How do you deal gin rummy?

The gin rummy deal is quick and always the same. Get the count right and the whole hand flows from there.

Quick answer: Shuffle a standard 52-card deck and deal ten cards to each player, one at a time, starting with your opponent. Turn the next card - the 21st - face up beside the deck as the upcard, and set the remaining cards face down as the stock. The non-dealer then gets first choice of the upcard.

The dealing sequence

From a shuffled 52-card deck, deal single cards alternately until each player has ten - by tradition the non-dealer receives the first card. Set the pack down, flip the 21st card face up next to it as the upcard, and leave the rest as a face-down stock. That accounts for all 52 cards: 10 + 10 + 1 + 31.

The first turn

Play doesn't start with a plain draw. The non-dealer chooses first whether to take the upcard; if they pass, the dealer may take it. If both pass, the non-dealer draws from the stock and normal alternating turns begin - draw one, discard one. Our site handles all of this for you automatically.

Who deals and other details

Players usually alternate the deal each hand, and some play that the loser of a hand deals the next. On this site the deal is done for you every hand, and you just start playing. If you want the illustrated version with an example hand, see the rules hub.

Related questions

How many cards are used in gin rummy?

Gin rummy uses a single standard 52-card deck, with no jokers. Each of the two players is dealt ten cards. The 21st card is turned face up to start the discard pile, and the remaining 31 cards form the stock you draw from.

What is the upcard in gin rummy?

The upcard is the first card turned face up beside the stock after the deal - it starts the discard pile. Before normal play begins, the non-dealer gets first choice of whether to take it; if they pass, the dealer may take it, and only then does regular drawing start.

How do you play gin rummy?

Two players each get ten cards. On your turn you draw one card - from the stock or the discard pile - then discard one, trying to group your hand into melds (sets and runs). When your unmatched cards total ten points or fewer, you can knock to end the hand and score the difference in deadwood, or go gin for a bonus.