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January 5, 2008, 1:28 pm
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Rummy Royal gives players a comfortable feeling in a relaxed, fun
atmosphere, where you can play for free as long as you want or play
for real money.
Gin rummy card game is a classic skill-based card game that leaves
much room for
personal rummy strategy. The following tips can be seen as a list of
basic guidelines that can help unravel some of the game's basic
elements that incorporate the use of skill.
A single standard deck of 52 cards is used in Gin rummy card game.
determines certain aspects of the game as well as dictates some
guidelines you want to pay attention to.
First, since only one deck of cards is being used, in case a card you
need has been discarded onto the discard pile while you cannot pick
up, note that it is not likely to show up again in this round.
Therefore, you might want to reconsider your melding strategy
In addition, a Gin Rummy round is usually over after half way through
the deck, therefore, at this stage you might want to get rid of any
high cards that do not match any of your melds to reduce your
When drawing cards, it is advisable that you pick up cards from the
stock pile rather than the discard pile. This way your opponents will
have a much harder time keeping track of the cards in your hand.
Another good reason to draw cards from the stock pile is related to
the hands of your opponents. Since the cards discarded onto the
discard pile are cards your opponents do not need, by picking up
from the stock pile you may be preventing them from completing melds.
Pay attention to the cards your opponent draw from the stock pile so
you can avoid throwing them cards they need to complete their melds.
To reduce their deadwood count, many players choose to avoid picking
up card of high value. You can use this opportunity to form melds out
of these cards easily.
In a multi-round Gin Rummy game catching your opponents off guard by
knocking early during a round will pay off more than waiting for Gin
in the long run.
* In both ring games and tournaments, it is advisable that you knock
early to avoid the risk of undercut.
In case you achieved a significant advantage over your opponents
during previous rounds, it is best to avoid any further risks, and so
to maintain the current score status.
When forming melds you want to go for 4 card sets rather consecutive
runs, to prevent your opponents from laying off their unmatching
at the end of the round.
When it comes to ring games, the points are not accumulated after
round is over, and so it is advisable you go for a gin rather thank
knock, since this move pays more.
Gin rummy (or Gin for short) is a simple and popular two-player card
game created by Elwood T. Baker in 1909. Gin, which evolved from
century Whiskey Poker (according to John Scarne), was created with
intention of being faster than standard rummy, but not as spontaneous
as knock rummy.
Gin is played with a standard 52-card pack of playing cards. Aces are
played only as low; the ranking from low-to-high is
The objective in Gin Rummy is to score more points than your
The basic game strategy is to improve one's hand by forming melds and
eliminating deadwood. Two types of melds exist:
Sets of 3 or 4 cards sharing the same rank. For example, 8=A2=BE-8=A2=C0-8=
Runs of 3 or more cards in sequence, of the same suit. For example,
A player's "deadwood" cards are those not in any meld. His deadwood
count is the sum of the point values of the deadwood cards-- aces are
scored at 1 point, face cards at 10, and others according to their
numerical values. Intersecting melds are not allowed; therefore, if a
player has a 3-card set and a 3-card run sharing a common card, he
only count one of them and must count two cards as deadwood.
Dealership alternates from round to round (the dealer to the first
round is usually determined by cutting the deck; low card deals). The
dealer deals a ten-card hand to his opponent and himself. The 21st
card, the upcard, is placed face-up in a central location known as
discard pile. The remainder of the pack, placed face down next to the
discard pile, is called the stock pile.
The non-dealing player has the option of taking the upcard and
first. If he or she does not, the option to take the upcard passes to
the dealer. If the dealer does not want the upcard, play proceeds
the non-dealing player taking a card from the stock pile.
In standard Gin, a player may not knock unless he has 10 or fewer
points of deadwood. He must knock if he has 0 points of deadwood
(known as going Gin or having a Gin hand).
The knocking player lays his hand out with the melds clearly
indicated, and deadwood separated. The other ("defending") player is
then entitled to lay off any of his deadwood cards that fit into the
knocking player's melds.
For example, the knocking player has a meld of three Kings. The
defending player has a King as part of his deadwood. He can lay off
that King, reducing his deadwood count by ten.
If the knocking player has gone gin, however, the defending player is
not allowed to lay off.
It is worth noting that the amount of points awarded for bonuses may
vary from region to region. No matter what the bonus amounts are,
points are scored in Gin for the following:
Knock Points - after a player knocks, and the lay offs are made, the
knocking player receives a score equal to the difference between the
two hands. For example, if a player knocks with 8, and the defender
has 10 deadwood points in their hand after laying off, the knocking
player receives 2 points for the hand.
Gin Bonus - after going Gin, a player receives a bonus of 25 points
plus the entire count of deadwood in their opponent's hand. There is
no chance to lay off when a player goes Gin.
UnderCut - (sometimes called underknocking) occurs when the defending
player has a lower deadwood count than the knocking player. In this
case, the defender scores an undercut bonus of 25 points plus the
difference between the two hands.
Game Bonus - once a player has acquired 100 points (or some other
agreed upon number) the match is over, and that player receives a
Bonus of 100 points.
Line Bonus - (also known as a box bonus) is added at the end of the
match. For every hand a player won during the match, 25 points is
added to their score.
Shutout Bonus - if a match is completed with the winner having won
every hand, the points for each hand are doubled before adding the
In this popular version of Gin Rummy, the value of the first upcard
used to determine the miniumum count at which players can knock. If
the upcard is a face card, players can knock at 10 or under. If the
upcard is an Ace, there will be no knocking allowed, and players must
play for Gin. If the upcard is a number card, players need that
or less in order to knock. If the upcard is a Spade, the hand will
count for double.
This is a scoring style, not a rules change to the game of Gin. In
Hollywood Gin scoring is kept for three different games at the same
time. A player's first win will be recorded in their column in Game
One. A player's second win will be recorded in their columns for both
Game One and Game Two. Their third win will be recorded in their
column for all three games.
Hands are played until all three games are finished.
When a single match is to be played, the players will continue to
rounds until one player has 100 points or more. This player wins the
In multi-match games, 'match scores' are reset to zero with the start
of each match whilst the 'game scores' accumulate until a
predetermined winning score is reached - perhaps 500 or higher. Each
individual match ends when one player scores 100 match points. At the
end of the match, players' match scores are credited toward their
scores, as well as:
25 game points for each individual round won,
100 game points to the winner of the match, and
100 bonus game points to the match winner if the loser won no rounds
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