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Gin rummy is played with a standard 52-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 is to score points and reach an agreed number of points or more, usually more than 100, 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; and runs of 3 or more cards in sequence, of the same suit.
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.
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.
Game playing is in turns. On each 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. Player who starts playing a round is random. 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 100 or more points.
Knocking and 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. To knock or going Gin, the player discards a card by simply placing it face down. A player can knock or going Gin only if he has 11 cards in his hand. When the round is over, both players should have 10 cards in their hands. Once a player knocks or declares gin the round is over and scores are tallied.
Aces are scored at 1 point, face cards at 10, and all other cards are scored at their numerical values.
Knocking: After a player knocks, the knocking player receives a score equal to the difference between the two hands. For example, if a player knocks with 8, and the defender has 10 deadwood points in their hand, the knocking player receives 2 points for the hand.
Gin: After going gin, a player receives a bonus of 25 points plus the entire count of deadwood in the opponent's hand.
Undercut: Occurs when the defending player has a deadwood count lower than or equal to that of the knocking player. In this case, the defender scores an undercut bonus of 25 points plus the difference in deadwood in the knocking player's hand.
- 60.5 MB
- Update Date:
- Alan Saura
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