Gin Rummy

Big cards against a patient computer opponent. Your hand groups itself into runs and sets as you play, so you can always see exactly what you have.

Draw a card, then tap one in your hand to discard it. Tap it again to confirm.

How to play Gin Rummy

Gin Rummy is a two-hand card game played with an ordinary deck, and the whole game is really one repeated question: can you arrange your ten cards into groups faster than the other player can arrange theirs? A group is either a set (three or four cards of the same rank) or a run (three or more cards of one suit in unbroken order, such as eight, nine, ten of clubs). Any card that belongs to neither is called deadwood, and it is scored against you at the end of the hand, so the whole game is a running effort to turn deadwood into groups faster than your opponent.

Each turn has exactly two steps. First you draw one card, either the top of the face-down stock (a card neither of you has seen) or the top of the face-up discard pile (a card you can see before you decide). Second, you discard one card from the eleven you are now holding, back down to ten. That is the entire turn, every time, for both players.

What makes this version comfortable to play is that you never have to hold the grouping in your head. The moment you have ten or eleven cards, this page works out the best possible arrangement and shows it to you: every run and set sits inside its own labelled box, and whatever is left over sits by itself in a dashed box that always shows its point value. When people say Gin Rummy is hard to pick back up after years away, this is usually the actual reason: not the rules, but the mental bookkeeping of spotting the groups in a fan of cards. Here, that bookkeeping is done for you, every single turn, automatically, so you can spend your attention on the decision that matters: what to draw and what to let go.

Knocking, going gin, and the risk of an undercut

Once your ten cards (after your discard) would carry ten deadwood points or fewer, you are allowed to end the hand by knocking. When you knock, the computer's hand is turned face up, and any of its deadwood cards that fit onto one of your runs or sets get laid off there, lowering its own deadwood before the two totals are compared. Whoever ends up with less deadwood scores the difference in points. If your own deadwood reaches exactly zero, that is called going gin rather than knocking, it is worth a flat 25-point bonus on top of the computer's full deadwood, and this is the one sharp edge in the rules: the computer gets no chance to lay anything off against a gin hand.

The thing beginners get wrong most often is knocking the instant they are able to, without checking whether the computer might undercut them. An undercut happens when the computer's deadwood, after laying cards off onto your groups, matches or beats your own: when that happens, the computer scores the difference instead of you, plus its own 25-point bonus for the undercut. A low knock, at nine or ten deadwood points, is the riskiest one to make. Waiting a turn or two for a lower count, or for gin outright, is very often the safer choice, and pressing Hint before you commit will tell you plainly where your deadwood stands.

What the computer opponent actually does

The computer plays fairly rather than cleverly: it only ever looks at its own hand and the face-up discard pile, the same information you have, and it never peeks at the hidden stock to make its decisions. It takes the discard only when that exact card completes or extends one of its own runs or sets; otherwise it draws blind from the stock, exactly as you would. It always discards whichever card leaves its hand with the least deadwood, and it knocks or goes gin the moment it legally can. That last habit is worth knowing: the computer will not wait around for a bigger gin the way a cautious human player sometimes does, so hands here tend to end a little sooner than a long game against a person might.

The match is played to 100 points, the traditional Gin Rummy target, with the score for both sides shown above the table the whole time. Whoever is behind after a hand deals first in the next one, a small courtesy that gives the losing side first crack at the stock. When the stock runs down to its last two cards with nobody able to knock, the hand is declared a push: no points change hands, and the next hand simply starts fresh.

Frequently asked questions

How do I play Gin Rummy here?
Draw one card, from the face-down stock or the face-up discard pile, then choose one card from your hand to discard. Your hand is grouped on screen for you the whole time: runs and sets sit inside their own labelled boxes, and anything left over sits apart in a dashed box with its point value shown. Tap a card once to select it and tap it again to discard it, so a slip of the finger never costs you a good card.
What counts as a run or a set?
A set is three or four cards of the same rank, any suits: three sevens, say. A run is three or more cards of the same suit in unbroken order, such as the five, six and seven of hearts. Aces are always low, so an ace only runs with a two and a three, never with a king. Any card that fits neither is deadwood, and its point value (an ace is worth one, a ten through king is worth ten, everything else is its face value) counts against you.
When can I knock, and what does it mean?
Once discarding a card would leave your remaining ten cards with ten deadwood points or fewer, a Knock button appears next to your selected card. Knocking ends the hand: the computer then lays any of its own deadwood cards onto your runs and sets where they fit, and whoever has less deadwood after that scores the difference. If your deadwood is zero, that is Gin instead of a knock, worth a 25-point bonus and the computer gets no chance to lay off anything.
What if the computer's deadwood ends up lower than mine after I knock?
That is called an undercut, and it is the one real risk of knocking early rather than waiting for gin: if the computer matches or beats your deadwood once its cards are laid off, it scores the difference plus a 25-point bonus instead of you. Press Hint before you knock if you are not sure your deadwood is low enough to be worth the risk.
Is there a timer, or is anything saved between hands?
No timer, ever, on either player's turn. The running score toward 100 points is what makes it Gin Rummy rather than just sorting cards, so it is kept for the length of one match, shown plainly at the top of the game; nothing is saved once you leave the page, and Next Hand and New Match are always one press away.

Where Gin Rummy came from

Gin rummy is usually credited to Elwood T. Baker, who is said to have invented it in New York in 1909, wanting a faster version of rummy that could be finished in one sitting rather than played out over several. His son, Charles Graham Baker, is generally named alongside him as the game took its final shape.

Where the name gin came from is generally explained as a play on rum, the drink echoed in rummy's own name, one drink standing in for another. The game took decades to catch on widely, staying largely a New York game until 1941, when it became a Hollywood fad and spread quickly through the rest of the decade. It keeps the same shape today: build sets and runs in your hand, knock when what is left over is low enough, and count what your opponent is still holding. Compare it with our other card games.