|
|
|||||||||||||||||||||||||||||||
|
Gin Rummy : Game RulesIn the online game of gin rummy, ten cards each are dealt to 2 players. The 21-st card is opened face up (upcard) and put next to the deck. At each turn you draw a card by dragging it from the deck or from upcard. When you discard a card, you place it on top of the current upcard so the newly discarded card becomes an upcard. Only at the start of the game the non-dealer would consider either exchanging one of his cards with an upcard or passing the opportunity. The rules of the game do not allow yet any drawing from deck. In case of passing, the dealer would consider exchanging with the upcard or passing it. Again, no drawing from deck is yet allowed. If both of gin rummy online players refuse the very first upcard, the non-dealer must start a game by drawing the top card from the deck, add it to his hand and discard ANY card face up on top of the original upcard to continue the waste pile. Thereafter, each player in turn must draw and add to his hand either the unknown top card from the deck OR the known upcard on the very top of the waste pile. In either case, the online player completes his turn by discarding one card face up to the waste pile. It is not permitted to draw the upcard & discard it on the same turn. The melds that the player is building may consist of
A hand consisting entirely of melds with no deadwood is described as gin and carries a bonus. The online player, however, does not have to wait for gin but may end up a game as soon as the total value of his unmatched deadwood is 10 or less. (This is called maximum knocking value. It is set at 10 for pure gin rummy. During online play melds are not revealed they are kept secretly in hand. Oklahoma Variation While in regular Gin the knocking value is always 10, for the optional Oklahoma variation, that GameColony.com supports, the maximum knocking value can be lower than 10The knocking value is determined by the value of the initial upcard. For example, such knocking value can be 2 if the initial upcard is 2. Initial Ace as an upcard, however, is a special case in Oklahoma -- the knocking can happen only with a Gin hand (0 points). Oklahoma variation is sometimes played with a rarely used optional double-spades rule. This rule, however, is present in amateur games only as it diminishes the level of total required skill. Standard Oklahoma without double-spade rule is implemented at GameColony.com. Knocking, Ginning and Laying-off When an online player is satisfied with low value of his deadwood,
he/she ends the game by theoretically knocking on the table AFTER he/she has
drawn an 11-th card and BEFORE discarding the last card [knock button]. The final discarded card is
placed face up on the closed stock.
If the knocker has the lower count of deadwood, he/she scores the the difference between their values of deadwood. For gin, the knocker adds a 25 point bonus. If the knocker has higher or equal value of deadwood, the knocker receives a 25 point penalty for undercut plus any difference in deadwood values. The 2 last cards of the deck may not be taken. If neither player has knocked before then, the deck is reshuffled. The score is kept cumulatively for each player online. The winner adds his score for the hand to his previous total in order to make clear when 100 has been reached or exceeded. At GameColony.com 100 total points is a default, but players can choose 50, 100, 150, 200, 250, 300 The game ends as the player reaches the agreed upon number of points. Finishing the hand and the 50-th card ruleThe modern Tournament Gin Rummy rules add an extra detail to the situation when the stock pile is reduced to the last two cards. It is called the 50th card rule (the fiftieth card rule). If neither player knocks or gins and the 50th card is drawn from the stock pile, leaving two cards there, the 50-th card rule states that both players may have action on the 50th card. In other words, if one player draws the 50th card and doesn't knock, this player has to discard any open card to the discard pile. The opponent, then, will have the option either to take this open card and knock or pass (without taking this open card). If nobody uses the 50th card for knocking, the hand ends with a draw. To clarify, the 50th card rule relates to the situation when there are just 3 cards left in the closed stock and the hand is not over yet. Below is a step-by-step description of the game play and possibilities: (1) Player A takes the 50th card and does not knock (2) Player A discards some open card to a discard pile (3) At this time, Player B has an extra "Pass" button that lights up. Player B also has a red 'guiding' message saying that it is possible to click the "Pass" button & draw this hand OR take this open card and knock 4) If Player B does not knock, he/she discards some card to a discard pile and the hand is finished in a draw Auto-selection and player selection of melds at knocking
Unless a player uses 'Knocker Selects All Melds' table preference, in case of multiple melds, only the meld with the minimum points gets auto-selected. (Melds are shown as straight vertical or horizontal lines drawn on cards unless the option "Don't Mark Melds" is used.)
|
|||||||||||||||||
|
||||||||||||||||||