Gin Rummy Rules — How to Play and Keep Score

Gin Rummy is a two-player knock rummy in which only one player ever scores a hand. You build sets and runs, and once the cards you have failed to match are cheap enough you end the hand and bank the difference between your leftovers and your opponent's. The sheet is two columns of running totals with two bonus rows added at the very end, which the rounds template covers cleanly.

Score a game of Gin Rummy →

Overview

Gin Rummy is a two-player knock rummy in which only one player ever scores a hand. You build sets and runs, and once the cards you have failed to match are cheap enough you end the hand and bank the difference between your leftovers and your opponent's. The sheet is two columns of running totals with two bonus rows added at the very end, which the rounds template covers cleanly.

Setup

One standard 52-card deck, no jokers. Deal ten cards each and turn the next card face up beside the stock to start the discard pile. The non-dealer may take that upcard first; if they decline, the dealer may; if both decline, the non-dealer draws from the stock and play begins.

How to play

On your turn draw the top of the stock or the top of the discard pile, then discard one card. Sets are three or four cards of a rank, runs are three or more in sequence in one suit, and every card belongs to at most one meld. Anything left over is your deadwood, counted with aces at 1, face cards at 10 and everything else at face value. When your deadwood is at or below the knock limit you may end the hand by discarding face down and laying out your melds.

Scoring

Once someone knocks, the defender lays out their own melds and may lay off spare cards onto the knocker's melds, lowering their deadwood.

  • Successful knock. The knocker scores their opponent's deadwood minus their own. Knocking with 6 against a defender left on 24 scores 18.
  • Gin. A knocker with no deadwood at all scores the gin bonus, 20 by default, plus the defender's full deadwood. The defender may not lay off against gin, so their count stands as dealt.
  • Undercut. If the defender's deadwood after laying off is equal to or lower than the knocker's, the defender scores the difference plus the undercut bonus, 10 by default. An exact tie therefore pays the defender the bonus alone.
  • Dead hand. If only two cards remain in the stock after a discard and nobody has knocked, the hand is void. Nobody scores and no round is recorded.

When Oklahoma is on, the knock limit is whatever the upcard shows, with an ace meaning gin only. When spade doubling is on and the upcard was a spade, double that hand's whole score including any gin or undercut bonus.

Ending the game

Play stops when either column reaches the target. Then add the box bonus, 20 per hand won, to each player, and give the player who reached the target the game bonus of 100. If the loser never won a single hand, apply the shutout setting. The higher final total wins.

Common variations

Playing to 250 or 500 makes the box bonus matter far more than any individual hand. Some groups let a knocker who is undercut still keep their own melds visible for the next deal, though this is rare.

Scoring at a glance

Who winsFirst to target
Played to100 points by default
Score sheetOne number per player per round, with a running total
Typical round score0 – 100
Negative scoresNever — scores only go up
Worth knowingExactly one player scores each hand. The other records nothing at all, and a hand that ends with the stock exhausted scores for neither player. The column tracks pre-bonus totals only — the box, game and shutout bonuses are settled off the sheet once someone crosses the target.

Gin Rummyscore sheet

House rules and settings

Every table plays Gin Rummy a little differently. These are the 11 rules groups argue about. Each one is a setting in the app — and changing it recalculates a match that is already in progress, which is the thing no other score keeper does.

Play to: what is the default in Gin Rummy?

The game ends as soon as one player's running column reaches this number. Bonuses are added afterwards.

Default: 100. Adjustable from 50 to 500 in steps of 25.

In the app: “Play to”.

Knock at or below: what is the default in Gin Rummy?

The highest total of unmatched cards you may be holding when you decide to end the hand. Set it to zero to force every hand to be played out to gin.

Default: 10. Adjustable from 0 to 15 in steps of 1.

In the app: “Knock at or below”.

Gin bonus: what is the default in Gin Rummy?

Extra points for ending a hand with no unmatched cards at all, on top of everything your opponent is left holding.

Default: 20. Adjustable from 0 to 50 in steps of 5.

In the app: “Gin bonus”.

Undercut bonus: what is the default in Gin Rummy?

Extra points for the defender when the player who ended the hand turns out to be holding as much as or more than they are.

Default: 10. Adjustable from 0 to 50 in steps of 5.

In the app: “Undercut bonus”.

Box bonus: on or off in Gin Rummy?

Pays a fixed amount at the end of the game for every single hand you won, which rewards steady winning over one huge hand.

Default: on.

In the app: “Box bonus”.

Box bonus per hand: what is the default in Gin Rummy?

How much each hand won is worth when the totals are settled at the end of the game.

Default: 20. Adjustable from 5 to 50 in steps of 5.

In the app: “Box bonus per hand”.

Game bonus: what is the default in Gin Rummy?

A single lump sum awarded to whichever player reached the target first.

Default: 100. Adjustable from 0 to 300 in steps of 25.

In the app: “Game bonus”.

Shutout handling: what are the options in Gin Rummy?

What happens when the loser finishes the game without having won a single hand.

Default: Double the game bonus. Three options:

  • Double the game bonus
  • Double the winner's whole score
  • No special treatment

In the app: “Shutout handling”.

Oklahoma knock limit: on or off in Gin Rummy?

Sets the knock limit for each hand from the card turned face up at the start of it, so some hands must be played almost to gin.

Default: off.

In the app: “Oklahoma knock limit”.

Spade upcard doubles: on or off in Gin Rummy?

Doubles the whole score for a hand, bonuses included, whenever the card turned up at the start of it is a spade.

Default: off.

In the app: “Spade upcard doubles”.

Hollywood three games: on or off in Gin Rummy?

Runs three games side by side at once. Your first win is written in the first column, your second in the first two, and everything after that in all three.

Default: off.

In the app: “Hollywood three games”.

Variants of Gin Rummy

Oklahoma Gin

The upcard sets the knock limit for the hand and a spade upcard doubles the result. Usually played to 150.

Hollywood Gin

Three games are tracked at once on a three column sheet, so a single strong run can close out all three.

Straight Gin

Knocking is not allowed at all. Every hand must be played until somebody goes gin.

Gin Rummy is also known as

Gin, Oklahoma Gin, Hollywood Gin. These are the same game — the rules and the score sheet above apply to all of them.

Keep score offline

The sheet above works in your browser. Cardzo for iPhone remembers your players, survives a closed tab, and works in a field with no signal.

Coming to the App Store.