The two-player classic, head to head. Build sets and runs, drive your deadwood down to 10 or less and knock — or hold out for gin and the 25-point bonus. Careful: knock into a lower hand and you're undercut. First to 100 takes the match.
Turn —Score 0–0Hand –Stock –Matches won 0
How to play — the exact rules at this table
The table: two seats — you and Bea 🦉. Ten cards each from a standard 52-card deck. Card points: Ace = 1, 2–10 = face value, J/Q/K = 10. The winner of each hand deals the next one; Bea deals the first hand. The match is a race to 100 points.
Melds and deadwood: a meld is a set of 3–4 cards of one rank, or a run of 3+ cards of one suit in sequence. Aces are low only (A-2-3 is a run; Q-K-A is not). Cards that fit no meld are deadwood, and your deadwood is always counted at the best possible arrangement of your hand — the gold-banded cards in your fan are the ones currently melded. You never lay melds down during play; they only count when a hand ends.
The upcard offer: the dealer turns one card up to start the discard pile. The non-dealer may take it or pass; then the dealer may take it or pass. If both pass, the non-dealer draws first and play begins.
Your turn: draw one card — the top of the stock or the face-up top of the discard pile — then end your turn by discarding one card face-up. You may not discard the card you just took from the discard pile this turn (a stock draw can always be discarded).
Knocking: after you draw, if discarding a card would leave you with deadwood of 10 or less, you may knock instead of discarding plainly: tap the card you want to throw, then tap 🔔 Knock. The hand ends and both hands are scored.
Gin: if that discard leaves you with zero deadwood, that's gin — tap 🌟 Gin! You score a 25-point bonus plus all of the defender's deadwood, and the defender may not lay off. Big Gin: if all 11 cards in your hand form melds before you discard, you may declare Big Gin instead — a 31-point bonus plus the defender's deadwood, again with no layoff.
Laying off: against a knock (never against gin), the defender first lays off any deadwood cards that extend the knocker's melds — a card of the knocker's set rank, or a card continuing one of their runs at either end, chaining if a laid-off card opens the next spot. Only what remains counts as the defender's deadwood.
Scoring the hand: if the defender's deadwood (after laying off) is higher than the knocker's, the knocker scores the difference. If it ties or is lower, the knocker is undercut: the defender scores the difference plus a 10-point undercut bonus. Against gin there is no undercut — gin always wins its hand.
Out of stock: if a plain discard leaves only 2 cards in the stock and nobody has knocked, the hand is a draw — no points, and the same dealer deals again.
The match: first to 100 hand points wins. The traditional settlement is shown at match end for the record: the winner adds a 100-point game bonus plus the final margin, and the whole tally is doubled on a shutout (loser still at 0). 💡 Tap the hint button any time for a suggested play. Sound is off by default — tap 🔊 to enable.
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Gin Rummy
Ten cards each, one upcard, and a race to melt your deadwood. Knock at 10 or less, go gin for +25 — but if Bea's deadwood ties or beats yours, you're undercut. First to 100 wins the match.
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About Gin Rummy
Gin Rummy is the definitive two-player card game — invented in 1909, perfected in Hollywood card rooms, and still the purest duel in the deck. Ten cards, one upcard, and a single tension running through every turn: knock early for a handful of safe points, or hold out for gin and the big bonus while your opponent does the same math across the table? Our free online Gin Rummy plays the full game against Bea 🦉, a regular who counts her deadwood honestly, takes upcards only when they pay, plays safe on the sharp table — and will absolutely undercut a greedy knock.
The rules at this table are one clean, documented set: knock at deadwood 10 or less, gin pays a 25-point bonus, big gin (all eleven cards melded) pays 31, the defender lays off against a knock but never against gin, and an undercut — defender ties or beats the knocker — pays the defender the difference plus 10. Your deadwood is always counted at your hand's best possible arrangement, and the gold-banded cards in your fan show exactly which cards are melded, so the knock decision is always yours to make with open eyes. First to 100 takes the match.
Quick tips
Watch the gold bands. Your deadwood number is the whole game — know it before every draw, and know what each upcard does to it before you take it.
Early hands, knock fast. A knock at 7 in the first few turns banks points before Bea's hand matures; late in the hand, a 10-point knock is asking to be undercut.
Remember what Bea takes. A rank she pulled from the pile is a rank she's building around — on the sharp table she plays the same respect back at you.
Dead cards are gold. A discard rank whose mates are all visible (discarded or in your hand) can never complete anyone's meld — throw those first when you're shedding points.
Frequently asked questions
Is online Gin Rummy free here?
Yes — free in your browser, no download, no signup, and no account needed.
What's the difference between knocking and gin?
Knocking ends the hand with deadwood of 10 or less and scores only the difference between the two hands — and the defender gets to lay off cards onto your melds first, and wins the hand outright if their deadwood ties or beats yours (the undercut). Gin is zero deadwood: it always wins, pays a 25-point bonus plus all the defender's deadwood, and the defender can't lay off a single card.
What is Big Gin?
If all eleven cards in your hand form melds after you draw — before discarding — you may declare Big Gin instead of discarding. It pays a 31-point bonus plus the defender's deadwood, with no layoff, just like gin.
How does the match end?
Hand points accumulate across hands and the first player to 100 wins the match. The traditional settlement (a 100-point game bonus plus the margin, doubled on a shutout) is tallied on the final screen for the record.
Enjoying Gin Rummy? Try our flagship Castaway VR™ — a WebXR fishing game that runs the same browser-VR tech behind virtual date worlds — or browse all 55 arcade games.