Complete Gin Rummy Terminology
Whether you’re a new player encountering unfamiliar terms or an experienced player looking for precise definitions, this glossary covers every term you’ll encounter in Gin Rummy.
Ace
The lowest-ranking card in Gin Rummy, worth 1 point in deadwood. Aces can only be used at the low end of a run (A-2-3), never at the high end (Q-K-A).
Big Gin
A rare variant rule where a player melds all 11 cards (10 in hand + the drawn card) without needing to discard. Typically worth a 31-point bonus instead of the standard 25-point Gin bonus. Not used in all rule sets.
Blitz
See Shutout.
Box Bonus
Also called a Line Bonus. A 25-point bonus awarded for each individual hand won during a game. Calculated during final scoring when one player reaches the target score.
Count
The total point value of a player’s deadwood cards. A player with unmatched cards totaling 7 points has a “count of 7.”
Deadwood
Cards in a player’s hand that are not part of any meld. The point value of deadwood determines whether a player can knock and affects scoring. The lower the deadwood, the better.
Deck
The standard 52-card deck used in Gin Rummy, consisting of four suits (spades, hearts, diamonds, clubs), each with 13 ranks (Ace through King). No jokers are used.
Discard
- (verb) To place a card face up on the discard pile at the end of your turn.
- (noun) A card that has been placed on the discard pile.
Discard Pile
The face-up pile next to the stock pile where players place their discarded cards. Only the top card is available to be picked up.
Down
See Knock. “Going down” means to knock and reveal your hand.
Draw
- (verb) To take a card, either from the stock pile or discard pile.
- (noun) A tied result when neither player knocks or goes Gin before the stock pile is nearly exhausted. No points are awarded.
Draw Pile
See Stock Pile.
Face Card
A Jack, Queen, or King. Each face card is worth 10 points in deadwood.
Game Bonus
A 100-point bonus awarded to the winner when they reach the target score (usually 100 points). Doubles to 200 points in a shutout.
Gin
The act of melding all 10 cards with zero deadwood. Going Gin awards the player their opponent’s full deadwood value plus a 25-point bonus. The opponent cannot lay off cards.
Gin Bonus
The 25-point bonus awarded when a player goes Gin. Added to the opponent’s deadwood value.
Group
See Set.
Hand
- The cards a player is currently holding (10 cards during play).
- A single round of play from the deal to the scoring.
Hollywood Gin
A scoring variation where three games are played simultaneously. Points from each hand are distributed across active game columns. See Hollywood Gin.
Knock
To end a hand by revealing your cards when your deadwood totals 10 points or fewer (in standard Gin Rummy). The knocker signals a knock by placing their final discard face down, then separates their melds from their deadwood for scoring.
Lay Off
After a knock, the non-knocking player may add their unmatched cards to the knocker’s melds. For example, if the knocker has a set of three 7s, the opponent can lay off their fourth 7. Laying off is not allowed after Gin.
Line Bonus
See Box Bonus.
Matched Cards
Cards that form part of a valid meld (set or run). Matched cards do not count as deadwood.
Meld
A valid combination of cards, either a set (three or four cards of the same rank) or a run (three or more consecutive cards of the same suit).
Oklahoma Gin
A popular variation where the first upcard determines the maximum deadwood value allowed to knock for that hand. See Oklahoma Gin.
Opponent
The other player in a two-player Gin Rummy game.
Out
A card that would complete or improve a potential meld. A player with 3 outs has three possible cards that could advance their hand.
Run
A meld consisting of three or more consecutive cards of the same suit. Examples: 4♥-5♥-6♥ or 9♠-10♠-J♠-Q♠. Also called a Sequence.
Schneider
See Shutout.
Sequence
See Run.
Set
A meld consisting of three or four cards of the same rank in different suits. Examples: 8♠-8♥-8♦ or K♣-K♠-K♥-K♦. Also called a Group or Book.
Shutout
A game result where the loser did not win a single hand throughout the entire game. The winner’s game bonus doubles (from 100 to 200 points). Also called a Schneider, Blitz, or Skunk.
Skunk
See Shutout.
Stock Pile
The face-down pile of remaining cards after the deal. Players draw from the stock pile when they don’t want the top discard. Also called the Draw Pile or Talon.
Straight Gin
A variation where players cannot knock — the only way to end a hand is to go Gin. See Straight Gin.
Talon
See Stock Pile.
Undercut
When the non-knocking player has deadwood equal to or less than the knocker’s deadwood after layoffs. The non-knocker scores the deadwood difference plus a 25-point undercut bonus. This is a powerful defensive outcome.
Unmatched Cards
See Deadwood.
Upcard
The first card turned face up from the stock pile after the deal, which starts the discard pile. In Oklahoma Gin, the upcard determines the knock value for the hand.
Wild Card
Some Rummy variations use wild cards (typically jokers), but standard Gin Rummy does not use wild cards.