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Article / Updated 10-31-2023
Listen to the article:Download audio Rummy is a card game in which you try to improve the hand that you’re originally dealt. You can do this whenever it’s your turn to play, either by drawing cards from a pile (or stock) or by picking up the card thrown away by your opponent and then discarding a card from your hand. You can play rummy with two or more players (for six or more players, you need a second deck of cards). You'll also need a paper and pencil for scoring. This article helps you learn how to play rummy and other basics, including rules, scoring, and how to win! Don't have time to read the entire article? Jump to the quick read summary. The objective of rummy Your aim is to put (or meld) your cards into two types of combinations: Runs: Consecutive sequences of three or more cards of the same suit Sets (or books): Three or four cards of the same rank. If you are using two decks, a set may include two identical cards of the same rank and suit. This figure shows some legitimate rummy combinations. This figure shows an unacceptable combination. This run is illegal because all cards in a run must be of the same suit. The rules for rummy — unlike the majority of other card games — state that aces can be high or low, but not both. So, runs involving the ace must take the form A-2-3 or A-K-Q but not K-A-2. The first person who manages to make their whole hand into combinations one way or another, with one card remaining to discard, wins the game. How to play rummy Follow these rummy card game rules and instructions below to understand how to play rummy from start to finish: Each player is dealt a certain number of cards from the deck. According to the rummy rules, 2 player game, or rummy for 3 players, each person gets 10 cards. That's also true for 4 players. When playing with five players, each player gets six cards. With more than five players, you must use two decks of cards and a hand of seven cards. The two-player game can also be played with seven cards each. Designate a scorer and a dealer at the start of the game. Then, the dealer deals out the hands and puts the undealt cards face-down on the center of the table as the stock, placing the top card, turned upward, beside the stock as the first card of the discard pile. The player to the left of the dealer plays first. They can either pick up the card on the discard pile or the top card from the stock. If they can meld some of their cards, combining them into runs or sets (as described above), they can put these down on the table. If not, they discard one card from their hand, face-up onto the discard pile, and the turn of play moves to the next player. The next player can either pick up the last card the previous player discarded or the top card from the stock. They can then meld some or all of their cards and put them down in combinations. The play continues clockwise around the table. When the stock runs out, shuffle the discard pile and set it up again. Laying Off A player can put down a card (or cards) on the table that fits with another player's melds already on the table. This is called laying off. The player who is laying off places the card on the table where they are sitting. As an example, if Player A has put down a meld that has three sevens, Player B could put down a seven from their hand. Other rules of rummy and tips Now that you know the objective of the game and the basic instructions to play, here is a small list of other official rules of rummy, and common tips to abide by: You cannot pick up the top discard and then throw the card back onto the pile. If you pick up two cards from the stock by accident and see either of them, you must put the bottom card back, which gives the next player an additional option. They can look at the returned card and take it if they want it. If they don't want it, they put it back into the middle of the stock and continue with their turn by taking the next card from the stock. When you pick up a card from the stock that you don’t want, don’t throw it away immediately. Put the card into your hand and then extract it. No player, regardless of skill level, needs to give gratuitous information away. Once you've mastered the game of rummy, you might want to try the slightly more interesting and challenging gin rummy. Rummying with wild cards You can play rummy with wild cards by adding jokers to the deck, or you can make the 2s or some other number wild. You can substitute the card represented by a wild card when it is your turn to play. So, if a combination including a joker, standing in for the king of clubs is put on the table, the next player can put in the king of clubs and pick up the joker for use elsewhere. If you put down two 8s and a joker, you do not have to announce which 8 the joker represents, but with a run, such as 5-6-joker, the assumption is that the joker represents the 7. When playing with