Setting up Gin Rummy correctly takes under three minutes. This guide walks through every step — from choosing who deals to placing the upcard — so your first hand starts without confusion.
What You Need
- One standard 52-card deck (no Jokers)
- Two players
- A flat surface large enough for the stock pile and a discard pile
- Pen and paper (or a phone) for keeping score across hands
Remove the Jokers before you start. Gin Rummy uses all 52 cards and no wild cards.
Step 1: Choose the Dealer
Spread the shuffled deck face down and have each player draw one card. The player with the lower card deals first. Suits don’t break ties — redraw if you draw the same rank.
After the first hand: the winner of each hand deals the next one. The deal alternates with the rhythm of the game.
Step 2: Shuffle Well
The dealer shuffles the deck. A thorough shuffle matters — Gin Rummy strategy depends on randomness. Riffle shuffle at least three times, or use an overhand shuffle followed by a cut by the non-dealer.
The non-dealer may request a cut before dealing.
Step 3: Deal 10 Cards to Each Player
Deal one card at a time, alternating:
- One card to the non-dealer
- One card to the dealer
- Repeat until each player holds exactly 10 cards
That’s 20 cards total dealt — 10 per player. Deal them face down. Players may pick up their cards as they arrive or wait until all 10 are dealt.
Common mistake: Some beginners deal 11 cards thinking Gin Rummy starts with an 11-card hand (like some Rummy variants). Gin Rummy always deals exactly 10 per player.
Step 4: Form the Stock Pile
Place the remaining 32 cards face down in the center of the table. This is the stock pile (sometimes called the draw pile or talon).
Players draw from the stock pile on their turn when they don’t take the top discard. The stock pile stays face down — you can see only the number of cards remaining, not their identities.
What happens if the stock pile runs out? If only two cards remain in the stock pile and neither player has knocked, the hand is declared a draw. No points are scored. Reshuffle and deal a new hand. This situation is rare.
Step 5: Start the Discard Pile with the Upcard
Flip the top card of the stock pile face up and place it beside the stock pile. This is the upcard. It starts the discard pile and is the first card either player can take.
The upcard creates an immediate decision before the first turn even begins:
- If the non-dealer wants the upcard, they take it and must immediately discard one card. Their turn is complete.
- If the non-dealer doesn’t want it, the dealer gets the same offer.
- If both players decline, the non-dealer draws the top card from the stock pile (face down, unknown) and play begins.
Strategic note: High-value upcards (Kings, Queens, Jacks) are often passed. Low-value upcards that connect to possible melds (like a 6 when you already hold a 5 and 7 of the same suit) are worth taking immediately.
The Starting Layout
After setup, the table should look like this:
| Area | Contents |
|---|---|
| Each player’s hand | 10 cards, held privately |
| Stock pile (center) | 31 or 32 cards face down* |
| Discard pile (beside stock) | 1 card face up (the upcard) |
*31 cards if the non-dealer took the upcard on their opening turn. 32 cards remain at the stock pile if both players declined the upcard.
Ready to Play
With setup complete, the non-dealer either took the upcard (their turn is over) or the game is in the opening draw phase. See How Turns Work for the full turn structure, or return to the complete beginner’s guide for the whole game from start to finish.