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Gin rummy card game
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ccssales@gmail.com - 05 Jan 2008 13:31 GMT Gin rummy card game
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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
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ccssales@gmail.com - 16 Jan 2008 15:16 GMT Gin Rummy
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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/
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