wild cards, you may not want to put combinations containing wild cards down immediately; you don’t want to give another player the use of a wild card by way of the substitution. Of course, if you feel obliged to put down the set or run, try to ensure that the card your wild card replaces has already been played in some other set or run. Going out and tallying your score The first player to be able to put seven of the eight cards in their hand into combinations (including the card that they pick up in their current turn), or ten of their 11 cards, as the case may be, goes out (places all their cards on the table) and wins. You discard your remaining card as you go out, usually having made the others into one combination of four and one combination of three. You do not have to make the plays at one turn; you may have put down some cards into sets already, of course. If your last two cards are two 7s, and you pick up a third 7, most people play that you can go out by making a set, without needing a final discard. The winner collects points from all the other players. They base their point total on the remaining cards in the other players’ hands, regardless of whether the cards make up completed combinations or not — which is a good reason to put down melds as soon as you get them. The players put their cards face-up on the table and call out how many points they have left for the winner. You score the cards according to the following scale: 2s through 10s get their face value, meaning, for example, that a 5 is worth 5 points. Jacks, queens, and kings receive 10 points apiece. Wild cards cost you 15 points each, if you are playing with them. Aces, in keeping with their lowly status during the game, charge you 1 point only. For example, if you’re left holding ♠K, ♦K, ♦Q, and ♣A at the end of the game, the winner of the game scores 31 points. With more than two players, the winner cumulates the points from all the other players. Laying all your cards down in one turn is called going rummy, which doubles your score; obviously, the availability of this bonus affects your decision to put down combinations earlier rather than later. If you think that you can claim this bonus, you may want to delay putting down your combinations. The first player to score 100 points is the winner. For a longer game, you can play to 250 points. Simple rummy strategy When you first start playing rummy, you may find that putting your cards into combinations is quite challenging. The best strategy is to aim for melds that have the best chance for completion. The cards in your hand and on the table give you information about your chances for completing certain combinations. For example, if you can keep only two cards from the ♠7, ♠8, and ♣8, and you’ve already used the ♦8 in another run, you should keep the spades because you have two chances for success this way — the ♠6 or the ♠9. Keeping the two 8s gives you only one possible draw, the ♥8. Another typical problem is knowing when to break up a pair in order to increase your chances elsewhere. For example, imagine that you have to discard from a collection such as the one shown in the figure below. The solution to this problem is to throw the ♥10 away. Keeping your two pairs gives you a reasonable chance to make three of a kind, and the ♥10 gives you only a single chance of making a combination — by drawing the ♥9. In general, you don’t want to split up your pairs. But life (or at least Rummy) isn’t always so simple. Suppose that you have the cards shown in the figure below. If you need to throw out one card, throw a 4 away. The ♠7 is a useful building card, meaning that it fits well with the ♠8; mathematics says that the nest of 7s and 8s gives you four possible cards with which to make a combination (the ♠9, ♠6, ♣8, and ♥8). You have the same number of options if you throw the ♠7 away and keep the two pairs. But the real merit in throwing away one of the 4s is the degree of freedom you attain for a future discard. By throwing one 4 away, you allow yourself to pick up another potentially useful building card (such as the ♠7) at your next turn, and then you can throw away the other 4. By contrast, throwing away the ♠7 fixes your hand and gives you no flexibility. The odds favor your draw to the run rather than your hopes for a set. When you make a run, you can build on it at either end. A set, on the other hand, has only one possible draw. For this reason, be careful about which cards you discard. If you must give your opponent a useful card, try to let them have the sets of three or four of a kind instead of helping them build their runs. Keeping your eye on the discard pile You can’t go through a game of rummy thinking only about the cards in your hand — you also need to watch the cards thrown into the discard pile. Monitoring the discard pile helps you keep track of whether the cards you’re hoping to pick up have already been thrown away. For example, if you have to keep