Build runs and sets, shed your deadwood, and knock before your opponent. A focused two-player classic for long evenings anywhere.
Two players use a 52-card deck. Deal ten cards each, turn one card up for the discard pile, and leave the rest as stock.
Create sets of 3–4 equal ranks and runs of 3 or more consecutive cards in one suit. Unmatched cards are deadwood.
This version: knock at 10 deadwood or less, gin bonus 25, play to 100.
| Event | Points |
|---|---|
| Card values | Ace 1, number face value, face cards 10 |
| Successful knock | Difference in deadwood |
| Gin | 25 + opponent's deadwood |
| Undercut | 25 + difference |
| Goal | First to 100 |
Avoid revealing too much through discard pickups, track unavailable cards, and weigh undercut risk before knocking with 8–10 deadwood.
The video explains the rules in English. Check your table's house rules before you begin.
Oklahoma Gin, round bonuses, and Big Gin are common alternatives. Agree on bonuses and target score first.
Nothing up your sleeve—just legal moves that make everyone wonder when you got so sharp.
Unmatched kings and queens cost ten points each.
A card taken from the discard pile reveals exactly what interested your opponent.
A quick low knock can be safer than waiting too long for gin.
Middle ranks connect to more possible runs.
Cards related to ranks and suits your opponent rejected are often safer.
Gin Rummy is designed for two; standard Rummy suits larger groups.
No. A-2-3 works, Q-K-A does not.
With only two stock cards left and no knock, the hand is a draw.
Rules reviewed on 24 September 2026. House rules vary; this page describes one clear standard version.
Deal ten cards each and see who calls gin first.