GIN RUMMY RULES
Gin rummy is a great card game similar to
the regular
game of Rummy. Here's how to
play
:

One standard deck of 52
cards is used.
Cards in each suit rank, from low to high:

The
cards have values as follows:

Face cards (K,Q,J) - 10 points
Ace - 1 point

Number cards are worth their spot (index)
value.

The first dealer is chosen randomly, and the
turn to deal alternates between the at a
time. The twenty-first card is turned face up
to start the discard pile and the remainder
of the deck is placed face down beside it to
form the stock. The players look at and sort
their
cards.
runs and the point value of the remaining unmatched cards is low.

A run or sequence consists of three or more
cards of the same suit in consecutive order, such as 4, 5, 6
or 8, 9, 10, J.
A set or group is three or four cards of the same rank, such as 7, 7, 7.
A card can belong to only one combination at a time - you cannot use the same
card as part of both a
set of equal cards and a sequence of consecutive cards.
Note that in
Gin Rummy the Ace is always low. A-2-3 is a valid sequence but A-K-Q is not.
A normal turn consists of two parts:

The Draw. You must begin by taking one
card from either the top of the stock pile or the top card on the
are getting. The stock is face down, so if you choose to draw from the stock you do not see the
card
until after you have committed yourself to take it. If you draw from the stock, you add the card to your
hand without showing it to the other players.
The Discard To complete your turn, one card must be discarded from your hand and placed on top of the
discard pile face up. If you took the top
card from the discard pile, you must discard a different card -
taking the top discard and putting the same card back is not permitted.
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: sets and runs. 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. The total value of your deadwood must be 10 points or less. 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.

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.

If a player goes
gin, the opponent is not allowed to lay off any cards.

Note that the knocker is never allowed to lay off cards on the opponent's sets or runs.

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 knocker gets the 20 point bonus the other player scores nothing.

The game continues with further deals until one player's cumulative score reaches 100 points or more.
This player then receives an additional bonus of 100 points. If the loser failed to score anything at all
during the
game, then the winner's bonus is 200 points rather than 100.

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 100 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.



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