📖 Gin Rummy Glossary — All Terms Explained

New to Gin Rummy? This glossary covers every term you need to know, from basic concepts to advanced terminology. Bookmark this page as your quick reference guide.

Big Gin
Going Gin with all 11 cards (including the drawn card, without discarding). Awards a 31-point bonus in some variants.
Deadwood
Cards in your hand that are not part of any meld. The total point value of your deadwood determines whether you can knock and how many points are scored.
Discard Pile
The face-up pile where players place one card at the end of each turn. The top card is visible and can be drawn by either player.
Draw Pile / Stock
The face-down pile of remaining cards after dealing. Players draw from either the stock or the discard pile on each turn.
Gin
When a player forms melds with all 10 cards, leaving zero deadwood. Going Gin earns a 25-point bonus and prevents the opponent from laying off.
Knock
Ending a round when your deadwood totals 10 points or fewer. You lay your melds face-up and reveal your deadwood.
Lay Off
Adding your unmatched cards onto your opponent's melds after they knock. Not allowed when the opponent goes Gin.
Meld
A valid combination of cards: either a set (3-4 cards of the same rank) or a run (3+ consecutive cards of the same suit).
Run / Sequence
Three or more consecutive cards of the same suit (e.g., 4♥ 5♥ 6♥).
Schneider / Shutout
When the losing player wins zero rounds in the entire game. The winner's total score is doubled.
Set / Group
Three or four cards of the same rank (e.g., 7♠ 7♥ 7♦).
Undercut
When the non-knocking player has equal or fewer deadwood points than the knocker. The non-knocker scores the difference plus a 25-point bonus.

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