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Internet Gin Rummy

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Graham Baker. It has enjoyed widespread popularity as both a social and a gambling game, especially during the mid twentieth century, and remains today one of the most widely-played two-player card games.

Magician and writer John Scarne believes gin rummy to have evolved from 19th-century whiskey poker a game similar to Commerce , with players forming poker combinations [2] and to have been created with the intention of being faster than standard rummy but less spontaneous than knock rummy.

David Parlett finds Scarne's theory to be "highly implausible", and considers the game of Conquian to be gin rummy's forerunner.

Gin rummy is played with a standard card pack of cards. The ranking from high to low is King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace.

The objective in gin rummy is to score points and reach an agreed number of points or more, usually more than , before the opponent does.

The basic game strategy is to improve one's hand by forming melds and eliminating deadwood. Gin has two types of meld: Sets of 3 or 4 cards sharing the same rank, e.

Deadwood cards are those not in any meld. A player can form any combination of melds within their hand; all sets, all runs, or some sets and some runs.

The deadwood count is the sum of the point values of the deadwood cards—aces are scored at 1 point, face cards at 10, and others according to their numerical values.

Intersecting melds are not allowed; if a player has a three-card set and a three-card run sharing a common card, only one of the melds counts, and the other two cards count as deadwood.

Dealership alternates from round to round, with the first dealer chosen by any agreed upon method. The dealer deals 10 cards to each player one at a time starting with their opponent, and then places the next card in the deck face up.

This begins the discard pile. The face down pile is known as the stock pile. On the first turn of the round, the non-dealing player has first option of taking the upcard on the discard pile or passing.

If the non-dealing player takes the upcard, they must then discard a different card to the discard pile. The player acting second can take the top card from the pile of their choice.

However, if the non-dealing player passes the upcard, the dealer is given the opportunity to take the upcard or pass. If the dealer also passes, the non-dealing player must draw from the stock pile, then the next turn and after, players can draw from the pile of their choice.

On each subsequent turn, a player must draw either the face-up top card of the discard pile, or the face-down top card from the stock pile, and discard one card from their hand onto the discard pile.

Players alternate taking turns until one player ends the round by knocking , going Gin , or until only two cards remain in the stock pile, in which case the round ends in a draw and no points are awarded.

The game ends when a player reaches or more points or another established amount. In tournament rules the game is played in best of five with points per game.

In standard gin, only a player with 10 or fewer points of deadwood may knock. Knocking with 0 points of deadwood is known as going Gin or having a Gin hand , while knocking with deadwood points is known as going down.

To knock, the knocking player discards as usual, announces knocking generally by simply placing a discard face down , and the hand is laid out with the melds clearly indicated and deadwood separated.

The other "defending" player is then entitled to lay out any melds in their hand and can then lay off any of their remaining deadwood cards that fit into the knocking player's melds, provided that the knocking player does not have a gin hand.

For example, the knocking player has a meld of three Kings. The defending player's deadwood has a king. The player can lay off that king, reducing the deadwood count by ten.

The knocking player can never lay off their deadwood into the defending player's melds. Once a player knocks or declares gin the round is over and scores are tallied, players cannot draw.

The knocking player then subtracts their deadwood points from the defending player's deadwood points. The result is the number of points the knocking player receives.

An undercut occurs if a player knocks and the defending player's deadwood points are less than or equal to the knocking player's.

In this case the defending player receives an undercut bonus usually 25 points plus the difference in deadwood points.

If the defending player has less or equal deadwood to the knocking player's deadwood after laying off any of their deadwood, then it is still a valid undercut.

If all 10 cards in a player's hand fit into melds and thereby the player has no deadwood, they can choose to go Gin in which case the round ends and the player going Gin receives a Gin bonus of 25 points or another established amount plus any deadwood points in the opponent's hand.

The defending opponent can only lay out their melds and cannot lay off any deadwood into the melds of an opponent that has declared Gin.

A player can go Gin with a hand of three or fewer melds as long as all cards fit into a meld. Players can also have an 11 card gin, see Big Gin Variant below.

Gin hands normally consist of 10 cards. However, if a player chooses to draw so that 11 cards fit into melds, they can declare Big Gin in which case the player receives a Big Gin bonus of 31 points or another established amount, commonly 50 points instead of the standard 31 points, depending on rule set plus any deadwood in the opponent's hand.

Aces are scored at 1 point, face cards at 10, and all other cards are scored at their numerical values.

The number of points awarded for bonuses may vary from region to region. No matter what the bonus amounts are, points are scored in Gin for the following:.

In some variations, if the winning player beats the losing player by exactly 50 points, the winning player must forfeit the match.

In straight gin, players are required to play until one of them can go gin. Have a question? Got a suggestion?

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CardzMania Gin Rummy. Play with friends, chat, socialize, enjoy! Cute Avatars. Fun Emoji. Love playing Gin Rummy!

Love the Emoji I love card games and I love this site! Love the support team. Presets Classic - 20 points for going gin, 10 points for undercutting, 20 point box bonus and point game bonus Modern - 25 points for going gin, 25 points for undercutting, 6 points for big gin, 25 point box bonus and 25 point game bonus Play Multiplayer Gin Rummy Online The Deck and Dealing Gin Rummy uses a standard deck.

Play To begin play, a card is played from the draw pile face up. Players attempt to collect melds in their hand.

There are two types of meld: A set is a group of 3 or 4 cards of the same value. A run is a group of at least 3 consecutive cards of the same suit.

If the draw pile is exhausted, the discarded cards are used to make a fresh draw pile. Scoring The players compare the value of their deadwood.

Winning Whoever reaches points first wins. Variations Aces Aces can be high or low. Five Under Ten All cards under Ten are worth five points.

Knock Limit The value of deadwood permitted when a player knocks can be changed to 0, 5, 10, 15 or 20 points. Going Gin The bonus for going gin can be set to 15, 20 or 25 points.

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Internet Gin Rummy Video

How to Play Gin Rummy

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