Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Preliminaries Deal nine cards each from a double pack including
four Jokers. Stack the rest face down and turn the next to start a
discard pile.
Object To meld cards as you go along and be the first to go out.
There are two types of meld.
1. Pierna (‘leg’). From three to six cards of the same rank and
exactly three dif erent suits. Thus a pierna of 5 5 5 5 is
valid, but not 5 5 5 (two suits) or 5 5 5 5 (four suits).
2. Escalera (‘ladder’). Four or more cards in suit and sequence,
counting Ace high or low but not both. Thus JQKA and
A234 are valid, but not QKA2.
Jokers are wild, but they cannot be used in piernas, and no escalera
may contain more than two. A Joker cannot be exchanged for the
natural card it represents, but it can be counted as either end of a
legal sequence. For example, you can meld 345
, and
subsequently add to it either 6 or A, leaving ik to represent
either 2 or 6. But in A23
or 23
5, for example, it can
only represent 4.
Play At each turn you (1) draw one card, (2) shed cards by making
new melds or laying of one or more to your own or other players’
melds, and (3) make one discard if you have any left. But:
you may not draw the upcard unless you can immediately use
it to make a new meld in conjunction with other cards from
your hand; and
you may not discard a Joker, unless it is the only card in your
hand, in which case you may discard it to go out.
End of deal Play ceases when one player goes out. The others
End of deal Play ceases when one player goes out. The others
record penalty points equivalent to their deadwood, counting Aces
and courts at 10 each and numerals at face value. If you go out by
get ing rid of al nine (or ten) cards simultaneously, having not
previously made any melds or lay-of s, you reduce your penalty
score by 10 points.
End of game A player whose penalty score reaches 100 must drop
out, but, upon payment of a single stake, may immediately come
back in again (reengancharse) with the score of the player with the
highest current total. No player, however, is al owed more than two
reenganches. The final winner is the last player left in, or the player
with the lowest score if a point is reached at which everybody’s
score is 100 or more.
Gin
2-3 players, 52c
I will not attempt to describe Gin-Rummy in detail as you can call up any insane asylum and get any patient on the ’phone and learn all about it in no time, as all lunatics are bound to be Gin players, and in fact the chances are it is Gin-Rummy that makes them lunatics.
Damon Runyon, The Lacework Kid
Gin Rummy is said to have been perfected in 1909 by a
Philadelphian Whist tutor cal ed Elwood T. Baker. A logical
development of Conquian/Coon Can, Gin achieved maximum
popularity in the 1930s and 1940s as ‘the game of the stars’ of both
Broadway and Hol ywood – as wil be wel known to al who stil
enthuse over films of that period. It is subject to many minor
variations, and further confused by the fact that many people cal
almost any form of Rummy ‘Gin’ even when it isn’t. Real Gin is
normal y played by two and usual y for money, though it is
undeniably a game of skil . The classic version runs as fol ows.