two cards from the ♠7, ♠8, and ♣8, consider whether the ♠6, ♠9, or ♥8 has already been discarded. If both spades have already gone, you have no chance of picking them up — at least not until you work your way through the entire stock, at which point you may get a second chance at the cards when the deck is reshuffled. In such a stuck position, you should settle for a realistic chance, however slim, of picking up the last 8 by discarding the ♠7. Try to avoid drawing to an inside run — keeping, for example, a 3 and a 5 in the hopes of drawing the 4. Holding onto builders (cards that may be helpful elsewhere) is better than relying on a single card. You can’t review the discard pile for clues. You have to remember which cards were thrown away — or be very adept at taking stealthy peeks at the discarded evidence! Thinking about your opponents’ hands Contemplating what your opponent has in their hand helps you make smarter choices about what cards you should discard. After all, you don’t want to throw away that ♥K if your opponent can use it to complete a run with the ♥Q and ♥J. You compile a picture of your opponent’s hand by reading the negative and positive messages you get from their plays. For example, if you see your opponent throw away the ♥Q, you can be sure that they aren’t collecting queens. That information in itself doesn’t make discarding any queen safe, however, because they may be collecting high diamonds. But if do you subsequently throw down the ♥Q, and they pick it up, their action provides you with an informative message; you can safely infer that they are collecting high diamonds. Quick Read Summary Rummy is an engaging card game that challenges players to enhance their initial hand. Whether you're a beginner or an experienced player, understanding how to play rummy is essential. Here, we'll walk you through the basics, including rules, scoring, and strategies to win. Objective of rummy The goal of rummy is to create combinations of cards in two main categories: runs and sets (or books). Runs: These consist of consecutive sequences of three or more cards of the same suit. Sets (books): Sets are comprised of three or four cards of the same rank. When using two decks, a set can include two identical cards of the same rank and suit. Basic rules of rummy Dealing: The number of cards dealt varies based on the number of players. In games with 2 to 4 players, each player receives 10 cards, while 5 or more players require two decks, and each player gets 7 cards. Setup: Designate a scorer and a dealer. The remaining cards form the stock, with the top card placed face-up beside it as the discard pile. Gameplay: Players take turns clockwise. On their turn, they can draw a card from the discard pile or the stock. If possible, they can lay down combinations (runs or sets) on the table. Otherwise, they must discard a card onto the discard pile. Laying off: Players can add cards to existing combinations on the table, a move called "laying off." For example, if a player has three sevens on the table, another player can put down the fourth seven from their hand. Additional rules and tips You can't pick up a discarded card and immediately throw it back. If you accidentally pick up two stock cards and see either, put the bottom card back for the next player. If you don’t want a card you’ve just picked up from the stock, don’t throw it away immediately. Place the card in your hand, and then extract it. This prevents other players from knowing whether you kept that card. When playing with wild cards, like jokers, they can substitute any card. Scoring and winning The first player to be able to put all of their cards into combinations on the table and discard their remaining card goes out, and wins the game. You play several games until one player reaches 100 points and wins. You can also play a longer game to 250 points. Points are based on card values: 2-10 cards are worth face value, face cards (Jacks, Queens, Kings) are 10 points, wild cards are 15 points each, and Aces are 1 point. Going out in one turn ("going rummy") doubles your score. Players tally their points based on their remaining cards, and the winner collects points from others. Strategy in Rummy Aim for melds with the best chance of completion. Consider the cards in your hand and on the table when deciding which cards to keep or discard. Prioritize runs over sets, as they offer more opportunities for expansion. Be cautious about giving your opponents useful cards. Monitor the discard pile to gauge which cards have been discarded. Think about your opponents' possible combinations based on their plays. Rummy is a game of strategy, skill, and observation. As you gain experience, you'll refine your tactics and develop a deeper understanding of your opponents' hands. With these fundamentals in mind, you're ready to enjoy the exciting world of rummy and aim for victory! Hungry for more? Go back and read the article or check out the book.
