Gin Rummy, kurz Gin oder Gin Rommé ist ein Kartenspiel für zwei Personen, das im Jahre von Elwood T. Baker vom Knickerbocker Whist Club in New. Im Jahre erfand Elwood T. Baker vom Knickerbocker Whist Club New York diese amüsante Abart des Rummy. Er gab dem Spiel den Namen Gin "in order. Spiele dieses klassische Gin Rummy Kartenspiel für 2 Personen. Ziel des Spiels ist es, in deiner Hand Karten zu sammeln, die zusammengehören: Drillinge. Wenn dieser ebenfalls ablehnt, zieht Vorhand eine Karte vom Stapel. Das Ziel des Spiels liegt darin, ein sauberes Blatt auszulegen. Wenn ein Spiel in beiden Händen beendet ist, wechseln die Partner ihre Gegner, jeder Spieler spielt somit abwechselnd gegen seinen Gegner zur Rechten und seinen Gegner zur Linken. Die Punktzahl des Klopfers kann niedriger sein, als die des Gegenspielers. Spielregeln — so funktioniert eine Gin Rummy Runde Ein Spielzug wird in zwei Teile aufgeteilt, einmal besteht der Zug aus dem Ziehen einer neuen Karte und dem Ablegen einer nicht mehr benötigten Karte. Er schreibt dafür eine Prämie von 20 Punkten gin bonus zuzüglich der Summe der schlechten Karten seines Gegners; der Gegner schreibt nichts. Eine Karte kann immer nur zu einer Kombination gehören - man kann nicht dieselbe Karte zugleich als Bestandteil eines Satzes gleichwertiger Karten und einer Folge aufeinanderfolgender Karten verwenden. Eine spezielle Regel gilt für den Fall, dass der Klopfer alle seine Karten in Kombinationen auslegen kann, er also mit null Punkten klopft; diese Situation nennt man gin. Seither breitet es sich als Gesellschaftsspiel immer weiter aus. Manche Spieler geben abwechselnd. Um einen Satz und eine Folge zu bilden, würden Sie eine sechste Karte brauchen - entweder eine 7 oder eine Der Alleinspieler zahlt, wenn er verliert, an beide Gegner den Gewinn aus, oder er zieht von beiden Gegnern den Gewinn ein. Der Klopfer schreibt sich nun die Augensumme der schlechten Karten seines Gegners gut, zuzüglich einer Prämie von 20 Punkten, dem sogenannten gin bonus. First, the person who did not deal chooses whether to take the turned up-card. The game is generally played by two players, each receiving ten cards. In this case, each player in a team plays a separate game with one of the opposing pair. However, more than one card may be taken, in order, from the top of the discard pile. The score needed to win the entire der bachelor wer ist noch dabei varies based on how many players there are. This begins the discard pile. Some play that if the loser failed to klitschko kampf karten during the whole game, the winner's entire score is doubled rather than cs go checkpott doubling the game bonus to The Gin Rummy Association's Gin Rummy Tournaments page has information about forthcoming Gin Rummy events, including regular live tournaments in Las Vegas, and the site includes a summary of the rules used in Beste Spielothek in Oldewage finden tournaments. End your turn by discarding one card onto the discard pile. Gameplay The game can have 2,3 or 4 players. After that the most requested game has been standard Rummy, so now I've made that! We are using cookies! Gin Fußball heute kroatien - David Parlett". The Game Colony Rules Beste Spielothek in Dorweiler finden it in one specific situation - "action on the 50th card".
Gin rummy , or simply gin , is a two-player card game created in by Elwood T. Baker and his son C.
According to the magician and writer John Scarne , gin rummy evolved from 19th-century whiskey poker and was created with the intention of being faster than standard rummy but less spontaneous than knock rummy.
Gin rummy is played with a standard card pack of cards. The ranking from high to low is King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace.
The objective in gin rummy is to score points and reach an agreed number of points or more, usually , before the opponent does.
The basic game strategy is to improve one's hand by forming melds and eliminating deadwood. Gin has two types of meld: Sets of 3 or 4 cards sharing the same rank, e.
Deadwood cards are those not in any meld. A player can form any combination of melds within their hand, whether it contains all sets, all runs, or a mix of both.
A hand can contain three or fewer melds to knock or form legal gin. The deadwood count is the sum of the point values of the deadwood cards—aces are scored at 1 point, face cards at 10, and others according to their numerical values.
Intersecting melds are not allowed; if a player has a three-card set and a three-card run sharing a common card, only one of the melds counts, and the other two cards count as deadwood.
Dealership alternates from round to round, with the first dealer chosen by any agreed upon method. The dealer deals 10 cards to each player one at a time starting with their opponent, and then places the next card in the deck face up.
This begins the discard pile. The face down pile is known as the stock pile. On the first turn of the round, the non-dealing player has first option of taking the upcard on the discard pile or passing.
If the non-dealing player takes the upcard, he or she must then discard a different card to the discard pile. The player acting second can take the top card from the pile of his or her choice.
However, if the non-dealing player passes the upcard, the dealer is given the opportunity to take the upcard or pass.
If the dealer also passes, the non-dealing player must draw from the stock pile, then the next turn and after, players can draw from the pile of his or her choice.
On each subsequent turn, a player must draw either the face-up top card of the discard pile, or the face-down top card from the stock pile, and discard one card from his or her hand onto the discard pile.
Players alternate taking turns until one player ends the round by knocking , going Gin , or until only two cards remain in the stock pile, in which case the round ends in a draw and no points are awarded.
The game ends when a player reaches or more points or another established amount. In tournament rules the game is played in best of five with points per game.
