A meld is any valid combination of cards that counts toward eliminating your deadwood. In Gin Rummy there are exactly two types: sets and runs. Understanding what makes each valid — and what makes them invalid — is the first step to improving your hand management.
Sets (Groups / Books)
A set is three or four cards of the same rank across different suits.
Valid Sets
| Cards | Why It’s Valid |
|---|---|
| 7♠ 7♥ 7♦ | Three 7s, three different suits |
| K♣ K♠ K♥ K♦ | All four Kings — a four-card set |
| A♦ A♣ A♥ | Three Aces, three different suits |
| 10♠ 10♥ 10♣ | Three 10s — note: 10s count as 10 deadwood if unmelded |
Invalid Sets
| Cards | Why It’s Invalid |
|---|---|
| 7♠ 7♠ 7♦ | Duplicate suit (two spades) |
| 7♠ 7♥ | Only two cards — sets require at least three |
| 7♠ 7♥ 7♦ 7♣ 7♦ | Five cards — impossible with one deck (only four suits) |
| 7♠ 8♠ 9♠ | Different ranks — this is a run, not a set |
Sets: Key Rules
- Exactly one card per suit. You can’t have two spade 7s in one set.
- Minimum three cards. Two cards of the same rank are a “pair” — useful as a building block, but not yet a meld.
- Maximum four cards. There are only four suits, so a set tops out at four cards.
Runs (Sequences)
A run is three or more consecutive cards of the same suit.
Valid Runs
| Cards | Why It’s Valid |
|---|---|
| 4♣ 5♣ 6♣ | Three consecutive clubs |
| 9♠ 10♠ J♠ Q♠ | Four consecutive spades |
| A♦ 2♦ 3♦ | Ace-low run in diamonds |
| 5♥ 6♥ 7♥ 8♥ 9♥ | Five-card run — completely valid |
Invalid Runs
| Cards | Why It’s Invalid |
|---|---|
| 5♣ 6♥ 7♣ | Mixed suits (heart in the middle) |
| 5♣ 6♣ | Only two cards — runs need at least three |
| Q♠ K♠ A♠ | Ace cannot be high — this is not a valid run |
| 5♣ 7♣ 8♣ | Non-consecutive (6 is missing) |
Runs: Key Rules
- All same suit. Every card must share the same suit.
- Strictly consecutive. No gaps — 5-6-8 is not a run.
- Ace is always low. A-2-3 is valid; Q-K-A is not.
- No maximum length. A run can extend to all 13 cards of a suit in theory.
Deadwood: What’s Left After Melds
Once you’ve identified all your melds, every remaining card is deadwood. Deadwood is scored against you — the goal is to minimize it.
Deadwood Point Values
| Card | Deadwood Points |
|---|---|
| Ace | 1 point |
| 2 through 9 | Face value (2–9 points) |
| 10, Jack, Queen, King | 10 points each |
Example hand:
You hold: J♠ J♥ J♦ | 6♣ 7♣ 8♣ | K♦ 9♥ 3♠ 2♦
- Meld 1: J♠ J♥ J♦ (set of Jacks)
- Meld 2: 6♣ 7♣ 8♣ (run)
- Deadwood: K♦ (10) + 9♥ (9) + 3♠ (3) + 2♦ (2) = 24 points
With 24 deadwood you can’t knock yet (need ≤ 10). Your next priority: discard K♦ and 9♥ to bring deadwood below 10.
Building Toward Melds: Partial Combinations
You rarely start with complete melds. More often you hold partial combinations — cards that are one draw away from a meld. Knowing how to evaluate these is crucial.
Two-Card Builds
| Build Type | Example | Needs |
|---|---|---|
| Pair | 8♠ 8♥ | Any third 8 |
| Two-card run (connected) | 6♦ 7♦ | 5♦ or 8♦ |
| Two-card run (inside) | 6♦ 8♦ | 7♦ only |
Connected two-card runs (like 6-7) can be completed by cards on either end — they’re more flexible than inside combinations (like 6-8, which need exactly the 7).
Three-Card Builds (One Away from a Meld)
| Build | Example | Needs |
|---|---|---|
| Pair + one suit card | 8♠ 8♥ 8♣ | — already a meld! |
| Three-card run | 6♦ 7♦ 8♦ | — already a meld! |
| Split pair run | 5♦ 5♥ 6♦ | 4♦, 7♦, or a third 5 |
The most valuable partial combinations are those that can be completed in multiple ways.
Can a Card Belong to Two Melds?
No. Once you lay down your hand, each card is assigned to exactly one meld or to deadwood. You cannot count a card in two melds simultaneously.
Example: You hold 7♠ 7♥ 7♦ and 5♠ 6♠ 7♠.
- The 7♠ can be in the set (7♠ 7♥ 7♦) or the run (5♠ 6♠ 7♠) — not both.
- When you knock, you must choose one assignment for each card. Assign 7♠ to whichever meld gives you the lowest remaining deadwood.
This situation — where one card could belong to multiple melds — is called a crossover card. Good players keep crossover cards in hand because they represent maximum flexibility.
Lay-Offs: Adding to the Opponent’s Melds
After a regular knock (not Gin), the non-knocking player may lay off their deadwood cards onto the knocker’s melds to reduce their own deadwood penalty.
How lay-offs work:
- If the knocker has the meld 7♠ 7♥ 7♦, the non-knocker may add the 7♣ to that set.
- If the knocker has the run 5♣ 6♣ 7♣, the non-knocker may add 4♣ or 8♣.
Lay-offs are not allowed after Gin. When a player goes Gin, their melds are sealed and the opponent must count their full unmelded hand as deadwood.
Common Meld Mistakes
| Mistake | Correction |
|---|---|
| Treating a pair as a meld | Pairs are only deadwood until a third card joins |
| Using the Ace as high (Q-K-A) | Ace is always low — Q-K-A is invalid |
| Mixed-suit runs (5♣ 6♥ 7♣) | All cards in a run must share a suit |
| Counting a card in two melds | Each card belongs to exactly one meld |
| Forgetting that 10s count as 10 deadwood | 10s are as costly as face cards |
Next Steps
- How Turns Work — Drawing, evaluating, and discarding
- How to Knock — Ending the hand when deadwood is ≤ 10
- Full Beginner’s Guide — The complete game explained step by step