Home | Contact Us | FAQ | Search & Site Map | Link to Us
Sign In | Join | Other 45 Sites in Network
Home
Discussion Groups
General
GeneralCardiologyVisionDentistryPharmacyLaboratoryNutritionAlternative
Diseases and Disorders
AIDSAlzheimer'sArthritisAsthmaCancerBreast CancerDiabetesEpilepsyGlaucomaHepatitisHerpesLupusProstate BPHProstate CancerProstatitisSinusitisTinnitus

Medical Forum / General / Vision / January 2008

Tip: Looking for answers? Try searching our database.

Gin rummy card game

Thread view: 
Enable EMail Alerts  Start New Thread
Thread rating: 
ccssales@gmail.com - 05 Jan 2008 13:31 GMT
Gin rummy card game

Rummy Royal gives players a comfortable feeling in a relaxed, fun
atmosphere, where you can play for free as long as you want or play
for real money.

http://www.rummyroyal.com/1-698-259-1-23481

Gin rummy card game is a classic skill-based card game that leaves
much room for
personal rummy strategy. The following tips can be seen as a list of
basic guidelines that can help unravel some of the game's basic
elements that incorporate the use of skill.
A single standard deck of 52 cards is used in Gin rummy card game.
This
determines certain aspects of the game as well as dictates some
guidelines you want to pay attention to.

First, since only one deck of cards is being used, in case a card you
need has been discarded onto the discard pile while you cannot pick
it
up, note that it is not likely to show up again in this round.
Therefore, you might want to reconsider your melding strategy
accordingly.

In addition, a Gin Rummy round is usually over after half way through
the deck, therefore, at this stage you might want to get rid of any
high cards that do not match any of your melds to reduce your
deadwood
count.

When drawing cards, it is advisable that you pick up cards from the
stock pile rather than the discard pile. This way your opponents will
have a much harder time keeping track of the cards in your hand.
Another good reason to draw cards from the stock pile is related to
the hands of your opponents. Since the cards discarded onto the
discard pile are cards your opponents do not need, by picking up
cards
from the stock pile you may be preventing them from completing melds.

Pay attention to the cards your opponent draw from the stock pile so
you can avoid throwing them cards they need to complete their melds.

To reduce their deadwood count, many players choose to avoid picking
up card of high value. You can use this opportunity to form melds out
of these cards easily.

In a multi-round Gin Rummy game catching your opponents off guard by
knocking early during a round will pay off more than waiting for Gin
in the long run.

* In both ring games and tournaments, it is advisable that you knock
early to avoid the risk of undercut.

In case you achieved a significant advantage over your opponents
during previous rounds, it is best to avoid any further risks, and so
to maintain the current score status.

When forming melds you want to go for 4 card sets rather consecutive
runs, to prevent your opponents from laying off their unmatching
cards
at the end of the round.

When it comes to ring games, the points are not accumulated after
each
round is over, and so it is advisable you go for a gin rather thank
knock, since this move pays more.

Gin rummy (or Gin for short) is a simple and popular two-player card
game created by Elwood T. Baker in 1909. Gin, which evolved from
18th-
century Whiskey Poker (according to John Scarne), was created with
the
intention of being faster than standard rummy, but not as spontaneous
as knock rummy.

Gin is played with a standard 52-card pack of playing cards. 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.

The objective in Gin Rummy is to score more points than your
opponent.

The basic game strategy is to improve one's hand by forming melds and
eliminating deadwood. Two types of melds exist:

Sets of 3 or 4 cards sharing the same rank. For example, 8♥-8♣-8♠.

Runs of 3 or more cards in sequence, of the same suit. For example,
3♥-4♥-5♥-6♥-7♥.

A player's "deadwood" cards are those not in any meld. His deadwood
count is the sum of the point values of the deadwood cards-- aces are
scored at 1 point, face cards at 10, and others according to their
numerical values. Intersecting melds are not allowed; therefore, if a
player has a 3-card set and a 3-card run sharing a common card, he
can
only count one of them and must count two cards as deadwood.

Dealership alternates from round to round (the dealer to the first
round is usually determined by cutting the deck; low card deals). The
dealer deals a ten-card hand to his opponent and himself. The 21st
card, the upcard, is placed face-up in a central location known as
the
discard pile. The remainder of the pack, placed face down next to the
discard pile, is called the stock pile.

The non-dealing player has the option of taking the upcard and
playing
first. If he or she does not, the option to take the upcard passes to
the dealer. If the dealer does not want the upcard, play proceeds
with
the non-dealing player taking a card from the stock pile.

In standard Gin, a player may not knock unless he has 10 or fewer
points of deadwood. He must knock if he has 0 points of deadwood
(known as going Gin or having a Gin hand).

