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For example if you have 7, 7, 7, 8, 9 you can use the 7 either to make a set of three sevens or a heart sequence, but not both at once. To form a set and a sequence you would need a sixth card - either a 7 or a Note that in Gin Rummy the Ace is always low.
A is a valid sequence but A-K-Q is not. For the first turn of the hand, the draw is done in a special way.
First, the person who did not deal chooses whether to take the turned up-card. If the non-dealer declines it, the dealer may take the card.
If both players refuse the turned-up card, the non-dealer draws the top card from the stock pile. Whichever player took a card completes their turn by discarding and then it is the other player's turn to play.
You can end the play at your turn if, after drawing a card, you can form sufficient of your cards into valid combinations: This is done by discarding one card face down on the discard pile and exposing your whole hand, arranging it as far as possible into sets groups of equal cards and runs sequences.
Any remaining cards from your hand which are not part of a valid combination are called unmatched cards or deadwood.
Ending the play in this way is known as knocking , presumably because it used to be signalled by the player knocking on the table, though nowadays it is usual just to discard face down.
Knocking with no unmatched cards at all is called going gin , and earns a special bonus. Although most hands that go gin have three combinations of 4, 3 and 3 cards, it is possible and perfectly legal to go gin with two 5-card sequences.
A player who can meet the requirement of not more than 10 deadwood can knock on any turn, including the first.
A player is never forced to knock if able to, but may choose instead to carry on playing, to try to get a better score.
The opponent of the player who knocked must spread their cards face-up, arranging them into sets and runs where possible.
Provided that the knocker did not go gin, the opponent is also allowed to lay off any unmatched cards by using them to extend the sets and runs laid down by the knocker - by adding a fourth card of the same rank to a group of three, or further consecutive cards of the same suit to either end of a sequence.
Cards cannot be laid off on deadwood. For example if the knocker has a pair of twos as deadwood and the opponent has a third two, this cannot be laid off on the twos to make a set.
The play also ends if the stock pile is reduced to two cards, and the player who took the third last card discards without knocking. In this case the hand is cancelled, there is no score, and the same dealer deals again.
Some play that after the player who took the third last stock card discards, the other player can take this discard for the purpose of going gin or knocking after discarding a different card, but if the other player does neither of these the hand is cancelled.
Each player counts the total value of their unmatched cards. If the knocker's count is lower, the knocker scores the difference between the two counts.
If the knocker did not go gin, and the counts are equal, or the knocker's count is greater than that of the opponent, the knocker has been undercut.
In this case the knocker's opponent scores the difference between the counts plus a 10 point bonus. A player who goes gin scores a bonus 20 points, plus the opponent's count in unmatched cards, if any.
A player who goes gin can never be undercut. Even if the other player has no unmatched cards at all, the person going gin gets the 20 point bonus the other player scores nothing.
The game continues with further deals until one player's cumulative score reaches points or more. This player then receives an additional bonus of points.
If the loser failed to score anything at all during the game, then the winner's bonus is points rather than In addition, each player adds a further 20 points for each hand they won.
This is called the line bonus or box bonus. These additional points cannot be counted as part of the needed to win the game.
After the bonuses have been added, the player with the lower score pays the player with the higher score an amount proportional to the difference between their scores.
Many books give the rule that the winner of each hand deals the next. Some play that the turn to deal alternates.
Some players begin the game differently: The non-dealer's first turn is simply to discard a card, after which the dealer takes a normal turn, drawing the discard or from the stock, and play alternates as usual.
Although the traditional rules prohibit a player from taking the previous player's discard and discarding the same card, it is hard to think of a situation where it would be advantageous to do this if it were allowed.
The Gin Rummy Association Rules do explicitly allow this play, but the player who originally discarded the card is then not allowed to retake it unless knocking on that turn.
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 or more points or another established amount. In tournament rules the game is played in best of five with points per game.
In standard 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 , while knocking with deadwood points is known as going down.
To knock, the knocking player discards as usual, announces knocking generally by simply placing a discard face down , and the hand is laid out with the melds clearly indicated and deadwood separated.
The other "defending" player is then entitled to lay out any melds in his or her hand and can then lay off any of his or her remaining deadwood cards that fit into the knocking player's melds, provided that the knocking player does not have a gin hand.
For example, the knocking player has a meld of three Kings. The defending player's deadwood has a king. The player can lay off that king, reducing the deadwood count by ten.
The knocking player can never lay off his or her deadwood into the defending player's melds. Once a player knocks or declares gin the round is over and scores are tallied, players cannot draw.
The knocking player then subtracts his or her deadwood points from the defending player's deadwood points. The result is the number of points the knocking player receives.
An undercut occurs if a player knocks and the defending player's deadwood points are less than or equal to the knocking player's. In this case the defending player receives an undercut bonus usually 25 points plus the difference in deadwood points.
If the defending player has less or equal deadwood to the knocking player's deadwood after laying off any of his or her deadwood, then it is still a valid undercut.
If all 10 cards in a player's hand fit into melds and thereby the player has no deadwood, he or she can choose to go Gin in which case the round ends and the player going Gin receives a Gin bonus of 25 points or another established amount plus any deadwood points in the opponent's hand.
The defending opponent can only lay out his or her melds and cannot lay off any deadwood into the melds of an opponent that has declared Gin.
A player can go Gin with a hand of three or fewer melds as long as all cards fit into a meld. Players can also have an 11 card gin, see Big Gin Variant below.
Gin hands normally consist of 10 cards. However, if a player chooses to draw so that 11 cards fit into melds, he or she can declare Big Gin in which case the player receives a Big Gin bonus of 31 points or another established amount, commonly 50 points instead of the standard 31 points, depending on rule set plus any deadwood in the opponent's hand.
Aces are scored at 1 point, face cards at 10, and all other cards are scored at their numerical values. The number of points awarded for bonuses may vary from region to region.
No matter what the bonus amounts are, points are scored in Gin for the following:. In Straight gin players are required to play until one of them can go gin.
Knocking is not allowed. Scoring and rules remain the same as standard Gin Rummy. Similar to Straight gin, knocking is not allowed.
However, more than one card may be taken, in order, from the top of the discard pile. If more than one card is taken, the lowest position card taken must be used in a hand: Cards are shown to the table, with opponents being able to add on to straights of the same suit or finish a three of a kind with the fourth card for points.
After a player has gin, points are added, with cards on the table being added up and cards in hand being subtracted. In this version of gin rummy, the value of the first upcard is used to determine the maximum count at which players can knock.
If the upcard is a spade, the hand will count double. So if the first upcard is a 4, you can knock and go out with only 4 or fewer points in your hand; and if the 4 was a spade, you would get double points that hand.
Another version in this variation mostly in match play and in Hollywood gin see below , a second deck of cards will be used to determine the knock value of a hand.
The knock value card will be dealt from the bottom and turned over on top. Above rules apply but both players are dealt ten cards with the last hand winner picking first from the deck.
This is a scoring style, not a rules change to the game of gin. In Hollywood gin scoring is kept for three different games at the same time.
A player's first win will be recorded in their column in Game One. A player's second win will be recorded in their columns for both Game One and Game Two.
Their third win will be recorded in their column for all three games. When a single match is to be played, the players will continue to play rounds until one player has points or more.