Printable rules guide

Gin Rummy Rules

Gin rummy is a two-player card game about building sets and runs, cutting your deadwood, and deciding when to knock before your opponent does.

Short version: deal 10 cards to each player. On your turn, draw one card, then discard one card. Build melds, keep deadwood low, and knock when your deadwood is 10 or less. Going gin means all 10 cards are melded.

Setup

Traditional gin rummy is played with two players and one standard 52-card deck. Jokers are not used.

  1. Deal 10 cards to each player.
  2. Place the remaining deck face down as the stock.
  3. Turn one card face up beside the stock to start the discard pile.
  4. The non-dealer gets first choice of the first face-up card in most traditional rules.
CardDeadwood value
Ace1 point
2 through 10Face value
Jack, queen, king10 points each

Melds: Sets And Runs

A meld is a group of cards that no longer counts as deadwood.

  • A set is three or four cards of the same rank, such as 7-7-7.
  • A run is three or more cards in order in the same suit, such as 4-5-6 of hearts.
  • A card can only belong to one meld at a time.
  • Aces are low. A-2-3 is valid; Q-K-A is not.

How A Turn Works

Every normal turn has two parts: draw and discard.

  1. Draw the top card from the stock or take the top card from the discard pile.
  2. Discard one card from your hand to the discard pile.

If you take the top discard, common rules do not let you immediately discard that same card on the same turn.

Ending A Hand

A hand can end by knocking, going gin, or running the stock down near the end.

Knocking

You may knock after drawing if your deadwood will be 10 points or less after your discard. You reveal your melds and deadwood. Your opponent then reveals their hand and may lay off deadwood onto your melds unless you went gin.

Going Gin

You go gin when all 10 cards in your hand fit into melds after your discard. Gin earns a bonus, and the opponent does not get to lay off deadwood.

Stock Runs Low

Many rules cancel the hand with no score if the stock is reduced to two cards and no one knocks or goes gin.

Basic Scoring

ResultHow points are scored
Successful knockThe knocker scores the difference between the two deadwood totals.
UndercutIf the defender has equal or lower deadwood after layoff, the defender scores the difference plus an undercut bonus.
GinThe gin player scores a gin bonus plus the opponent's full deadwood count.
GameA common match target is 100 points, followed by game and box bonuses depending on house rules.
Rule variations: bonuses vary by table. Some references use 20 for gin and 10 for undercut; many modern games use 25-point bonuses. Agree on bonuses before you start.

Sources

Rules cross-checked against Bicycle Cards and Pagat. This version uses readable colors and browser-first presentation while preserving the draw, meld, knock, and scoring loop.