Game guide · SYXDBZ
Follow the steps for Gin Rummy
Before making a move, check the cards in view. Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Return to the explanation when a decision is unclear. Look at the complete hand before deciding. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1. Check the relevant controls before continuing.
Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally.
A small practice goal
Before making a move, check the cards in view. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. The same rule applies on a phone and on a computer.
What counts as success
Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Take the next action only when the current step is clear. Begin with the objective.
Work through the instructions
- The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1.
- The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock.
- Draw one card, then select a different discard when you took from the discard pile. Melds stay in your hand during play.
- Choose Knock / Gin with a selected discard. After discarding, deadwood must be 10 or less. Otherwise continue playing.
- Against a knock, the defender may group cards and lay off unmatched cards on the knocker’s melds. No layoffs are allowed against Gin.
- Gin earns 25 plus defender deadwood. A successful knock earns the difference. A defender with an equal or lower count undercuts for 25 plus the difference.
- The first player to reach 100 points wins this match. There are no additional line or end-of-match bonuses. A stock reduced to two cards ends a non-knocking hand with no score.
How to use the controls
Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Check the relevant controls before continuing. Work at your own pace.
Learn from a sample situation
A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. Use another round to revisit a decision.
Pay attention to this rule
Look at the complete hand before deciding. Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. Take the next action only when the current step is clear.
Read these answers for extra help
What is the aim?
Build sets and same-suit runs in a ten-card hand, then knock with 10 or fewer deadwood points or go Gin with none. Keep the active rule in mind. Return to the explanation when a decision is unclear.
How do I use the controls?
Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Keep the active rule in mind. Use another round to revisit a decision.
Which format is available?
Two-player game against a computer. Fixed house scoring: 25-point Gin and undercut bonuses; first to 100, no line/game bonus. The starting player alternates each hand. Big Gin is not included. Current hands save locally. Work at your own pace. The same rule applies on a phone and on a computer.
What should I check before a move?
Q–K–A is not a Gin run: Aces are low. A defender cannot lay off against Gin, and a picked-up discard cannot be returned on the same turn. Keep the active rule in mind. Return to the explanation when a decision is unclear.
Can you give an example?
A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. A clear plan starts with the current position. Take the next action only when the current step is clear.
When may I knock?
After drawing, select the card you would discard. The remaining 10 cards must have no more than 10 deadwood points. Before making a move, check the cards in view. Return to the explanation when a decision is unclear.
How much is an Ace?
An Ace is worth 1 and only starts a run: A–2–3 is valid, Q–K–A is not. A clear plan starts with the current position. Check the relevant controls before continuing.
What happens on a deadwood tie?
Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. Before making a move, check the cards in view. Take the next action only when the current step is clear.
Are layoffs automatic?
Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. A clear plan starts with the current position. Use another round to revisit a decision.
Can a hand end without a winner?
Yes. When the stock is reduced to two and the active player ends the turn without knocking, the hand has no score. Take a moment to read the table. Check the relevant controls before continuing.