This is a variant of the Rummy card game, except that during the game, your cards must be face down, and you cannot let your opponent see your cards. To play Gin Rummy, you need to learn how to deal cards, form sets and runs, and score points.
Method 1: Dealing Cards

1. Two players compete. It is best for two people to play Gin Rummy together. However, if there are three people, one person can be responsible for dealing cards without joining the game. After that, the three of you can take turns dealing cards.
• If there are four players, they can be divided into two teams to play. Alternatively, you can play in teams, and after the game ends, add up your scores with your teammate to see if your total score exceeds that of your opponents.
2. Use 52 standard cards. If there are jokers in the deck, remove them and do not use them. Note that in this game, the Ace is the lowest card (worth one point), while the Jack, Queen, and King are the highest cards (each worth ten points).

3. Draw cards to determine the dealer. With the cards face down, each player draws a card from the top of the deck. The player with the lowest card value becomes the dealer. After that, the player who lost in the previous round will deal in the next round.
4. Deal ten cards to each player. The dealer gives each player ten cards, face down. Deal cards clockwise to two players. Alternate dealing until each player has ten cards.

5. Leave the remaining cards as the stock and start playing. The remaining cards after dealing, face down, are placed on the table as the stock. The dealer draws a card from the top, face up, and places it next to the stock. The face-up card is the initial discard pile.
Method 2: Playing Cards
1. Form melds with your cards. Look at the ten cards in your hand and try to form melds, which are sets or runs. A set consists of three or four cards of the same rank (e.g., three 5s), while a run consists of three or four cards of the same suit in consecutive order (e.g., 4, 5, 6).
• For example, a set could be the ten of diamonds, ten of spades, and ten of clubs.
• For example, a run could be the Jack, Queen, and King of diamonds.
• Since the Ace is the lowest card, it cannot be part of a run with the King. A-2-3 is a run, but Q-K-A is not a run.
2. Decide whether to take a card from the discard pile. If you are not the dealer, you need to decide whether to take a card from the discard pile or leave it for someone else because it is not useful to you. If neither of you wants the card, the dealer can choose to take it back.
• If neither of you wants the card, a non-dealer can draw a card from the stock.
3. Draw a new card. Whether you take a card from the discard pile or from the stock, draw a new card and determine if it can help you form a set or run. Check if you have two cards of the same rank, or if it can suddenly complete a run with two other cards.
• If you draw a card from the stock, do not let your opponent see it unless you want to place it in the discard pile.
4. Discard a card you do not want. Choose a card from your hand that is likely useless, place it face up in the discard pile. If this card seems like an outlier and cannot combine with other cards, you can discard it. You can also discard a card you previously drew from the stock.
• You cannot discard the card you just drew from the stock this turn. This card must remain in your hand for one round; if you want to discard it, you must wait until the next turn.
• You can only have ten cards in your hand at any time.
5. You take turns drawing and discarding. Take turns with your opponent to draw cards, trying to form melds with your cards. Each time, decide whether to take the card your opponent just discarded or draw an unknown card from the stock.
• If you form a set or run, do not place them on the table. You also do not want your opponent to know your progress.
6. The game ends if only two cards remain in the stock. If a player takes the third-to-last card from the stock and the game has not ended, then the cards in your hands are invalid, and no one scores points; you must redeal.
Method 3: Winning and Scoring
1. If you have formed melds with all your cards, you have won. Winning means the game is over. If you have formed melds with all your cards and have no single cards (these are called "deadwood"), you achieve "Gin." When it is your turn, draw a card, then discard a card face down in the discard pile, and you have won.
• Gin earns you 25 points, plus the points from your opponent's deadwood, which is your total score.
• If you wish, you can also tap the table to indicate you have won, but it is generally accepted to place the card face down in the discard pile as a win.
2. Winning can prevent your opponent from achieving Gin. If you think your opponent might achieve Gin before you, you can win first to prevent them from gaining bonus points. When it is your turn, draw a card, then discard a card you do not want, face down, in the discard pile to end the game.
3. You can only end the game if your total deadwood points are ten or less. You can only win if your deadwood points are ten or less. Kings, Queens, and Jacks are worth ten points, Aces are worth one point, and the other numbered cards are worth their face value.
• For example, if you have a run of 3-4-5-6 and a set of 9-9-9-9, plus an Ace and a King, you cannot win because your total deadwood points are 11.
4. Show your melds to your opponent. Place all your cards face up on the table, sorted by melds or runs. Group one meld or run together, leaving gaps between them so your opponent can see your melds and runs clearly.
5. Place deadwood in the winning player's melds or runs. Now your opponent has the opportunity to place their deadwood in your melds to form sets or runs. For example, if you have three 5s, they can add another 5. Or they can add a 5 to 6-7-8 or 2-3-4.
• Deadwood cannot be placed on other deadwood. If you have two 3s and your opponent has one 3, that cannot form a run.
6. You can only lay off cards before someone wins. If you or your opponent has achieved Gin, you cannot lay off cards anymore. This means that one player may have a lot of deadwood, so the winning player will gain many deadwood points.
7. Subtract your deadwood points from your opponent's deadwood points. Now, both players should ignore the melds and runs that have already been formed, as these do not affect the final score. Add up each player's deadwood points, then subtract the total deadwood points to get the difference. Write down each player's score on paper.
• For example, after laying off, your opponent may have two Queens left, totaling 20 points. If you have two 2s, your total is 4 points. The point difference between you is 16 points.
• If you achieved Gin, you do not need to subtract. All of your opponent's deadwood points are added to you (plus 25 points).
8. The non-winner can also achieve a reversal victory. If you are the winner, but your opponent's deadwood points are less than yours, this is called a false win. In this case, the point difference in deadwood and the additional 25 points are awarded to your opponent.
• For example, if you won with deadwood points of 9. After your opponent lays off, their deadwood points are 2, which is a reversal victory. The 7-point difference will be awarded to your opponent, plus the additional 25 points, totaling 32 points.
9. The game ends when a player's cumulative score reaches 100 points. Redeal and continue playing a new round until one player reaches 100 points. This player will be awarded 100 points. Then, each player will earn an additional 25 points for each round they win.
• If a player does not win a round, they will be eliminated. The winner will earn an additional 100 points.
• In the end, the player with the highest score is the winner.
Method 4: Use Strategy to Win
1. Remember the cards that have been played. Keep track of what cards you and your opponent have played so that you know which cards to avoid. For example, if you see that two Kings have already been played, you should not keep any Kings, as they must be deadwood.
2. Remember what cards your opponent has taken. Understand which cards your opponent has taken from the discard pile, as this will help you understand their melds and runs. If you see they have taken two 9s, do not discard a 9, or you will help them form a run.
3. Pay more attention to runs than to sets. Runs can be added to sets. However, if you have formed three sets, there may only be one way to combine them. You will find that the possibility of having an extra card in a set is smaller than finding two cards that can be added to a run.
4. Try to win as early as possible. You can only win if your deadwood points are ten or less. Once you meet the conditions, winning is the best option. Waiting too long hoping for Gin may mean your opponent will win first.
Tip
• If you cannot form a set, try to minimize deadwood. The ideal deadwood is A, 2, 3.
• Different versions of the game have different point rewards for Gin. Some versions award 25 points, while others award 10 or 20 points. You can choose any number, as long as it is consistent for each round.