Gin Rummy Glossary - Every Term Defined

Complete glossary of Gin Rummy terminology. Every term from Ace to Wild Card defined clearly for beginners and experienced players alike.

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. → Full article: Big Gin

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. → Full article: Box Bonus

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. → Full article: Deadwood

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

  1. (verb) To place a card face up on the discard pile at the end of your turn.
  2. (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. → Full article: Discard Pile

Down

See Knock. “Going down” means to knock and reveal your hand.

Draw

  1. (verb) To take a card, either from the stock pile or discard pile.
  2. (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. → Full article: Game Bonus

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. → Full article: Gin

Gin Hand

A completed hand in which a player has melded all 10 cards with zero deadwood, achieving Gin. Distinct from a regular knock — no lay-offs are permitted and a 25-point bonus is awarded. → Full article: Gin Hand

Gin Bonus

The 25-point bonus awarded when a player goes Gin. Added to the opponent’s deadwood value.

Group

See Set.

Hand

  1. The cards a player is currently holding (10 cards during play).
  2. 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.

Hollywood Scoring

The scoring method used in Hollywood Gin, where three game columns are tracked simultaneously and each hand’s points cascade into newly opened game columns. → Full article: Hollywood Scoring

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. → Full article: Knock

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. → Full article: Lay-Off

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). → Full article: Meld

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. → Full article: Run

Schneider

A shutout result where the losing player scores zero hands throughout the entire game, triggering a doubled game bonus. Also called Blitz or Skunk. → Full article: Schneider

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. → Full article: Set

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. → Full article: Shutout

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. → Full article: Stock Pile

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. → Full article: Undercut

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. → Full article: Upcard

Wild Card

Some Rummy variations use wild cards (typically jokers), but standard Gin Rummy does not use wild cards.

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Hollywood Scoring in Gin Rummy - Rules & How It Works

What is Hollywood Gin scoring? Learn how the three-game Hollywood scoresheet works, when it's used, and how Hollywood scoring changes strategy and …

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Schneider in Gin Rummy - What It Means

What is a Schneider in Gin Rummy? Learn the definition of Schneider (also called a skunk or shutout), when it applies, and how it affects scoring.

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Big Gin in Gin Rummy - Rules & the 31-Point Bonus

What is Big Gin in Gin Rummy? Learn the rules for Big Gin, how the 31-point bonus works, when Big Gin applies, and how it differs from regular Gin.

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Box Bonus in Gin Rummy - Line Bonus Explained

What is the box bonus (line bonus) in Gin Rummy? Learn how box bonuses are earned, when they're calculated, and how they affect final game scoring.

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Deadwood in Gin Rummy - What It Means & How to Count It

What is deadwood in Gin Rummy? Learn the definition, how to count deadwood points, why minimizing it matters, and how it affects knocking and scoring.

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Discard Pile in Gin Rummy - Rules, Strategy & Information

What is the discard pile in Gin Rummy? Learn how the discard pile works, the rules for taking from it, and how to use discard pile information to …

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Game Bonus in Gin Rummy - How the 100-Point Bonus Works

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Going Gin in Gin Rummy - Rules, Bonus & Strategy

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Knocking in Gin Rummy - Rules, Strategy & When to Knock

What does it mean to knock in Gin Rummy? Learn the complete rules for knocking, how knock scoring works, when to knock vs wait for Gin, and common …

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Lay Off in Gin Rummy - How Laying Off Works & Strategy

What does laying off mean in Gin Rummy? Learn how to lay off cards onto the knocker's melds, the rules for laying off, and how it affects scoring and …

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Meld in Gin Rummy - Sets, Runs & How Melds Work

What is a meld in Gin Rummy? Learn the two types of melds — sets and runs — with examples, rules, and tips for building melds effectively.

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Run in Gin Rummy - What Is a Sequence & How to Build One

What is a run (sequence) in Gin Rummy? Learn the rules for valid runs, how to build them, common mistakes, and strategic tips for using runs …

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Set in Gin Rummy - What Is a Group & How to Build One

What is a set (group or book) in Gin Rummy? Learn the rules for valid sets, how they differ from runs, building strategy, and when to prioritize sets …

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Shutout in Gin Rummy - Schneider, Blitz & Double Game Bonus

What is a shutout in Gin Rummy? Learn what triggers a shutout, how the double game bonus works, and why shutouts (also called Schneider, Blitz, or …

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Stock Pile in Gin Rummy - Draw Pile Rules & Strategy

What is the stock pile in Gin Rummy? Learn the rules for drawing from the stock pile, what happens when it runs out, and strategic tips for stock pile …

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Undercut in Gin Rummy - Rules, Scoring & How to Avoid It

What is an undercut in Gin Rummy? Learn what triggers an undercut, how undercut scoring works with the 25-point bonus, and strategies to avoid being …

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Upcard in Gin Rummy - What It Is & Why It Matters

What is the upcard in Gin Rummy? Learn how the upcard starts the discard pile, the first-turn rules for taking it, and how the upcard changes gameplay …

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