If the knocker's count is lower, the knocker scores the difference between the two counts. In the other case each player counts the total value of their unmatched cards. When a player gets gin he scores 25 points "for gin" plus the deadwood in the opponent's hand. Note that a player is not permitted to lay off any cards on the unmatched cards in the opponent's hand. In this case the hand is cancelled, there is no score, and the same dealer deals again. 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. Note that a knocker player is not permitted to lay off any cards on the unmatched cards in the opponent's hand. If a player goes gin, the opponent is not allowed to lay off any cards. If the knocker did not go gin, the opponent is also allowed to lay off any unmatched cards by using them to extend the existing sets 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. The opponent of the player who knocked must then spread their cards face-up, arranging them into sets where possible. TIP: If you are not playing to gin, knock as soon as possible. Knocking with no unmatched cards at all is called going gin, and earns bonus 25 points.Ī player who is able to knock is not forced to do it, he may choose instead to carry on playing, to try to get a better score. Having knocked, he discards one card down and spreads the hand of 10 cards, arranged into melds and unmatched cards, that called "deadwood". This can be done on any turn (including the first), immediately after drawing, provided that the value of the unmatched cards in player's hand (after he discards) does not exceed 10 points. If the dealer also does not want the upcard, the opponent draws the top card from the stock, and play proceeds. If the non-dealer does not wish to take the upcard, he skips and the dealer may have the first turn by taking the upcard. On the first play of the hand, the draw is done in a special way. TIP: If you know or think that a card might make or increase a meld for your opponent, keep it in your hand. When a player has taken the upcard (open card), he may not discard this card at the same turn and has to discard some other card. TIP: If your opponent's discard makes or increases a meld in your hand, pick it up. At each turn, a player must take either the upcard (top open card of the discard pile) or draw the top closed card of the stock and then discard one card face up on the discard pile. A second objective is to reduce the count of the unmatched cards in a player's hand to less than the count of his opponent and the summary value of these unmatched cards.Ī card can belong to only one combination at a time - you cannot use the same card as part of both melds. The remainder of the pack is called the "stock" and is placed beside discard pile.Įach player tries to form "melds" which consist of three or four cards of the same rank called "set" or "group" (such as the 2 of hearts, 2 of diamonds and 2 of spades), or "sequences" (or "runs"), which are three or more cards of consecutive rank in the same suit (such as the 2, 3, 4 of hearts). The 21st card dealt, called the "upcard", is placed face-up in a central location known as the discard pile. The dealer deals 10 cards to each player, face down, one at a time, alternately. The dealer to the first round is chosed randomly, dealership alternates from round to round. The cards have values as follows: Face cards (K,Q,J) 10 points, Ace 1 point, Number cards are worth their value. Aces are played only as low the ranking from low-to-high is A-2-3-4-5-6-7-8-9-10-J-Q-K. Gin is played with a standard 52-card pack of playing cards.
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