What is a meld in gin rummy?

Melds are the whole point of gin rummy. Every card you get into a meld is a card that no longer counts against you - so learning the two types is step one.

Quick answer: A meld is a valid group of cards you form in your hand. There are two kinds: a set (three or four cards of the same rank, like three Kings) and a run (three or more consecutive cards in the same suit, like 5-6-7 of hearts). Any card in a meld doesn't count against you as deadwood.

Sets and runs

There are exactly two kinds of meld. A set is three or four cards of the same rank, such as 8-8-8 or Q-Q-Q-Q. A run is three or more cards in sequence within a single suit, such as 4-5-6 of clubs. Both need at least three cards - a pair is not yet a meld.

One card, one meld

A card can only belong to one meld at a time. If you hold the 7, 8 and 9 of spades plus two more 7s, you have to decide whether the 7 of spades helps your run or your set - it can't do both at once. Spotting the best split is a real skill, and the game arranges your best layout automatically.

Why melds matter

Every carded tucked into a meld drops out of your deadwood count, bringing you closer to a knock or a full gin. The entire game is a race to convert loose cards into melds faster than your opponent. Look up any term you meet in the rules and glossary.

Related questions

What is a run in rummy?

A run - also called a sequence - is a meld of three or more consecutive cards all in the same suit, such as 6-7-8-9 of hearts. Because Aces are low in gin rummy, A-2-3 is a valid run but Q-K-A is not. Runs are one of the two ways to meld; the other is a set.

What is a set in rummy?

A set - also called a group or book - is a meld of three or four cards of the same rank, such as three 9s or four Kings. Since there are only four suits, a set can hold at most four cards. Sets are one of the two ways to meld; the other is a run.

What is deadwood in gin rummy?

Deadwood is the cards in your hand that aren't part of any meld. Each one carries a point value: face cards count 10, Aces count 1, and number cards count their face value. You add those up for your deadwood total - and you need it at ten or fewer to knock.