Gin Rummy strategy: deadwood, discards and knocking
Beginner Gin Rummy strategy: keeping deadwood low, reading the discard pile, and choosing when to knock, go gin or wait.

On this page
This guide is for two-player Gin Rummy with 20-point gin and 10-point undercut bonuses, as on our Gin Rummy rules page. For how hands are scored, see the Gin Rummy scoring guide.
Keep your deadwood low
Your target is a hand with 10 or fewer deadwood points, so you can knock. Each turn, ask which card in your hand is least likely to become part of a meld and costs the most points. That is usually your discard.
- Unmatched face cards and tens cost 10 each. Discard them early.
- Aces are only 1 point and can be kept as low deadwood, but they only run one way in this game (A-2-3).
- Unmatched middle cards such as 5s, 6s and 7s are the most flexible, because they fit runs on both sides.
Watch the discard pile
Every card your opponent picks up from the discard pile is a clue. If they take a 7♥, they are likely building a run or set around it. Avoid discarding cards that would extend those groups.
Each card they refuse also tells you something. A card they pass on is probably not helping them.
Take the discard only when it helps
Picking up the top discard shows your opponent one of your cards. Take it when it completes a meld or builds a meld you are close to finishing. Otherwise draw from the stock and keep your plans hidden.
Think about melds early
Aim for hands with overlapping possibilities. A pair of 7s with a 7♠-8♠ pair of spades gives more outs than a hand with separate single cards. Try to hold two or three ways to finish.
When to knock
You can knock with 10 deadwood or less. But a knock is only strong when your opponent is unlikely to beat you.
- Knock early with a low count if your opponent is picking up many discards and is close to a big hand.
- Wait if you are one card away from gin and your opponent shows no signs of being ready. Gin scores their full deadwood plus 20, and no lay-offs are allowed.
- Be careful knocking with 8 to 10 deadwood. After you show your hand, your opponent can lay off cards on your melds, and can undercut you and earn the 10-point bonus.
The stock is running out
If two cards remain in the stock and nobody has knocked, the hand is cancelled without a score. Do not wait until the last moment to knock if you have a good hand.
Match play
The match goes to 100 points, so a few big hands matter more than many small ones. If you are ahead, taking small safe wins is fine. If you are behind, go for gin.
Sources & review
Suggest a correctionContinue learning
Similar games

Blackjack
Blackjack rules for a six-deck, stand-on-soft-17 game: card values, hitting, standing, doubling, splitting, surrender, natural payouts and dealer play.
Also known as 21, Twenty-one

Cribbage
Cribbage rules for two players, with three- and four-player variants: the deal, the crib, the go, and scoring — fifteens, pairs, runs, the 29 hand, skunks and muggins.
Also known as Crib
Rummy
Basic rummy rules: the deal (10, 7 or 6 cards), drawing and discarding, melding sets and runs, laying off on melds, and scoring when someone goes out.
Also known as Straight Rummy, Basic Rummy