Gin Rummy

Number of Players: 2 or more
Type of Dominoes Used: CARDominoes
Requirements: One set of 52 CARDominoes with Jokers removed.

The Ace is ranked low as 1 and is the bottom of the suits under the 2. The rest are ranked as normal like all other games with the King being the highest, but the ace the lowest. For scoring purposes, Face CARDominoes and the 10s count as 10 points. All others count their numerical value on each CARDomino, i.e. 4 = 4, 9 = 9, etc.

Players: Basic Gin Rummy is for two players. It can be adapted for any larger even number by dividing players into two equal sides, and holding separate but simultaneous games between pairs of players using another set of CARDominoes. As the games evolve and finish, the winners of one pair plays the winners of the others and keep running scores for the outing for a grand total at the end. The losers play the losers. Play is until a set time or total score is reached.

Objective: Each player tries to meld his CARDominoes into groups of sequences, i.e. groups of 3 or more of the same denomination, like 3 or more Queens or 3 or more Fours, or 3 or more of any sequence of the same suit like the 9, 10, Jack of Clubs. However, it is possible for a player to win a hand without melding all his cards.

Choice of First Dealer: Each player flips one CARDomino face up. The player turning the highest CARDomino has his choice to deal first or not.

Shuffle: Place all CARDominoes face down and shuffle by mixing and rotating them around in a disorganized pile.

Deal: Each player draws 10 facedown CARDominoes from the pile and stands them on their sides or ends facing himself. The player who shuffles draws his last. Then turn one CARDomino face up from the pile and that becomes the first CARDomino of the discard pile. The remaining CARDominoes are placed face down on the table alongside the up CARDomino to form the stock pile.

Start of Play: The non-dealer decides whether or not he wants the up card for his hand. If he decides not to take it, the dealer has the option of taking it. If the dealer does not want it, then the non-dealer must draw a CARDomino from the stock pile. Whichever player takes a card must then discard one and turn it face-up to be a choice for the other player should he want it as his turn. Every time a CARDomino is discarded it should be left face up and the previous discarded CARDomino should be tuned face down in a discard pile and kept separate from the stock pile.

Turn of Play: In subsequent turns a player takes a CARDomino from either the up CARDomino in the discard pile or one from the stock pile, and then discards. Players do not show their melded hand until one player ends the hand by "going gin" or "knocking."

Going Gin: A player goes gin if he can meld all 10 of his cards in matched sets and sequences. He declares this when it is his turn, and lays all his CARDominoes face up on the table. His opponent may then lay down his own melds, but may not improve his hand by laying off any cards onto the winner's melds.

Knocking: An alternative way of going out. It may be done if the unmatched cards - deadwood - in a player's hand add up to 10 points or less. A player can knock only when it is his turn. He draws a card in the usual way, knocks on the table, and discards one CARDomino face down. He then lays out all his remaining hand face up on the table, grouping them into melds and unmatched cards. His opponent must then, without drawing, lay out his cards on the table. Cards should be grouped into melds and unmatched cards, but the opposing player also has the opportunity of laying off cards onto the knocker's melds to extend sequences or matches. This helps that player get rid of some of his deadwood so as to not count against him. Each player's deadwood cards are then totaled, and the totals compared.

Scoring a Hand: (1) If a player goes gin he gets a 25-point bonus in addition to the value of his opponent's deadwood (CARDominoes that do not complete a sequence or a match of 3). (2) If a player knocks and his deadwood count is less than his opponent's, the knocker wins the hand and his score is the difference between the two counts. (3) If a player knocks and his opponent's deadwood count is lower than or the same as his own, the opponent has "undercut" the knocker and wins the hand. For this he scores a 25-point bonus as well as any difference between the deadwood counts.

No Game: The last two tiles in the stock pile may not be drawn. If the player who draws the fiftieth CARDomino is unable to go gin or knock, the hand is a tie and no points are scored. The same dealer deals for the next hand.

Box: A running total is kept of each player's score. When a player wins a hand, a horizontal line called a box is drawn under his score.

Game Score: The first player to score 100 or more points ends the game and has 100 points added to his score. If his opponent has failed to win a hand, the winner then doubles his score (including the 100 point bonus). Finally, for every hand a player has won - as shown by the boxes in his running score - he receives an additional 25-point bonus.

© 2016 The American Domino Company
Back To Top