View ArticleArticle / Updated 10-27-2023
In bridge, bidding is an exchange of information. During bidding, you're trying to telegraph details about your cards to your partner. Your first impulse may be to develop some special bidding conventions that only you and your partner know. According to the rules of the game, however, you can't have any bidding secrets with your partner; the same goes for your opponents. So even though the opponents may be bidding their heads off, you at least will know what their bids mean. Here are some tips to help you keep your bidding on the straight and narrow: Do try to use the minimum number of words possible when you bid. If you want to pass, say just one word: "Pass." If you want to bid 3♣, say "Three clubs." No more, no less. Do be careful about how you use your voice. You may be tempted to bid softly if you have a weak hand or loudly if you have a strong one. Remember to keep all your bids at the same decibel level. Don't use body language. If your partner makes a bid you don't like, don't throw any looks across the table and don't use any negative body language. If your partner makes a bid that you do like, you also must refrain from any telltale signs of glee. Don't give in to emotional reactions or breakdowns, no matter what happens during the bidding. Bridge is too great a game to mess it up with illegal signals, so keep an even keel.
View ArticleArticle / Updated 10-27-2023
This handy table for bridge players shows how many points you score if you make your contract. Your bridge score depends upon which suit you end up in (including notrump) and how many tricks you take. For example, if spades are trumps and you bid for eight tricks and you take exactly eight tricks, read across the spade line to see that you scored 60 points. If you don't make your contract, you don't have to worry about this table because you don't score any points, the opponents do! Note: Game = 100 points. There are bonuses for bidding and for making 100 points or more on one hand. Tricks Taken 7 8 9 10 11 12 13 Notrump 40 70 100 130 160 190 220 Spades 30 60 90 120 150 180 210 Hearts 30 60 90 120 150 180 210 Diamonds 20 40 60 80 100 120 140 Clubs 20 40 60 80 100 120 140
View ArticleArticle / Updated 10-27-2023
In bridge, bidding is considered the most important aspect of the game. It's a given that a good bidder equals a winning bridge player. Here are a few bidding tips to start you off: Before opening, add your high card points (HCP): Ace = 4, King = 3, Queen = 2, Jack = 1. With 12 or more HCP, open the bidding. To open 1♥ or 1♠, you need at least five cards in the suit. With two five-card suits, open in the higher-ranking suit first. The rank of the suits, from highest to lowest, is spades, hearts, diamonds, clubs. With two four-card suits, one a major (hearts or spades), one a minor (diamonds or clubs), open in the minor. With two four-card minors, open 1♦. Open 1NT with 15 to 17 HCP plus a balanced hand (no voids, singletons, or two doubletons). If your partner opens, pass with fewer than 6 HCP. With 6 or more HCP, bid your longest suit at the one level, if possible. Responding at the two level in a new suit requires 11 or more HCP. A response of 1NT shows 6 to 10 HCP and denies a four-card major if your partner opens 1♣ or 1♦. Supporting your partner's first bid major suit requires three or more cards in the suit; supporting any second bid suit requires four or more cards in the suit. A primary objective in bidding is to locate an eight-card or longer major suit fit between your hand and your partner's.
View ArticleArticle / Updated 10-27-2023
Each hand of bridge is divided into four phases, which always occur in the same order: dealing, bidding for tricks, playing the hand, and scoring. Dealing Someone (anyone) shuffles the deck, and then each player takes one card and places it face-up on the table. The player with the highest card is the dealer. He shuffles the cards and hands them to the player to his right, who cuts them and returns them to the dealer. The cards are dealt one at a time, starting with the player to the dealer's left and moving in a clockwise rotation until each player has 13 cards. Bidding for tricks In this phase, players bid for the number of tricks they think they can take. (It's like being at an auction.) Because each player has 13 cards, 13 tricks must be fought over and won in each hand. The bidding starts with the dealer and moves to his left in a clockwise rotation. Each player gets a chance to bid, and a player can either bid or pass when it's his turn. The least you can bid is for seven tricks, and the maximum you can bid is for all 13. The bidding goes around and around the table, with each player either bidding or passing until three players in a row say "Pass" after some bid has been made. Playing the hand The player who buys the contract, determined by the bidding, is called the declarer. The declarer is the one who will play the hand. The player seated to the left of the declarer puts down the first card face up in the middle of the table; this is the opening lead. The play moves clockwise. The next player, the dummy, places her cards face-up on the table in four vertical rows, one row for each suit, and completely bows out of the action. In other words, only three people are playing. Once the lead is on the table, the declarer plays any card from dummy in the suit that was led; third hand does the same, and fourth hand, the declarer, also does the same. Whoever has played the highest card in the suit wins the trick and leads any card in any suit desired to the next trick. The same process goes on for all 13 tricks. The rule is you have to follow suit if you have a card in the suit that has been led. If you don't have a card in that suit, you can throw away (discard) any card you wish from another suit, usually some worthless card. After 13 tricks have been played, each team counts up the number of tricks it has won. Scoring After the smoke clears and the tricks are counted, you know soon enough whether the declarer's team made its contract by taking at least the number of tricks they bid. You then register the score. The deal moves in a clockwise manner; the player to the left of the person who has dealt the previous hand deals the next one.
