Basic Gin Rummy Beginner Rules
If you are new to the game of Gin Rummy I will try to help you get a better understanding of it with some basic Gin Rummy Rules. Gin Rummy is the most popular version of Rummy (and Rummy is the third most popular game in the world, so you can imagine how many people play Gin Rummy). Gin Rummy is played by two to four players, and all you will need is a deck of cards.
After you read through the Gin Rummy rules below you can test out your Gin Rummy skills over the internet. My favorite place to play Gin Rummy online is Rummy Royal. More details about Rummy Royal are found on the homepage of our site!

Okay, the first thing you will need to know about the Gin Rummy rules is what each card is worth. A standard 52 card deck is used, with the Aces being the lowest and King being the highest. Aces are worth one point, each number is worth its value (ex. 5 is worth five points), and the face cards are all ten points as well.
Gin Rummy is played by two to four players, and the object of the game is to be the first player to lay down “melds” with all of the cards in his or her hand. Additionally, in Gin Rummy the second objective is to try and lower the amount of “deadwood” to a minimum.
For those unaware of the Gin Rummy terms mentioned in the above paragraph:
Meld – either a run or a set. A run is three or more consecutive cards from the same suit. A set is three or more cards with the same rank.
Deadwood – cards you have in your hand that cannot be melded into any set or run in your hand or on the table.
A players turn consists of two basic moves. The first is drawing the top card of the deck or discard pile, and throwing a card that has low value to you to the player's hand. The result of a Gin Rummy game is always found out in the very last section of the Rummy game. The game can end in three different ways:
Gin – one player makes valid melds from all of the cards in their hand and discards the last card to the knock area. The opponents deadwood count will determine the penalty points they receive.
Knock – a player makes valid melds from the majority of the cards in their hand (without a deadwood count of over 10). The turn must end with throwing one card into the knock area.
Undercut – when another player knocks, each opponent has a chance top add cards to the knockers melds. If an opponent manages to end the game with a lower deadwood score than the player who knocked they are declared winder by undercut.