How to Play Gin Rummy: Rules, Deadwood, and Knocking

Gin Rummy is a two-player Rummy variant where you build your hand silently — no melding aloud during play — and end the hand by “knocking” when your unmelded cards total 10 points or fewer. The cleaner sibling to basic Rummy, it has been played in the US since the early 20th century and became hugely popular in the 1930s and 1940s. The rules are simple; the strategy is real. Here’s the full how-to.
Play it now: Gin Rummy free in your browser, against a computer opponent. No download needed.
Key takeaways
- Gin Rummy is for exactly two players, using a standard 52-card deck.
- Each player is dealt 10 cards. Players take turns drawing and discarding, building melds in hand without laying them down.
- The hand ends when one player “knocks” — declaring that their unmelded cards (deadwood) total 10 or fewer.
- “Gin” — knocking with zero deadwood — scores a bonus.
- “Undercut” — when the opponent has equal or less deadwood than the knocker — reverses the points in their favor.
What you need
One standard 52-card deck. No jokers. Two players sitting across from each other. A scoresheet. A flat surface. That’s the whole shopping list.
Card values: Ace = 1 point. Numbered cards = face value. Face cards (J, Q, K) = 10 points each. Aces are always low — A-2-3 is a valid run, Q-K-A is not.
The deal
Cut for first deal. After that, conventions vary: in many rule books the winner of each hand deals the next (our browser version does this), while some players simply alternate. The dealer shuffles, the non-dealer cuts, and the dealer distributes 10 cards to each player, one at a time, alternating.
The 21st card is placed face up next to the deck — this is the start of the discard pile, called the “upcard.” The remaining 31 cards form the stock, face down.
The non-dealer has first option: take the upcard or pass. If they pass, the dealer has the same choice. If both pass, the non-dealer must draw from the stock and a normal round begins.
Melds and deadwood
Like all Rummy, Gin uses two kinds of melds:
- Set: Three or four cards of the same rank — three 7s, four Queens.
- Run: Three or more consecutive cards of the same suit — 5-6-7 of Hearts.
Cards not part of any meld are called “deadwood.” The point value of your deadwood is the running scorekeeping unit in Gin — your hand at any moment has a “deadwood count,” and the goal is to drive it as low as possible.
Critically: you don’t lay melds on the table during play. Both players hold their cards in hand, working silently. Melds are only revealed at the end of the hand when someone knocks.
A turn
Starting with the non-dealer (after the upcard option resolves), each turn proceeds:
- Draw one card. Either the top of the stock (unseen) or the top of the discard pile (visible). You cannot decline to draw; you must take one.
- Discard one card. Place one card from your hand face up on the discard pile. Your turn ends.
- (Optional) Knock. Instead of a normal discard, if your deadwood total after discarding is 10 or fewer, you may end the hand by knocking: traditionally you place your discard face down to signal the knock. See below.
You can’t pick up the discard you just placed — once you discard, it’s the opponent’s option. If they draw it, the cycle continues.
Knocking
Knocking is how the hand ends. You knock by stating “knock,” then placing your hand face up, sorted into melds with deadwood off to the side.
Your deadwood total must be 10 or fewer to knock. If it’s 0 (every card melded), you’ve knocked with “gin” — see scoring below.
Once you knock, the opponent reveals their hand. They sort their cards into melds and identify their deadwood. They may also “lay off” — adding cards from their deadwood onto your melds. (A 6 in their deadwood can be laid off onto your 7-8-9 run of the same suit, removing it from their deadwood count.) No lay-offs are allowed if the knocker went gin.
Scoring
The scoring depends on who has less deadwood after lay-offs.
Standard knock
If the knocker’s deadwood is lower than the opponent’s, the knocker scores the difference. Knock with 5 deadwood against an opponent with 14 deadwood (after lay-offs), score 9 points.
Gin
Knocking with 0 deadwood. The knocker scores the opponent’s full deadwood total plus a “gin bonus” of 25 points. No lay-offs allowed against gin.