The knocking player lays his hand out with the melds clearly
indicated, and deadwood separated. The other ("defending") player is
then entitled to lay off any of his deadwood cards that fit into the
knocking player's melds.

For example, the knocking player has a meld of three Kings. The
defending player has a King as part of his deadwood. He can lay off
that King, reducing his deadwood count by ten.

If the knocking player has gone gin, however, the defending player is
not allowed to lay off.

It is worth noting that the amount 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:

Knock Points - after a player knocks, and the lay offs are made, the
knocking player receives a score equal to the difference between the
two hands. For example, if a player knocks with 8, and the defender
has 10 deadwood points in their hand after laying off, the knocking
player receives 2 points for the hand.

Gin Bonus - after going Gin, a player receives a bonus of 25 points
plus the entire count of deadwood in their opponent's hand. There is
no chance to lay off when a player goes Gin.

UnderCut - (sometimes called underknocking) occurs when the defending
player has a lower deadwood count than the knocking player. In this
case, the defender scores an undercut bonus of 25 points plus the
difference between the two hands.

Game Bonus - once a player has acquired 100 points (or some other
agreed upon number) the match is over, and that player receives a
Game
Bonus of 100 points.

Line Bonus - (also known as a box bonus) is added at the end of the
match. For every hand a player won during the match, 25 points is
added to their score.

Shutout Bonus - if a match is completed with the winner having won
every hand, the points for each hand are doubled before adding the
Line Bonus.

Oklahoma Gin

In this popular version of Gin Rummy, the value of the first upcard
is
used to determine the miniumum count at which players can knock. If
the upcard is a face card, players can knock at 10 or under. If the
upcard is an Ace, there will be no knocking allowed, and players must
play for Gin. If the upcard is a number card, players need that
number
or less in order to knock. If the upcard is a Spade, the hand will
count for double.

Hollywood Gin

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.

Hands are played until all three games are finished.

Single match

When a single match is to be played, the players will continue to
play
rounds until one player has 100 points or more. This player wins the
match.

Multi-match

In multi-match games, 'match scores' are reset to zero with the start
of each match whilst the 'game scores' accumulate until a
predetermined winning score is reached - perhaps 500 or higher. Each
individual match ends when one player scores 100 match points. At the
end of the match, players' match scores are credited toward their
game
scores, as well as:

25 game points for each individual round won,

100 game points to the winner of the match, and

100 bonus game points to the match winner if the loser won no rounds

http://www.rummyroyal.com/1-698-259-1-23481

6533  gin rummy
3193  rummy
1727  rummy rule
1198  gin rummy rule
995  how to play gin rummy
972  rummy 500
959  michigan rummy
780  rummy card game
713  how to play rummy
602  rummy online
528  rummy game
498  rummy cube
467  rummy royal
404  rummy 500 rule
349  shanghai rummy
329  yahoo free gin rummy
329  gin rummy online
305  free gin rummy
276  play gin rummy online
249  michigan rummy game
242  gin rummy game
242  rummy royal game
234  free rummy 500 online
231  how to play rummy 500
228  rummy o
222  liverpool rummy
214  michigan rummy rule
211  rummy tile
200  rummy roots
197  play rummy online
192  rummy q
188  yahoo gin rummy
185  rummy 7 card game rule
184  contract rummy
184  progressive rummy
176  free gin rummy game
174  rummy 500 online
163  gin java play rummy
158  free online rummy
156  free rummy game
152  shanghai rummy rule
147  mystery rummy
145  rummy card game rule
116  card game rule gin rummy
112  free rummy
104  free online gin rummy
103  gin rummy card game
102  play rummy 500 online
100  rummy nose tetra
98  game rummy cube
97  liverpool rummy rule
93  canasta card fun game rummy
93  how to play the card game rummy
88  rummy 500 online card game
87  game gin online rummy yahoo
86  joker rummy
84  tile rummy game
83  crazy rummy
82  international rummy
77  card game how to play rummy 500
74  free gin rummy card game
74  rummy o rule
71  back door yahoo gin rummy
70  online rummy game
69  rummy o game
69  gin play rummy win
67  card game shanghai rummy rule
66  free download of rummy 500
66  krazy bee rummy
64  michigan rummy card game
64  card game root rummy
64  free gin rummy download
64  game gin line rummy yahoo
64  rummy instructions
63  free online gin rummy game
62  how to play rummy royal
61  free online rummy card game
61  carioca rummy
60  gin rummy download
60  progressive rummy rule
59  500 rummy card game
58  rummy 500 card game rule
57  gin rummy card game online
55  royal rummy game board
55  royale rummy
54  free rummy 500 game
52  card game progressive rummy
51  free online rummy game
50  animal rummy
50  rummy russian
49  michigan rummy board game
49  you play the card game gin rummy
48  rummy game rule
48  rule for playing rummy
47  online card game rummy
47  uno rummy up
46  100 point rule rummy
46  card game online play rummy
46  shanghai rummy card game
46  rummy cube rule
ccssales@gmail.com - 16 Jan 2008 15:16 GMT
Gin Rummy

http://www.casino-yz.com/

Introduction
Gin Rummy is one of the most popular forms of rummy. The game is
generally played by two players, each receiving ten cards. An article
by David Parlett on the History of Gin Rummy has been published on the
Game Account site.

