Gin Rummy glossary: A complete reference of Gin Rummy terminology, from basic terms every beginner should know to advanced vocabulary used by competitive players.

How to Use This Glossary

Terms are organized alphabetically. Where a term relates to another entry, you will find a cross-reference. If you are completely new to Gin Rummy, start with the Rules for Beginners guide and return here whenever you encounter an unfamiliar word.


Ace

The lowest-ranking card in Gin Rummy, worth 1 point. Aces can form a run of A-2-3 but cannot wrap around to Q-K-A.

Big Gin

A variant rule where a player holds 11 cards (instead of discarding) and all 11 form melds. Awards a bonus larger than standard gin — typically 31 points. Not used in all rule sets.

Box Bonus (Line Bonus)

An end-of-match bonus awarded for each hand won during the match. Typically 25 points per hand. See also: Game Bonus.

Count

The total point value of a player’s deadwood cards.

Deadwood

Cards in your hand that are not part of any meld. The total point value of your deadwood is your “deadwood count” and determines whether you can knock.

Deck

The standard 52-card deck used in Gin Rummy. No jokers are included.

Discard

The act of placing a card from your hand face-up on the discard pile at the end of your turn. Also refers to the discarded card itself.

Discard Pile

The face-up pile of cards that players have discarded during the hand. Only the top card may be taken by the next player.

Draw

The act of taking either the top card of the stock pile or the top card of the discard pile at the start of your turn.


E–G

Face Cards

Jacks, Queens, and Kings. Each is worth 10 points as deadwood.

Game Bonus

A bonus of 100 points (in standard scoring) awarded to the winner of the overall match upon reaching the target score.

Gin

Achieving a hand where all 10 cards form melds with zero deadwood. Going gin awards a 25-point bonus and prevents the opponent from laying off.

Gin Bonus

The 25-point bonus awarded to a player who goes gin. Added on top of the opponent’s total deadwood value.

Group

Another name for a set — three or four cards of the same rank. See: Set.


H–L

Hand

A single round of play, from the deal until a player knocks, goes gin, or the stock is depleted.

Hollywood Scoring

A variant scoring system where each hand’s result is recorded in three simultaneous columns, and the first three hands “open” a column each. See Gin Rummy Variants for details.

Knock

Ending a hand by revealing your melds when your deadwood count is 10 or fewer. The knocker places their final discard face-down on the discard pile and lays out their hand.

Knock Value (Knock Limit)

The maximum deadwood count allowed to knock. In standard Gin Rummy this is 10 points. In Oklahoma Gin, the upcard determines the knock value.

Lay Off

The act of adding your deadwood cards to the knocker’s melds after a knock. For example, if the knocker shows 5♠-6♠-7♠, you may lay off your 4♠ or 8♠. Laying off is prohibited when the knocker goes gin.

Line Bonus

See: Box Bonus.


M–R

Match

A series of hands played until one player reaches the target score (usually 100 points).

Meld

A valid combination of cards. Melds come in two forms: sets (same rank, different suits) and runs (consecutive cards, same suit).

Oklahoma Gin

A popular variant where the rank of the initial upcard sets the maximum knock value for that hand. Face cards = 10, number cards = face value, Ace = must go gin.

Opponent

The other player. Gin Rummy is a two-player game.

Run (Sequence)

Three or more consecutive cards of the same suit. Examples: 3♥ 4♥ 5♥, or 9♦ 10♦ J♦ Q♦. Aces are low only.


S–U

Schneider (Shutout)

Winning a match before your opponent scores any points. Many house rules double the game bonus for a shutout (200 instead of 100).

Sequence

See: Run.

Set (Group)

Three or four cards of the same rank but different suits. Example: 7♣ 7♦ 7♠.

Stock Pile (Draw Pile)

The face-down pile of undealt cards. Players draw from the stock when they do not want the top card of the discard pile.

Straight Gin

A variant where knocking is not permitted — every hand must end with gin. Leads to longer, more suspenseful hands.

Triangle

An informal term for a two-card combination that could become a meld with one additional card. For example, 5♣ 6♣ is a triangle that needs either 4♣ or 7♣. Keeping triangles is a fundamental strategy concept.

Undercut

When the non-knocking player’s deadwood is equal to or less than the knocker’s deadwood. The non-knocking player earns a 25-point undercut bonus plus the deadwood difference.

Upcard

The single card turned face-up from the stock at the start of each hand to begin the discard pile.


Quick Reference Table

Term Short Definition
Deadwood Unmatched cards not in a meld
Gin All 10 cards melded; zero deadwood
Knock End the hand when deadwood ≤ 10
Lay Off Add deadwood to knocker’s melds
Meld A set or run of cards
Run 3+ consecutive cards of the same suit
Set 3–4 cards of the same rank
Stock Pile The face-down draw pile
Undercut Defender’s deadwood ≤ knocker’s deadwood; earns 25 bonus
Upcard First card turned face-up to start the discard pile

Some variant-specific terms you may encounter:

  • Hollywood Column: One of three scoring columns in Hollywood Gin scoring.
  • Oklahoma Upcard Rule: The upcard’s rank sets the knock limit for the hand.
  • Straight Gin Lock: When the only legal end to a hand is going gin—typical in Straight Gin.
  • Spade Bonus: Some house rules double points when the upcard is a spade.

For complete variant rules, see our Gin Rummy Variants guide.

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