Gin rummy calculator
Pick a hand to see its best melds and lowest deadwood, whether you can knock, and what the hand scores.
Your cards
Practice
Get quick at the two sums every gin hand ends with. Streak: 0
How the calculator works
It tries every way of splitting your hand into sets and runs and keeps the one that leaves the lowest deadwood, so a card that could go in either a set or a run is always put where it saves the most. Aces are low (A-2-3 is a run, Q-K-A is not), aces count 1 and pictures 10.
- Ten cards: your best arrangement, your deadwood, and whether you can knock (10 or less) or are gin (0).
- Eleven cards (just after you draw): every possible discard, with the lowest deadwood each one leaves.
- Scoring: type your opponent's count after lay-offs, or pick their ten cards and the calculator finds their melds and every card they can lay off on yours.
Scoring a gin hand in five steps
- Count the knocker's deadwood.
- If it is 0, it's gin. No lay-offs. The knocker scores 20 plus the defender's whole count.
- Otherwise the defender lays out melds, lays off unmatched cards on the knocker's melds, and counts what is left.
- Knocker lower? The knocker scores the difference.
- Equal or higher? Undercut: the defender scores the difference plus 10.
More rummy tools
Rummy scorekeeper
Gin, Rummy 500, Three Thirteen and Contract Rummy, on your phone.
Gin rummy calculator
Pick ten cards: best melds, deadwood, knock or not, and the score.
Printable score sheets
Gin box scoring, Rummy 500, Three Thirteen and contract rummy.
Gin rummy rules
Knocking, gin, lay-offs, undercuts and box scoring.
Rummy 500 rules
Melds score for you, cards in hand count against you.
Three Thirteen rules
Eleven rounds, a new wild card every round.
Contract rummy rules
Seven contracts, buying out of turn, and penalties.