View ArticleArticle / Updated 10-27-2023
In the following example, you can see the bids each bridge player makes during a sample bidding sequence. You don’t see the cards on which each player bases his or her bid — they aren’t important for now. Just follow the bidding around the table, noting how each bid is higher than the one before it. Assume that you’re in the South position. South (You) West North (Your Partner) East 1♥ Pass 2♣ 2♦ 3♣ 3♦ 4♥ Pass Pass Pass After your opening 1♥ bid, West passes and your partner (North) bids 2♣. East joins in with a bid of 2♦, a bid that is higher than 2♣. When it’s your turn to bid again, you show support for your partner’s clubs by bidding 3♣. Then West comes to life and supports East’s diamonds by bidding 3♦. Your partner (don’t forget your partner) chimes in with 4♥, a bid that silences everybody. Both East and West decide to pass, just as they would at an auction when the bidding gets too rich for their blood. It has been a somewhat lively auction, and your side has bought the contract with your partner’s 4♥ bid, which means you need to take ten tricks to make your contract. (Remember, a book — six tricks — is automatically added to the bid.) If you don’t make your contract, the opponents score penalty points and you get zilch. The final contract of 4♥ also designates hearts as the trump suit. Keep in mind the following points about the bidding sequence: Each bid made is higher ranking than the previous bid. A player can pass on the first round and bid later (as West did), or a player can bid on the first round and pass later (as East did). After a bid has been made and three players in a row pass, the bidding is over.
View ArticleArticle / Updated 10-20-2023
Sorry to break the news to you, but as yet no one has come up with software that can play bridge at an expert level. However, the quality of the software continues to improve. The beginner bridge programs give you a chance to practice your bidding, card play, and defense without risking the embarrassment of an angry partner. A computer program allows an additional benefit: You can always have the last word by simply quitting the program! Computer bridge programs, like everything else to do with computers, change fast enough to make your head spin. You can find many new bridge programs wherever you buy software online. Learn to Play Bridge with Audrey Grant Learn to Play Bridge with Audrey Grant is for the absolute beginner. Grant, a top international instructor, reads the lessons while you focus on the hands and the colorful graphics. The software includes 29 interactive quizzes and a progress screen to track your results. Introduction to Bridge: Play & Learn with Pat Harrington Pat Harrington offers two programs in easy-to-use interactive lessons, starting with the absolute basics in lessons 1 to 6 and progressing to topics such as rebids, takeout doubles, preempts, and more in lessons 7 to 13. Learn Bridge CD Learn Bridge uses video, sound, and animation to present 40 interactive lessons on basics, bidding, and defense. It comes with an unlimited number of practice quizzes for players at the beginner or intermediate level. Learn to Play Bridge I & II The Learn to Play Bridge series includes two programs, and both are available as free downloads through the American Contract Bridge League (ACBL). The first program is a comprehensive course in bridge, designed for people who have never played but want to learn the game. The second program takes the beginner to the intermediate level. Both of the Learn to Play Bridge programs contain excellent graphics and hundreds of quizzes and other interactive exercises. These programs are a fun and effective way to study the game. They were written by Fred Gittelman, a world-class player and a world-class programmer. Note: The programs are available for Windows only.
