ONE DEVICE. TWO PRIVATE HANDS.

Gin Rummy for 2 players. A little luck, a clever knock.

Sit down together for Gin Rummy. Pass the device between turns, build your hand in private and see who reaches 100 first.

  • 10 cardsA private hand
  • 100 pointsA match to play for
  • 25 bonusGin or undercut
The playable Gin Rummy table with ivory playing cards, green and gold backs, a stock pile and a private ten-card hand
The board you’ll play on, right in your browser.
Three ways to play

Same device, a private link or the computer.

Melds made clear

Automatic grouping and a deadwood preview.

A table to return to

Separate local saves and private room reconnection.

Pass the device, keep your plan

Open Same device and decide who is Player 1. Reveal your hand only when the other player looks away. Draw a card, select a discard and confirm it; the hand closes before you pass the device. For a table with two screens, use the private invitation instead.

Build melds. Reduce deadwood. Choose your moment.

Each player receives ten cards from a 52-card deck without jokers. Make sets of three or four equal ranks, or runs of at least three consecutive cards of one suit. Aces are low; Q–K–A is not a run. A card can belong to only one meld.

Player 1 starts the first hand. The non-dealer may take the opening upcard or pass; the dealer then gets the same choice. If both pass, the non-dealer must draw from stock. After that, draw from either pile and discard one card. An upcard cannot be returned on the same turn.

Unmatched cards are deadwood: an ace counts 1, picture cards 10, and other cards their number. Select a card to preview the total after discarding. The table automatically finds a disjoint arrangement with the lowest deadwood; green marks show cards in melds.

Knock with 10 or fewer deadwood after discarding. With zero, announce gin: score 25 plus the opponent’s deadwood, without layoffs. After a regular knock, the defender automatically chooses melds and adds eligible cards to the knocker’s melds. The knocker scores the difference only if their deadwood is lower. A tie or lower defender total is an undercut: the defender scores 25 plus the difference.

The first player to reach 100 points wins. Next hand keeps scores and alternates the dealer after a scored hand. Two remaining stock cards after a discard without knocking end a drawn hand; no points are awarded and the dealer stays. This version has no Big Gin, box bonuses or end-of-match bonuses.

On one device, hands disappear between players: pass the device before pressing Reveal my hand. In computer mode, your own cards stay visible. In a private room, each browser receives only its own hand and public information; hidden cards and stock order are not sent to the other player.

Watch what leaves the hand

A pair or two neighboring suited cards can grow into a meld. An isolated picture card costs ten if the opponent ends the hand. Notice the cards your opponent picks up; discarding a nearby card may help them. Knocking early can score, but leaves room for an undercut.

Continue your match

Local and computer matches save separately in this browser when storage is available. Online actions are saved before confirmation; return with the invitation in the same browser to reclaim your seat. Clearing site data removes that browser’s local saves and seat key. Inactive rooms expire after seven days. Next hand preserves points until someone reaches 100; New round during play replaces the entire match, after confirmation locally or agreement online.

GOOD TO KNOW

Gin Rummy 2 Player FAQ

Why does my hand disappear?

The cover screen helps keep hands private on a shared device. Give it to the named player, then press Reveal my hand. The Hide hand button also covers your cards.

Can a card count in two melds?

No. The automatic grouping uses each card once. It finds the lowest deadwood arrangement and uses a fixed tie-break independent of the opponent’s hidden cards.

Is this free to play?

Yes. All three modes are free and require no account or download.

What happens when the stock runs low?

If a discard leaves two stock cards and nobody knocks, the hand ends with no points. The next hand keeps the same dealer and match scores.

A fresh hand is waiting.

Draw, discard and make your next little plan.

Play on one device