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How to Play Gin Rummy: Rules, Knocking and Gin

Gin Rummy is a two-player game about sorting ten cards into groups and getting rid of what is left over. The rules take five minutes. The judgement of when to knock, rather than wait for gin, is what separates a good player from a lucky one.

Last updated: September 2026

A Gin Rummy hand: the seven, eight and nine of hearts forming a run, three Queens forming a set, and the King of spades, four of diamonds, three of clubs and Ace of spades left as eighteen deadwood, with a table of card values beside it
Two melds and four loose cards. Eighteen deadwood is too high to knock, but taking the six of hearts from the discard pile extends the run and drops it fast.

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The deal and the first turn

Two players, a standard 52-card deck, ten cards each. One card is turned face up to start the discard pile, and the rest becomes the stock.

The first turn has its own small ritual. The non-dealer may take that upcard or pass. If they pass, the dealer may take it. If both pass, the non-dealer draws from the stock and normal play begins.

From then on every turn is the same two actions: draw one card, from the stock or the top of the discard pile, then discard one card. Your hand is always ten cards at the end of your turn. One rule constrains it: you may not discard the very card you just picked up from the discard pile.

Melds: sets and runs

A meld is a group of three or more cards, and there are only two kinds:

Aces are low, so Ace, two, three of a suit is a valid run and Queen, King, Ace is not. A card can only belong to one meld at a time; you cannot count the seven of hearts in both a run and a set of sevens.

Deadwood and what cards are worth

Deadwood is everything in your hand that is not in a meld, added up.

CardValue
Ace1
2 through 10Face value
Jack, Queen, King10 each

This is why face cards are the first thing to throw. A loose King is ten points of deadwood on its own, the entire knocking threshold in a single card. A loose ace is one.

Knocking, gin and big gin

Once your deadwood after discarding is ten or less, you may knock. You place your discard face down, lay out your melds and show your deadwood. Knocking is a choice, not an obligation; you can keep playing to improve.

EndingWhat it meansBonus
KnockDeadwood of 10 or less after discardingNone
GinAll ten cards melded after discarding+25
Big ginAll eleven cards meld, so you never discard+31
UndercutDefender's deadwood is equal or lower+25 to the defender

Gin and big gin both block your opponent from laying off, which is often worth more than the bonus itself.

Should you knock early or hold out for gin?

Knock early when your margin is comfortable and the hand is drifting. Hold out when your deadwood is one card away from melding and the stock is still deep. The trap is a thin knock: nine deadwood against an opponent who lays off four cards and undercuts you. If your margin depends on your opponent holding rubbish, wait a turn.

Laying off, and the undercut

After a knock that is not gin, the defender gets a turn of their own. They may lay off any of their own deadwood onto the knocker's melds: a fourth Queen onto three Queens, a ten of hearts onto a run of seven-eight-nine of hearts.

Every card laid off comes out of the defender's deadwood, which shrinks the knocker's margin. If it shrinks far enough that the defender's deadwood is equal to or lower than the knocker's, the defender has undercut them. The knocker scores nothing and the defender scores the difference plus 25.

Scoring the hand

The first player to 100 points wins the match. A single gin against a full hand of face cards can be worth fifty or more, so a match is rarely over until it is over.

Five habits that win more hands

  1. Throw high cards early. A King you keep for three turns is ten points of risk each turn. Get rid of face cards before the middle of the hand.
  2. Watch what your opponent takes. Every card drawn from the discard pile tells you a meld they are building. Stop feeding that suit or rank.
  3. Prefer cards that work two ways. An eight of hearts can join a run of hearts or a set of eights. A card with one use is worth less than its value suggests.
  4. Count before you knock. Ask what your opponent could lay off. A knock with ten deadwood against three visible melds is an invitation to be undercut.
  5. Track the stock. As it shortens, the value of a safe knock rises and the value of chasing gin falls. A dead hand scores nobody anything.

Where did Gin Rummy come from?

Gin Rummy is usually credited to Elwood T. Baker and his son C. Graham Baker, who are said to have devised it in New York around 1909 as a quicker relative of the older rummy games. It stayed a minor variant for thirty years, then spread widely in the United States during the 1940s. The two-player format and the short hands are what kept it: a game reaches 100 points in the time a four-handed game takes to deal.

Playing Gin Rummy on this site

The Gin Rummy game here follows the rules on this page: ten cards each, aces low, the first-turn upcard ritual, draw-then-discard with the discard-pile restriction, knocking at ten deadwood or less, gin worth 25 and big gin 31, laying off, the undercut bonus of 25, a dead hand at two cards left in the stock, and a match to 100.

You play against the computer at easy, medium or hard. It runs in the browser with no download and no sign-up, and you can install it as an app from your browser menu to play offline.

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Common questions

What is deadwood in Gin Rummy?

Deadwood is every card in your hand that is not part of a meld, added up by value. Aces count one, number cards count their face value, and Jacks, Queens and Kings count ten each. You may knock once your deadwood is ten or less.

When can you knock in Gin Rummy?

Any turn on which your deadwood total after discarding is ten or less. Knocking is optional, so you may keep playing to improve the hand. Knock too early and a small margin can be wiped out by your opponent laying off.

What is the difference between gin and big gin?

Gin means all ten cards in your hand are melded after you discard, and it scores a 25-point bonus. Big gin means all eleven cards meld, so you never discard at all, and it scores 31. Neither allows your opponent to lay off.

What does undercut mean in Gin Rummy?

If the defender's deadwood is equal to or lower than the knocker's after laying off, they undercut. The defender scores the difference plus a 25-point bonus instead of the knocker scoring anything. It is the main risk of a thin knock.

Are aces high or low in Gin Rummy?

Low. An ace is worth one point of deadwood and sits below the two in a run. Ace, two, three of a suit is a valid meld; Queen, King, Ace is not. That makes aces the safest cards to hold late in a hand.

What happens if the stock runs out?

When only two cards are left in the stock and neither player has knocked, the hand is dead. Nobody scores and the cards are dealt again. It is an uncommon result, but it makes stalling with a large hand a losing plan.

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