Game guide · MAUFITZ
Gin Rummy: learn through an example
For a calm first round, focus on one decision. Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Take the next action only when the current step is clear. Treat this as a chance to practise one rule. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1. Take the next action only when the current step is clear.
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.
Practice with a purpose
Begin with the objective. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. Take the next action only when the current step is clear.
Your goal
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. For a calm first round, focus on one decision.
The playing sequence
- The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1.
- The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock.
- Draw one card, then select a different discard when you took from the discard pile. Melds stay in your hand during play.
- Choose Knock / Gin with a selected discard. After discarding, deadwood must be 10 or less. Otherwise continue playing.
- Against a knock, the defender may group cards and lay off unmatched cards on the knocker’s melds. No layoffs are allowed against Gin.
- 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.
- 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.
How your actions work
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. Return to the explanation when a decision is unclear. Treat this as a chance to practise one rule.
Work through an example
A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Use another round to revisit a decision.
Where a round can go wrong
A clear plan starts with the current position. 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 about this game
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. Treat this as a chance to practise one rule. Return to the explanation when a decision is unclear.
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. Begin with the objective. Use another round to revisit a decision.
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. Take a moment to read the table. 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. Take a moment to read the table. Use another round to revisit a decision.
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. Before making a move, check the cards in view. Take the next action only when the current step is clear.
When may I knock?
After drawing, select the card you would discard. The remaining 10 cards must have no more than 10 deadwood points. Keep the active rule in mind. Take the next action only when the current step is clear.
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. Take the next action only when the current step is clear.
What happens on a deadwood tie?
Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. For a calm first round, focus on one decision. Use another round to revisit a decision.
Are layoffs automatic?
Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. For a calm first round, focus on one decision. The same rule applies on a phone and on a computer.
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.