Games

Gin Rummy

The hidden-hand 2-player card game. Build melds, knock when your deadwood drops to 10 or less, or hold for gin and the 25-point bonus — just watch the undercut. Three difficulty levels against me, or 1-on-1 with a friend over a peer-to-peer room.

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Gin Rummy table

Press + New hand below to deal.
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YOU DW —

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About this page

Gin Rummy — the 2-player hidden-hand card game that runs on melds, deadwood, and the gut call to knock vs. push for gin. Each hand is dealt fresh, played turn-by-turn, and scored when somebody knocks. Match scoring is cumulative: hands add up until someone crosses the target. The standard 25-point bonus is paid for going gin, 25 for undercutting a knocker, and a 25-point line bonus plus per-hand box bonuses settle the match at the target line.

The game's history is short and well-documented. Gin Rummy was invented in 1909 at the Knickerbocker Whist Club in New York by Elwood T. Baker, a Whist teacher, and his son C. Graham Baker — a faster, two-player cousin of standard Rummy. The son is the one who landed the name: the way gin paired with rum, their new game paired with Rummy.

The game stayed mostly local to New York for thirty years, then became a Hollywood fad in 1941 — Ingrid Bergman played it between takes on the Casablanca set — and World War II spread it the rest of the way. A 1947 survey by the U.S. playing-card manufacturers' association concluded that as many Americans had learned Gin Rummy during the war as had learned pinochle, cribbage, poker, and bridge combined. The competitive high-stakes era effectively ended in 1970, when a young Stu Ungar beat the reigning champion Harry "Yonkie" Stein 86 games to zero in Hollywood Gin. Action dried up so completely after that — nobody would sit across from Ungar — that he switched to poker, won three WSOP Main Events, and the high-stakes gin circuit never really recovered.

The computer player runs three local heuristic tiers — no search-based AI here, because hidden-information minimax would need information-set sampling that doesn’t earn its keep at casual-play tempo. Easy draws randomly and knocks the moment it can. Medium picks the discard pile when it forms or extends a meld and holds knock until deadwood drops to 5. Hard adds discard-tracking against the visitor and tightens its knock policy against showing patterns.

Nothing leaves your browser. The deck, your hand, your move history, and your per-difficulty stats stay local. Per-difficulty stats are kept in your browser’s localStorage; clearing site data resets them. No accounts, no leaderboards, no telemetry beyond the site-wide page-view counter. Friends-mode rooms use PeerJS Cloud only as a stateless signaling broker — the game state itself runs entirely peer-to-peer over WebRTC, never through a Mungomash-owned server.

How to play

The deal. A standard 52-card deck. Each player is dealt 10 cards. One card is flipped to start the discard pile; the rest form the face-down draw pile. Non-dealer plays first.

Your turn. Two actions, in order: (1) Draw — either the face-down top of the deck or the face-up top of the discard pile. (2) Discard — click a card in your hand to select it, then press the Discard button (or drag-and-drop onto the discard pile). Turn ends.

Melds. A meld is either a set (three or four cards of the same rank, e.g. 7♠ 7♥ 7♦) or a run (three or more consecutive cards of the same suit, e.g. 5♣ 6♣ 7♣). Aces are always low — A♠ 2♠ 3♠ is a run; Q♠ K♠ A♠ is not.

Deadwood. Unmatched cards score against you. Aces count 1, face cards count 10, numbered cards count face value. Your live deadwood total sits below your hand.

Knocking. When your deadwood drops to 10 or less, the Knock button appears. Pressing it ends the hand: your final discard goes to the pile, melds + deadwood are revealed, lay-offs resolve, and scoring is settled. You may knock on your very first turn if dealt a knockable hand.

Gin. Zero deadwood. The Knock button turns into Gin! and pays the 25-point bonus on top of every point in the opponent’s hand. Lay-offs do not apply on gin — the opponent eats their full deadwood.

Undercut. After someone knocks (not gin), the opponent lays off any deadwood that legally extends the knocker’s melds, then totals what’s left. If the opponent’s remaining deadwood is ≤ the knocker’s, the opponent undercuts and scores the difference plus a 25-point bonus. Knock with care.

Scoring. Knock for the difference (opp. deadwood − your deadwood). Gin pays opp. deadwood + 25. Undercut pays (your deadwood − opp. deadwood) + 25, to the opponent. At match-end the winner adds a 25-point line bonus, then both sides add a per-hand box bonus (25 points per hand won during the match).

Wash. If the deck depletes to two cards before either player knocks, the hand ends as a wash — no points are scored on either side. The cards are re-collected and the next hand is dealt (or the match ends if you’re playing a single hand). The card count under the deck turns amber when the stock runs low (5 cards or fewer) and rose-red when the wash is imminent (3 or fewer), so you can see it coming. The strategic implication: late in the hand you have to decide whether to knock with uncomfortable deadwood or push for a smaller deadwood / gin and risk the wash erasing your progress.

Match length. Single hand (one and done), first to 100 (the classic Gin match, default), or first to 250 (long-form).

Difficulty. Easy draws and discards randomly-ish, knocks the moment it can. Medium picks the discard pile when it forms or extends a meld and discards the highest-deadwood non-meld card; knocks at deadwood ≤ 5. Hard adds discard-tracking against the visitor and tightens its knock policy when the opponent is showing knock signs.

Friends mode. Open a room, share the code or QR with a friend, play 1-on-1 over a direct peer-to-peer connection. The host deals hand 1; the deal alternates each hand. Hidden hands stay hidden until knock or gin. No accounts, no app install.

Match — per-hand audit

Scores

Easy 0 hands
No hands yet
0W · 0L · 0G · 0U
Medium 0 hands
No hands yet
0W · 0L · 0G · 0U
Hard 0 hands
No hands yet
0W · 0L · 0G · 0U

W = hands won, L = hands lost, G = gins, U = undercuts. Totals are per-difficulty, cumulative across all matches you’ve played at that level.

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Last refreshed 2026-05-26 by Phobos — added game history to About tab.