knock / Gin with a selected discard. After discarding, deadwood must be 10 or less. Otherwise continue playing.
  5. Against a knock, the defender may group cards and lay off unmatched cards on the knocker’s melds. No layoffs are allowed against Gin.
  6. 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.
  7. 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.

Choosing and moving on screen

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. The same rule applies on a phone and on a computer. Before making a move, check the cards in view.

A closer look at one example

A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Return to the explanation when a decision is unclear.

Pay attention to this rule

Begin with the objective. 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. Use another round to revisit a decision.

Questions that come up during play

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. Begin with the objective. 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. Take a moment to read the table. 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. Return to the explanation when a decision is unclear.

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. For a calm first round, focus on one decision. Check the relevant controls before continuing.

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. Take a moment to read the table. The same rule applies on a phone and on a computer.

When may I knock?

After drawing, select the card you would discard. The remaining 10 cards must have no more than 10 deadwood points. Begin with the objective. 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. Take a moment to read the table. Return to the explanation when a decision is unclear.

What happens on a deadwood tie?

Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. Begin with the objective. Return to the explanation when a decision is unclear.

Are layoffs automatic?

Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. Before making a move, check the cards in view. Return to the explanation when a decision is unclear.

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. Use the rule sheet as a reference. Check the relevant controls before continuing.

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