YOUR FRIEND. YOUR OWN PRIVATE TABLE.
Play Gin Rummy
with a friend.
Share a link, keep your hand secret and play a match to 100 across two devices. No account needed; just a friend and a fresh deck.
- 10 cardsA private hand
- 100 pointsA match to play for
- 25 bonusGin or undercut

Same device, a private link or the computer.
Automatic grouping and a deadwood preview.
Separate local saves and private room reconnection.
Deal a private table for two
Open Play with a friend, copy the invitation and send it to your friend. The first guest takes the second seat. Each browser sees its own cards, the discard pile and card counts. Both players must stay connected to act; after a break, reopen the link in the same browser to return to your seat.
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 Play with a Friend FAQ
How do we start the next hand?
After a result, both players press Next hand to continue with the current scores. If a hand is still in progress, New round requests a fresh match with scores reset. Both players must agree.
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.