How many cards are used in gin rummy?

The counts in gin rummy are simple and worth memorizing, because they explain the whole rhythm of the game: one deck, ten cards each, and a stock you dip into.

Quick answer: 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.

One deck, ten cards each

Gin rummy is played with exactly one 52-card deck - four suits of thirteen ranks, no jokers. The two players each receive ten cards. That leaves 32 cards: one becomes the first upcard, and the other 31 form the face-down stock. See how to deal gin rummy for the order.

Why ten cards matters

Ten is the sweet spot. It's enough to hold two or three melds in progress, but tight enough that every draw and discard is a real decision. It also sets the knock threshold: reduce your deadwood to 10 or fewer and you can knock.

Big Gin's eleventh card

The only time you hold more than ten is the instant you draw an eleventh card. If that card completes your hand into melds with zero deadwood, you've hit Big Gin - all eleven cards melded, for the game's largest bonus. Otherwise you always end your turn back at ten by discarding.

Related questions

How do you deal gin rummy?

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.

What is Big Gin?

Big Gin happens when the card you draw completes your hand so that all eleven cards - your ten plus the one you just drew - form melds with zero deadwood, and you don't discard. It's rarer than ordinary gin and pays a bigger bonus, typically 31 points (some rules use 25), plus your opponent's deadwood.

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.