View ArticleArticle / Updated 06-08-2023
If you can generate extra tricks in bridge by trumping your losers in the dummy, you may think that you can generate extra tricks by trumping the dummy’s losers in your hand. Sorry, it doesn’t work that way. For a moment, turn things around and think about trumping a loser in your hand — the long hand. Let’s put this theory into practice. Assume that hearts is your trump suit. You want to draw trump, so you play ♥AKQ, removing all your opponents’ trump cards. You remain with ♥J2, both of which are winners. You score five heart tricks. Agreed? Now see what happens if your opponents lead a suit that you don’t have and you trump the lead with your ♥2. You remain with the ♥AKQJ, four tricks, plus the deuce you have already used. Same five trump tricks. Trumping with the ♥2 in the long hand doesn’t give you an extra trick. But if you can manage to trump a loser in the dummy, the short hand, you still have five winning heart tricks in your hand plus the ruff (trump) in the dummy. Six trump tricks!
View ArticleArticle / Updated 12-14-2022
The card game Accordion is also known as Methuselah, Tower of Babel, or Idle Year (presumably because of the amount of time you need to keep playing the game to win it). Accordion is a charmingly straightforward game that can easily seduce you into assuming that it must be easy to solve. Be warned — we've never known anyone who has completed a game of Accordion! This challenge makes success at the game doubly pleasurable. Accordion also takes up very little space — a major benefit because you tend to play Solitaire in a cramped space, such as while waiting in a bus station or an airport gate. The objective of Accordion is to finish up with a single pile of 52 cards. Relative success is reducing the number of piles to four or fewer. Your chances of complete victory may be less than 1 in 1,000, but don't let that deter you from giving this game a try! The fact that it is a very fast game to play means that you can abandon unpromising hands and move on to another without wasting much time. Looking at the layout The layout for Accordion is simple. Follow these steps to begin your long journey: Shuffle the deck well, and then turn over the top card in your deck and put it to your left to start your layout. Turn over the next card. If the card is either the same suit (both clubs, for example) or the same rank (both jacks) as the first card, put the second card on top of the first. If you don't have a match, use the card to start a new pile. Turn over the third card and compare it to the second card. Again, if the suits or ranks of the cards match, put the third card on top of the second card; if not, start a third pile with the third card. You can't match the third card with the first card. However, when matching cards (of suit or rank) are three cards apart, you can combine them as if the cards were adjacent. In other words, you can build the fourth card on the first one. Continue by going through every card in the deck in this way. The game ends after you turn over the last card. To win, you must assemble all the cards into one pile. Shuffling the deck well is important because you work your way through the deck one card at a time, so you don't want to make the game too easy by having all the diamonds coming together, for example. That would spoil your sense of achievement, wouldn't it? Your initial cards may look like one of the examples shown here after you lay out three cards. In the first example, you must create three different piles because the cards are unrelated in rank or suit. In the middle example, you can put the 4 of diamonds on top of the queen of diamonds (because they share the same suit), leaving you with only two piles. In the last example, you can put the 7 of diamonds on top of the queen of diamonds, which allows you to combine the two 7s, resulting in a single pile. To see how you can combine cards placed three piles away from each other, look here. After you turn up the queen of clubs, you can place it on the queen of diamonds (because they're three apart and match in rank) and then put the king of clubs on the queen of clubs (same suit). The jack of hearts then moves to the first row. Laying the cards out in lines of three helps ensure that you properly identify the cards that are three piles apart. Choosing between moves When moving the cards, you frequently have to be careful to make the plays in the correct order to set up more plays. You may have a choice of moves, but you may not be sure which move to execute first. Look at a possible scenario shown here. After you turn up the 4 of hearts, you can place it on the 9 of hearts, which opens up a series of moves that you can play. The best option is to move the 4 of hearts onto the 4 of spades and then move the rest of the cards into their new spaces. Because the king of spades is three cards away from the king of clubs, you can combine the two cards and then move the 4 of hearts onto the jack of hearts. Now the 9 of diamondsis three cards