Gin Rummy Strategies
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An essential skill for a good gin rummy player is good memory -- you must be able to memorize all the possible melds in a hand. You
also must be able to calculate the chances for your two-of-a-kind sequences. Always think about your own resources and strategy
first, then about your opponent's. By looking at opponent's discards, etc. try to figure what is in your opponent's hand. This way you won't give any good cards away
and you also won't be holding cards for an impossible or unlikely meld.
The sevens are the most valuable card in the deck when it is time for forming melds. The seven can be used to extend melds more than
any other card.
From the early stages of the game it is better to discard a card ranking one or two away and in a different suit to the one
previously discarded by your opponent. For example, if your opponent's first discard is the 7 of diamonds, then 6 or 8 of clubs, spades or
hearts is probably your safest bet.
If your hand does not contain any of the former cards, discard a card of rank equal to the one that your opponent has previously
discarded (i.e. the 7 of spades). Statistically there are only four possible chances that an equal-rank card can be used against you.
Remember, you are more likely to win a gin rummy game if you:
- Try to score and knock as quickly as possible
- Anticipate your opponent's "baits" - especially with the first couple of discards
- Try not to jeopardize a good hand by speculating
- Towards the end of the game, either play the score or try to keep under and prevent your opponent from winning the game with that
hand
More Notes on Strategy
In gin rummy you observe what cards your opponent is discarding and
which of your discarded cards he is drawing. All discarded cards have to be also
memorized. Based on the above and own hand cards, an inference is made as to the structure
of opponents hand on the assumption that opponent is trying to make melds as best as
he can.
It is unadvisable to go all out for gin hand. The bonus of 25 is
not sufficient to compensate for the times when you should have knocked.
Typical game ends at half-deck to 2/3rds of deck, so knockers should not
hesitate to knock earlier than half-deck point.
It is generally better to draw a deck card than an upcard because less
of your hand will be known to your opponent. Also, if you take upcard -you
are taking cards of no use to your opponent, but drawing from deck you may be
preventing him from going for a gin hand.
The best game exception to the above rule is when you need the upcard
to convert 2 matching cards into a meld of 3 or more thus eliminating 3 pieces of deadwood
including the upcard. It is especially good if it enables you to knock immediately.
When you suspect an imminent knocking from your opponent (far
into the deck > 2/3) it may be worth taking a low upcard and throw any high-value
deadwood.
It is good to retain high-ranking pairs and 2-card sequences acquired
early in the game in the hope that opponent will discard a matching 3-d. Thus, 3
high-ranking pieces can be potentially eliminated. Conversely, it is a good idea to delay
discarding high-ranking non-paired unmatched deadwood until later in the game to
prevent the opponent from creating high-ranking melds.
In arranging your melds after knocking, try to attach a card to a
set of 4 rather than a sequence if it could equally well go with either. This way, you
prevent your opponent from laying off his deadwood to your sequence.
Before reaching half-deck, you can retain the high-value potential
unmelded combinations (such as Ten plus Queen of Hearts waiting/hoping for in-the-middle
Jack of Hearts). However, after reaching half-deck with unfulfilled hopes, it is advisable
to discard these cards. Still you have to be careful discarding high value cards after half-deck point. You do not want to give your
opponent higher chances to form melds and knock in the game.
- If there are unmatched high-value cards in the beginning (with low probability to create
melds), its not good to discard them before reaching half-deck because they may be
of value to your opponent. For example, discarding a Queen (10 points) if opponent
takes it will potentially organize your opponents meld of 3 Queens 30
points with 20 points difference. So such high unmatched cards should be retained before
half-deck as stoppers to stop opponent. If, however, opponent starts
discarding cards that would have potentially created melds with your unmatched high-value
cards, it may be safe to discard such high unmatched cards before half-deck not in
the very beginning. Continuing the example with one unmatched Queen of Hearts at the
beginning of the game
if we see that the opponent discards one of his Queens, it may
be safe to discard ours in the beginning. There may be a danger in such discarding,
however, for example if opponent discarded the Queen of Spades, and we assume that we can
safely discard our lonely Queen of Hearts because he cannot get 3 or more Queens, he may
be able to take our Queen of Hearts to use in a meld with King of Hearts & Jack of
Hearts same 30 points gain.
- Early in the game it is advisable to discard a card ranking one or two away (better one
away) and in a different suit to the one previously discarded by opponent. Example:
opponent discards 9 of Clubs. It is best to discard one of {10 of Diamonds, 8 or 10 of
Hearts, 8 or 10 of Spades, etc.}. If no such card is held, next best bet is to discard a
card of rank equal to one discarded by opponent
- Seven is usually the most valuable card in the deck as far as its ability to form melds
it can extend melds better than any other card. Therefore, one should be careful
discarding it too early in the game since it can help the opponent