In standard gin, only a player with 10 or fewer points of deadwood may knock. Knocking with 0 points of deadwood is known as going Gin or having a Gin hand , while knocking with deadwood points is known as going down.
To knock, the knocking player discards as usual, announces knocking generally by simply placing a discard face down , and the hand is laid out with the melds clearly indicated and deadwood separated.
The other "defending" player is then entitled to lay out any melds in his or her hand and can then lay off any of his or her remaining deadwood cards that fit into the knocking player's melds, provided that the knocking player does not have a gin hand.
For example, the knocking player has a meld of three Kings. The defending player's deadwood has a king. The player can lay off that king, reducing the deadwood count by ten.
The knocking player can never lay off his or her deadwood into the defending player's melds. Once a player knocks or declares gin the round is over and scores are tallied, players cannot draw.
The knocking player then subtracts his or her deadwood points from the defending player's deadwood points. The result is the number of points the knocking player receives.
An undercut occurs if a player knocks and the defending player's deadwood points are less than or equal to the knocking player's. In this case the defending player receives an undercut bonus usually 25 points plus the difference in deadwood points.
If the defending player has less or equal deadwood to the knocking player's deadwood after laying off any of his or her deadwood, then it is still a valid undercut.
If all 10 cards in a player's hand fit into melds and thereby the player has no deadwood, he or she can choose to go Gin in which case the round ends and the player going Gin receives a Gin bonus of 25 points or another established amount plus any deadwood points in the opponent's hand.
The defending opponent can only lay out his or her melds and cannot lay off any deadwood into the melds of an opponent that has declared Gin.
A player can go Gin with a hand of three or fewer melds as long as all cards fit into a meld. Players can also have an 11 card gin, see Big Gin Variant below.
Gin hands normally consist of 10 cards. The opponent of the player who knocked must spread their cards face-up, arranging them into sets and runs where possible.
Provided that the knocker did not go gin, the opponent is also allowed to lay off any unmatched cards by using them to extend the sets and runs laid down by the knocker - by adding a fourth card of the same rank to a group of three, or further consecutive cards of the same suit to either end of a sequence.
Cards cannot be laid off on deadwood. For example if the knocker has a pair of twos as deadwood and the opponent has a third two, this cannot be laid off on the twos to make a set.
The play also ends if the stock pile is reduced to two cards, and the player who took the third last card discards without knocking.
In this case the hand is cancelled, there is no score, and the same dealer deals again. Some play that after the player who took the third last stock card discards, the other player can take this discard for the purpose of going gin or knocking after discarding a different card, but if the other player does neither of these the hand is cancelled.
Each player counts the total value of their unmatched cards. If the knocker's count is lower, the knocker scores the difference between the two counts.
If the knocker did not go gin, and the counts are equal, or the knocker's count is greater than that of the opponent, the knocker has been undercut.
In this case the knocker's opponent scores the difference between the counts plus a 10 point bonus. A player who goes gin scores a bonus 20 points, plus the opponent's count in unmatched cards, if any.
A player who goes gin can never be undercut. Even if the other player has no unmatched cards at all, the person going gin gets the 20 point bonus the other player scores nothing.
The game continues with further deals until one player's cumulative score reaches points or more. This player then receives an additional bonus of points.
If the loser failed to score anything at all during the game, then the winner's bonus is points rather than In addition, each player adds a further 20 points for each hand they won.
This is called the line bonus or box bonus. These additional points cannot be counted as part of the needed to win the game.
After the bonuses have been added, the player with the lower score pays the player with the higher score an amount proportional to the difference between their scores.
Many books give the rule that the winner of each hand deals the next. Some play that the turn to deal alternates. Some players begin the game differently: The non-dealer's first turn is simply to discard a card, after which the dealer takes a normal turn, drawing the discard or from the stock, and play alternates as usual.
Although the traditional rules prohibit a player from taking the previous player's discard and discarding the same card, it is hard to think of a situation where it would be advantageous to do this if it were allowed.
The Gin Rummy Association Rules do explicitly allow this play, but the player who originally discarded the card is then not allowed to retake it unless knocking on that turn.
The Game Colony Rules allow it in one specific situation - "action on the 50th card". When a player takes the third last card of the stock and discards without knocking, leaving two cards in the stock, the other player has one final chance to take the discard and knock.
In this position, this same card can be discarded - if it does not improve his hand, the player simply turns it over on the pile to knock. Some people play that the bonus for going gin is 25 rather than 20 and the bonus for an undercut is 20 rather than Some play that the bonus for an undercut, the bonus for going gin, and the box bonus for each game won are all 25 points.
Some play that if the loser failed to score during the whole game, the winner's entire score is doubled rather than just doubling the game bonus to A collection of variations submitted by readers can be found on the Gin Rummy Variations page.
In this popular variation the value of the original face up card determines the maximum count of unmatched cards with which it is possible to knock.
Pictures denote 10 as usual. So if a seven is turned up, in order to knock you must reduce your count to 7 or fewer. If the original face up card is a spade, the final score for that deal including any undercut or gin bonus is doubled.
Some play that a player who undercuts the knocker scores an extra box in addition to the undercut bonus. Also a player who goes gin scores two extra boxes.
These extra boxes are recorded on the scorepad; they do not count towards winning the game, but at the end of the game they translate into 20 or 25 points each, along with the normal boxes for hands won.
If the up-card was a spade, you get two extra boxes for an undercut and four extra boxes for going gin. When three people play gin rummy, the dealer deals to the other two players but does not take part in the play.
The loser of each hand deals the next, which is therefore played between the winner and the dealer of the previous hand.