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DIAOYULEQU

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Gin Rummy

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Game guide · DIAOYULEQU

Play Gin Rummy with the rules at hand

Look at the complete hand before deciding. 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. Before making a move, check the cards in view. 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.

Take a closer look while playing

Look at the complete hand before deciding. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock. Check the relevant controls before continuing.

The challenge in front of you

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. Work at your own pace.

The order of play

  1. The game uses a single 52-card deck with no jokers. Both players receive 10 cards. Aces are low and count 1.
  2. The starting player may take the upcard or pass. If both players pass, the starter must draw from the stock.
  3. Draw one card, then select a different discard when you took from the discard pile. Melds stay in your hand during play.
  4. Choose Knock / Gin with a selected discard. After discarding, deadwood must be 10 or less. Otherwise continue playing.
  5. Against a knock, the defender may group cards and lay off unmatched cards on the knocker’s melds. No layoffs are allowed against Gin.
  6. 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.
  7. 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.

Choosing and moving on screen

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. Take the next action only when the current step is clear. Work at your own pace.

Put the rules into context

A knocker with 8 deadwood against a defender with 5 after layoffs is undercut: the defender scores 25 + 8 − 5 = 28. The same rule applies on a phone and on a computer.

Keep this in mind

Treat this as a chance to practise one rule. 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. The same rule applies on a phone and on a computer.

Further help with the game

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. For a calm first round, focus on one decision. 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. For a calm first round, focus on one decision. Take the next action only when the current step is clear.

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. Keep the active rule in mind. Check the relevant controls before continuing.

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. Take the next action only when the current step is clear.

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. Begin with the objective. The same rule applies on a phone and on a computer.

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. For a calm first round, focus on one decision. The same rule applies on a phone and on a computer.

What happens on a deadwood tie?

Unless the knocker went Gin, a tie is an undercut; the defender scores the 25-point bonus. Work at your own pace. Return to the explanation when a decision is unclear.

Are layoffs automatic?

Yes. The result searches the defender’s legal groups and possible extensions to find the least remaining deadwood. Work at your own pace. Check the relevant controls before continuing.

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. Work at your own pace. The same rule applies on a phone and on a computer.

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