Undercut
If the opponent’s deadwood is equal to or lower than the knocker’s, the opponent has “undercut” the knocker. The opponent scores the difference (or 0 if equal) plus a 25-point “undercut bonus.” A risky knock that gets undercut is the most painful possible outcome.
Game scoring
First to 100 points wins the game. Common bonuses at game end: a 100-point game bonus to the winner and 25 points per hand won (box bonus). If the loser scored nothing all game (a shutout or skunk), the reward is doubled; house rules differ on whether that doubles the game bonus (as in our version) or the winner’s whole total.
If the stock runs low
If only two cards remain in the stock and neither player has knocked, the hand ends in a “wash” — scored 0 for both, or redealt depending on house rule.
Strategy basics
Knock or wait? Knocking early (deadwood 5-10) scores small but locks in the hand. Waiting for gin scores big but risks getting knocked on first. Standard advice: hold for gin in the first few turns, knock as soon as you can in the middle, and knock immediately late in the hand — undercut risk increases as opponents set up.
Track the discards. Every card you and your opponent discard is information. If your opponent discards a 9 of Diamonds, they likely don’t need 9s and probably don’t need adjacent Diamonds. Don’t discard cards likely to help them — if they picked up the 7 of Hearts last turn, avoid 6 or 8 of Hearts. Early in the hand, standard advice is to shed unconnected high cards (face cards and 10s) first, since they cost the most if you get knocked on.
Manage your deadwood actively. Even before knocking is on the table, prefer to discard cards that don’t fit any obvious meld direction. Pick a direction (sets or runs in a suit) and trim the rest.
Common variants
- Oklahoma Gin: The maximum knock is determined by the value of the first upcard. If the upcard is a 7, you can only knock with deadwood of 7 or fewer; if it is an Ace, you must go gin.
- Hollywood Gin: Three concurrent games scored together — each hand counts toward whichever games haven’t been won yet.
- Straight Gin: You must go gin to win. No standard-knock allowed.
- Round-the-Corner Gin: Runs can wrap around the Ace, so Q-K-A and K-A-2 both count.
Where to play Gin Rummy online
The quickest option is our own browser Gin Rummy, linked at the top of this page: you play against a computer opponent with the standard rules above (10-point knock, 25-point gin and undercut bonuses, game to 100). Many card-game apps and sites also offer Gin against other people if you want human opponents.
If you’re working on basic Rummy first, our Rummy tutorial covers the broader Rummy family and the variants Gin descends from. For a 30-second reflex break between hands, the Chrome Dino game at the top of this site is the no-thinking palate cleanser.
Frequently asked questions
What’s the difference between Gin Rummy and Rummy?
Gin Rummy is a specific two-player variant of Rummy with different rules. Key differences: Gin is silent (no melding during play), uses a fixed 10-card deal, requires deadwood ≤ 10 to knock, and has the gin / undercut bonus system. Basic Rummy supports 2-6 players, allows visible melding, and has simpler scoring.
Can you knock without going gin?
Yes. The standard knock requires only that your deadwood total is 10 or fewer. Going gin (0 deadwood) is a bonus condition that scores extra, but knocking with low deadwood is the more common winning play.
What is “deadwood” in Gin Rummy?
Deadwood is the total point value of cards in your hand that are not part of any meld. The deadwood count is the central metric of Gin Rummy — knocking is gated by it, and scoring is determined by it.
What happens if I’m undercut?
The opponent (the player who didn’t knock) scores the difference between their deadwood and yours — which is zero or positive in their favor — plus a 25-point undercut bonus. Undercut is the worst case for a knocker and a reason to knock conservatively.
How long does a game of Gin Rummy take?
A single hand usually takes a few minutes. A full game to 100 points can run anywhere from about half an hour to an hour at a table, depending on how many hands it takes for one player to reach 100; against a computer it goes faster.
The bottom line
Gin Rummy is the two-player card game to know. Quick to learn, real strategy to discover, and a fixture of American casual card play for about a century. The knock-or-wait decision is the heart of it; the score-tracking and discard reading is everything around it. A pack of cards and a willing opponent gives you a perfectly good hour any evening of the week.








