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Play gin rummy -Die beiden letzten Karten des Stapels dürfen nie aufgenommen werden. Übersetzung Wörterbuch Rechtschreibprüfung Konjugation Synonyme. Also I bought coins on one account and there was supposed to be a bonus amount which I did not get. Ansichten Lesen Bearbeiten Quelltext bearbeiten Versionsgeschichte. Warehouse Deals Reduzierte B-Ware. Die Anschrift der beiden Partner wird daher in einer Kolonne geführt. März um Let's take a look at what's NEW: Wenn dieser ebenfalls ablehnt, zieht Vorhand eine Karte vom Stapel. Unser Team prüft, ob Ihre Bedenken berechtigt sind und wird ggf. Keep the great reviews coming. Diese App kann Zugriff auf Ihre Internetverbindung. Features Realistic gameplay and graphics 4 difficulty options! Reminds me of when I was a kid! Sagen Sie Ihre Meinung zu diesem Artikel. Normal, Oklahoma, Gerade, Hollywood und Handbuch ! Die Gutpunkte aus jedem einzelnen Spiel werden laufend addiert, und sobald ein Spiel abgerechnet ist, teilt der Verlierer! Spiele das weltweit beliebteste GinRummy live mit Millionen von echten Spielern. Beschreibung Gin Rummy, the classic two-player card game you know and love!
The first dealer is chosen randomly by drawing cards from the shuffled pack - the player who draws the lower card deals. Subsequently, the dealer is the loser of the previous hand but see variations.
In a serious game, both players should shuffle, the non-dealer shuffling last, and the non-dealer must then cut.
Each player is dealt ten cards, one at a time. The twenty-first card is turned face up to start the discard pile and the remainder of the deck is placed face down beside it to form the stock.
The players look at and sort their cards. The object of the game is to collect a hand where most or all of the cards can be combined into sets and runs and the point value of the remaining unmatched cards is low.
A card can belong to only one combination at a time - you cannot use the same card as part of both a set of equal cards and a sequence of consecutive cards at the same time.
For example if you have 7, 7, 7, 8, 9 you can use the 7 either to make a set of three sevens or a heart sequence, but not both at once.
To form a set and a sequence you would need a sixth card - either a 7 or a Note that in Gin Rummy the Ace is always low. A is a valid sequence but A-K-Q is not.
For the first turn of the hand, the draw is done in a special way. First, the person who did not deal chooses whether to take the turned up-card.
If the non-dealer declines it, the dealer may take the card. If both players refuse the turned-up card, the non-dealer draws the top card from the stock pile.
Whichever player took a card completes their turn by discarding and then it is the other player's turn to play. You can end the play at your turn if, after drawing a card, you can form sufficient of your cards into valid combinations: This is done by discarding one card face down on the discard pile and exposing your whole hand, arranging it as far as possible into sets groups of equal cards and runs sequences.
Any remaining cards from your hand which are not part of a valid combination are called unmatched cards or deadwood. Ending the play in this way is known as knocking , presumably because it used to be signalled by the player knocking on the table, though nowadays it is usual just to discard face down.
Knocking with no unmatched cards at all is called going gin , and earns a special bonus. Although most hands that go gin have three combinations of 4, 3 and 3 cards, it is possible and perfectly legal to go gin with two 5-card sequences.
A player who can meet the requirement of not more than 10 deadwood can knock on any turn, including the first. A player is never forced to knock if able to, but may choose instead to carry on playing, to try to get a better score.
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. In subsequent rounds, the loser of the previous round will be the dealer. Deal ten cards to each player.
The dealer should distribute ten cards, face-down on the table, to each player. Start the stock pile and the discard pile.
The remaining cards left after dealing should be placed in a pile face-down on the table. This is the stock pile, and from the top of it the dealer should draw one card and place it face-up next to the stock pile.
The face-up card forms the beginning of the discard pile. Sort your cards into melds. Look at the ten cards in your hand. A set is three or four cards of the same rank , and a run is three or more cards of consecutive rank in the same suit An example of a run is jack of diamonds, queen of diamonds, and king of diamonds.
You can have ace, but not queen-king-ace. Choose whether to take the card in the discard pile. If you pass, the dealer can choose to pick it up.
Pick up a new card. Whether you go for the card in the discard pile or the one on top of the stock pile, pick up your new card and assess whether it will help you form any melds.
Look to see if you already have a couple of cards with the same numerical value, or if it suddenly connects a couple cards to form a run.
You can also discard whatever you just picked up from the stock pile. You can discard it during your next turn if you want, but you must keep it for at least one turn.
Take turns picking up cards and discarding cards. Go back and forth drawing cards with your opponent and attempting to form melds with all your cards.
At each turn, decide if you want the card that your opponent just placed face-up in the discard pile, or if you want to take the mystery card from the top of the stock pile.
As you form melds, do not place them on the table. End the game if only two stock cards remain. If a player takes the third to last card in the stock pile and the game is still going, then the hand is cancelled.
No points are awarded to either player, and the cards must be re-dealt. Knock if all your cards form melds. Knocking is how you end gameplay.
You can physically knock on the table if you want to, but the face-down discard is generally accepted as the knocking symbol.
Knock to prevent your opponent from reaching gin. If you think your opponent may reach gin before you, you can knock early to prevent them from getting those bonus points.
End the game only if your deadwood totals ten points or less. You can only knock if the points values for your deadwood cards total ten or less.
Kings, queens, and jacks are worth 10, aces are worth 1, and all numerical cards are worth their numerical value.
Expose your melds to your opponent. Lay down all your cards face-up and divide them into melds on the table. Make it clear for your opponent to see your sets and runs by grouping cards within a meld closely together and also putting some space between the melds themselves.
Your opponent now has the chance to lay off their deadwood cards onto your cards to add to melds. Or they could add that 5 to a run of or Lay off cards only if gin has not been reached.
This means that one player will potentially end up with a lot of deadwood, and thus a lot of deadwood points for the knocker to claim.
Write down each player's points on a piece of paper. The difference between the two is 16 points.
Award the non-knocker for an undercut. If you were the knocker, and it turns out your opponent has fewer deadwood points than you, this is called an undercut.
The difference between the deadwood points is awarded to them rather than you in this case, along with a point undercut bonus.
Play until someone reaches points. Deal the cards again and continue to play rounds until one player has reached points.
This player is awarded bonus points for doing so. Each player then earns an additional 25 points for every round they won.
The player with the most points after all the tallying is the winner. Memorize cards that are being discarded. Keep track of what cards both you and your opponent have discarded, as these will indicate what to avoid collecting.
For example, if you saw two kings end up in the discard pile, then you shouldn't hold onto any kings in your hand since these will certainly become deadwood.
Memorize which cards your opponent is picking up. Get a sense for which cards your opponent is picking up from the discard pile since these will clue you into their sets and runs.
If you see them picking up a couple 9's, don't discard a 9 you have in your hand or you risk helping them out. Aim for runs over sets. Runs can be added onto at either end of the sequence.
But once you reach three of a kind, sets can only be added onto in one way. And you're less likely to find that one extra card for a set than the two possible cards that can add to your run.
Knock as early as possible. You can't knock until your deadwood is down to 10 or fewer points, but as soon as you reach that threshold, it might be a good idea to knock.
Waiting too long in the hopes that you'll reach gin could mean letting your opponent reach it first. Ask a friend if they would like to play with you, and then show them the rules to the game.
Not Helpful 0 Helpful 7. If a player knocks with 3 points unmelded and the opponent has 3 also, how is the hand scored?