Note: I have been told that among some players the name Gin Rummy in
fact refers to not to the game described below, but to the game which
is called 500 Rum on this web site.

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

Ace 2 3 4 5 6 7 8 9 10 Jack Queen King.
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 Deal
The first dealer is chosen randomly, and the turn to deal alternates
between the players. Each player is dealt ten cards, one 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.

Object of the Game
The object of the game is to collect a hand where most or all of the
cards can be combined into sets and 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.

Play
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 discard pile, and adding it to your
hand. The discard pile is face up, so you can see in advance what you
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.

Knocking
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. and 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
oppponent'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.

Scoring
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.

Variations
Some players begin the game differently: the non-dealer receives 11
cards and the dealer 10, and no card is turned up. 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. The Game Colony Rules allow it in one specific situation -
"action on the 50th card". When a player takes the third last card of
the stock and discards without knocking, leaving two cards in the
stock, the other player has one final chance to take the discard and
knock. In this position, this same card can be discarded - if it does
not improve his hand, the player simply turns it over on the pile to
knock.

Some people play that the bonus for going gin is 25 (rather than 20)
and the bonus for an undercut is 20 (rather than 10). Some play that
the bonus for an undercut, the bonus for going gin, and the box bonus
for each game won are all 25 points.

Some play that if the loser failed to score during the whole game, the
winner's entire score is doubled (rather than just doubling the 100
game bonus to 200).

A collection of variations submitted by readers can be found on the
Gin Rummy Variations page.

Oklahoma Gin
In this popular variation the value of the original face up card
determines the maximum count of unmatched cards with which it is
possible to knock. Pictures denote 10 as usual. So if a seven is
turned up, in order to knock you must reduce your count to 7 or
fewer.

If the original face up card is a spade, the final score for that deal
(including any undercut or gin bonus) is doubled.

The target score for winning Oklahoma Gin is generally set at 150
rather than 100.

Some play that if an ace is turned up you may only knock if you can go
gin.

Some play that a player who undercuts the knocker scores an extra box
in addition to the undercut bonus. Also a player who goes gin scores
two extra boxes. These extra boxes are recorded on the scorepad; they
do not count towards winning the game, but at the end of the game they
translate into 20 or 25 points each, along with the normal boxes for
hands won. If the up-card was a spade, you get two extra boxes for an
undercut and four extra boxes for going gin.

Playing with 3 or 4 Players.
When three people play gin rummy, the dealer deals to the other two
players but does not take part in the play. The loser of each hand
deals the next, which is therefore played between the winner and the
dealer of the previous hand.

Four people can play as two partnerships. In this case, each player in
a team plays a separate game with one of the opposing pair. Players
alternate opponents, but stay in the same teams. At the end of each
hand, if both players on a team won, the team scores the total of
their points. If one player from each team won, the team with the
higher score scores the difference. The first team whose cumulative
score reaches 125 points or more wins.

Other Gin Rummy pages
The Gin Rummy Association's Gin Rummy Tournaments page has information
about forthcoming Gin Rummy events, including regular live tournaments
in Las Vegas, and the site includes a summary of the rules used in
these tournaments.

The Rummy Talk site provides Gin Rummy rules, advice, example deals
with commentary and a forum.

The Gin Rummy pages of Rummy-Games.com give rules for many Gin Rummy
variants, plus reviews of Gin Rummy software and online games.

Another set of Gin Rummy rules can be found at Rummy.com.

A comprehensive set of rules for Gin Rummy in German can be found on
Roland Scheicher's Gin Rummy page.

Some variants of Gin Rummy are described on Howard Fosdick's site.
http://www.casino-yz.com/
 
Sign In
Join
My Latest Posts
My Monitored Threads
My Blog
My Photo Gallery
My Profile
My Homepage

Start New Thread
Enable EMail Alerts
Rate this Thread



©2008 Advenet LLC   Privacy Policy - Terms of Use
This website includes both content owned or controlled by Advenet as well as content owned or controlled by third parties.