away from the queen of diamonds, so you can combine those two cards. If you move the 4 of hearts before you move the king of clubs, you miss out on two possible moves. Making an available play isn't always mandatory. When you can choose between possible moves, play a couple more cards to help you decide which move is superior. The figure shows you how waiting can help you make up your mind when you have a choice. At this point, you may not know whether to put the ace of spades on the ace of clubs or on the king of spades because your piles don't indicate whether you should keep aces or kings on top of your piles. If several piles have kings on the top, you may want to avoid hiding the king of spades. Instead of jumping the gun, you turn over another card to see what happens, which turns out to be the jack of spades. Now you can see daylight: Put the jack of spades on the ace of spades and then on the king of spades, and then you put the jack of spades on the jack of hearts. Now you can combine the 9s. Next, put the 4 of spades on the jack of spades, allowing the ace of clubs to go on the king of clubs and the 9 of diamonds to go on the queen of diamonds. Put the 4 of spades on the 7 of spades to move down to three piles. Wasn't that fun? Getting a series of moves to come together like that makes up for the hundreds of unexciting plays you go through. Play continues until you end up with one pile of cards — good luck!
View ArticleArticle / Updated 10-18-2022
Gin rummy is very similar to regular rummy, but gin has some additional wrinkles that make it a more interesting and challenging game. To play gin rummy, you need the following: Two players: If more than two people want to play, you may want to send the extras out for ice cream or a walk. A standard deck of 52 cards; no jokers are allowed in the gin house. Paper and pencil for scoring. Getting a fair deal Both players get ten cards. The dealer turns the rest of the cards into the stock by placing them in the center of the table and turning over the first card. The upcard, the card turned up to start the game, is offered to the nondealer first. If they don't want the upcard, the dealer may take it, and then play continues. Gin rummy play resembles regular rummy, except for how you go out, and the fact that you do not put down combinations mid-hand. The first upcard is a free card; be prepared to take it, even if it has no relevance to your hand because the option reverts to your opponent if you don’t take advantage of it. If nothing else, taking the card misleads your opponent about the combinations in your hand. You cannot take up the discard and then immediately put it down — just as at rummy. Going gin and tallying your score The most difficult (and therefore rewarding) way to go out and win the game is to put all your cards into melds, which is called going gin. If you go gin, you score 25 points, plus the sum of whatever your opponent fails to make into complete combinations — their unconnected cards, or deadwood. You must pick up a card, either from the stock or the discard pile, before you go gin. To better understand how to score points after you win, take a look at the cards in this figure. The winner collects points from the deadwood in the loser’s hand. The example opponent has 18 points left: two 4s and two 5s add up to 18 points. Together with the 25 points you get for going gin, you score 43 points. You can play to 100 or 250 points, depending on how long you want the contest to last. Knock, knock! Another way to go out The most intriguing facet of the rules of gin rummy, compared to the standard rummy rules, is that you have more than one way to go out. Instead of forming all your cards into combinations, you have the option to knock (which involves literally tapping the table). You knock when You’ve put almost all your cards into combinations and The cards that don’t make melds total less than or equal to 10 points. If you meet these criteria, you can knock (just once will do — no matter how happy it makes you feel) and then put your cards down on the table. After you knock, play stops, and the tallying begins. Your score comes from the deadwood — the cards that aren’t part of combinations. If your opponent’s deadwood exceeds yours, you pick up the difference between your total and theirs. If your opponent’s deadwood doesn’t exceed yours, you must face the consequences. Sometimes your opponent can outdo you when you knock because they have an additional way to get rid of his deadwood. They can put down their melds, and those cards don’t count toward their score. They can also add their loose cards to your combinations. After your opponent adds any loose cards, only their remaining cards count. Take a look at the cards in this figure to get an idea of how to score after you knock. If you count up all the cards in this figure, you see that your 5 points against the opponent's 28 leaves you with 23 points. If you knock, you don’t get 25 points for going out.
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