Games · Gin Rummy
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.
Controls
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Codes are 4–32 characters: A–Z, 0–9, and dashes.
4–32 characters: A–Z, 0–9, and dashes.
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How does this work?
One player opens a room and shares the code or QR. The other player types the code (or scans the QR, or opens the share link). Direct WebRTC peer connection — no servers between you. School Wi-Fi sometimes blocks peer connections; if it does, switch to cellular. No accounts, no signup — just a display name.
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Gin Rummy table
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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 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).
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.
Scores
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Your record vs. the computer
Stat tracking is unavailable in this browsing mode (private browsing or storage disabled). Gameplay still works for this session.
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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