Last updated: March 29, 2026
Form your hand into melds of sets and runs, reduce your deadwood, and knock before the CPU does. First to 100 points wins.
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Elwood T. Baker invented Gin Rummy in 1909 in New York, and his son helped him refine the rules before it became a fixture of American card tables in the 1930s. The game distills rummy into a tight two-player duel: you draw, discard, and arrange ten cards into melds until your unmatched cards total 10 points or fewer. Then you knock. A 2019 study in the journal Frontiers in Psychology found that card games requiring working memory and pattern recognition help maintain cognitive flexibility in older adults. Gin Rummy exercises exactly those skills. You track suits, count ranks, and calculate deadwood under time pressure. Start a game in your browser right now and test your hand against the CPU.
You start with the 3, 4, and 5 of clubs in your hand. On your second draw you pick up the 6 of clubs. You now have a four-card run (3-4-5-6 of clubs) worth zero deadwood. You discard a lone King of spades, dropping your deadwood from 23 to 13.
Your deadwood sits at 8 points after a discard. You hold two unmatched face cards and a 6. You could draw again hoping to pair the 6, but your opponent has been discarding low cards all round. You knock now. Their deadwood is 15, so you score 7 points.
You knock with 9 points of deadwood, feeling confident. But your opponent has been quietly building melds and holds only 5 points of deadwood. They undercut you, scoring 4 points plus the 25-point bonus for a total of 29. This is why knocking too early against a patient player is dangerous.
Play Gin Rummy directly in your browser. No download or registration required. Choose from Easy, Medium, and Hard CPU difficulty. The game tracks your score across multiple rounds until someone reaches 100 points. Sort your hand by melds, suits, or rank with one click. The deadwood counter updates live so you always know when you can knock. Works smoothly on desktop, tablet, and phone.
| Version | Difficulty | Players | Typical Time |
|---|---|---|---|
| Gin Rummy (Standard) | Medium | 2 | 5 to 15 min |
| Oklahoma Gin | Hard | 2 | 5 to 15 min |
| Straight Gin | Hard | 2 | 5 to 10 min |
Knocking means you end the round with 10 or fewer deadwood points. Going Gin means all ten cards form complete melds with zero deadwood. Gin awards a 25-point bonus and prevents the opponent from laying off cards.
Yes, when your opponent knocks (but does not go Gin), you may add your unmatched cards to their melds to reduce your deadwood. This can prevent an undercut or reduce the points you lose. You cannot lay off against a Gin hand.
If the stock pile is exhausted and neither player has knocked, the round ends with no score. Some rule variants require the player whose turn it is to knock if able, or the hand is redealt.
Ace is always low. It counts as 1 point for deadwood purposes and can only be used at the bottom of a run (A-2-3 of the same suit). Q-K-A is not a valid run.
The standard game ends when a player reaches 100 points. Some casual variants play to 50 or 150. Tournament play often uses a race to 100 with additional line bonuses for winning multiple hands.
Gin Rummy packs deep strategy into a fast two-player format. Every draw and discard carries information. Every knock is a calculated risk. Whether you prefer the patience of building toward Gin or the aggression of early knocking, the game rewards observation and memory as much as the cards you are dealt. Deal a hand and start playing now.
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