Overview
Two-player rummy, played to 100 points. The distinguishing feature is knocking β ending the hand before you are fully melded, while your unmatched cards are worth little.
No governing body publishes rules for this game. This page describes the most common form. House rules vary, so agree them before you start.
1. Setup
Deal ten cards each from a standard deck. Place the rest face down as the stock and turn one card face up to start the discard pile.
The non-dealer may take the upcard first; if they decline, the dealer may; if both decline, the non-dealer draws from the stock.
2. Melds and deadwood
- Set β three or four of the same rank
- Run β three or more consecutive cards in the same suit
Cards not in a meld are deadwood. Face cards count 10, aces 1, the rest face value.
3. A turn
Draw one card from the stock or the discard pile, then discard one.
Melds are not laid down during play β they stay in your hand, concealed, until someone ends the hand.
4. Knocking
You may knock when your deadwood totals 10 or less, discarding face down to end the hand.
Both players reveal. The knocker's opponent may lay off deadwood onto the knocker's melds, reducing their own count.
| Result | Score |
|---|---|
| Knocker has less deadwood | Difference between the two counts |
| Gin β knocker has zero deadwood | Difference + 25 bonus |
| Undercut β opponent has equal or less deadwood | Opponent scores the difference + 25 |
The undercut is the game's central tension: knocking early is safe but scores little, and knocking with 10 deadwood against a well-organised opponent loses you the hand.
You cannot lay off against gin.
5. Winning
First to 100 points wins the game, plus bonuses:
- Game bonus β 100
- Line bonus β 20 per hand won
- Shutout β the game bonus doubles if the loser scored nothing
6. Strategy
Discard high cards early. Deadwood value is what loses hands, and a king kept speculatively costs ten.
Watch what your opponent picks up. Taking a discard tells you what they are building, and you should stop feeding that suit or rank.
Knock early when ahead on the scoreboard, and hold for gin when behind.
Commonly argued
- You can knock with 10 or less, not only with gin.
- The opponent lays off onto your melds, which is how undercuts happen.
- You cannot lay off against gin.
- Melds stay in hand during play. Nothing is laid on the table until the knock.
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