By Neal Taparia - Published: 09/17/2026
Gin Rummy is a two-player card game where you try to reach 100 points before your opponent by forming melds and minimizing your deadwood, or unmatched cards. While forming sets and runs helps lower your deadwood, how you end each hand determines how many points you actually score. You can knock when you have 10 points or less in deadwood (point value of the non-meld cards left in your hand), go gin when you have no deadwood, or even score when your opponent knocks and you can undercut them (have less deadwood than they do).
Understanding Gin Rummy scoring, including the gin bonus and undercut bonus, can help you decide whether to knock or keep playing for a potentially higher score. This guide explains Gin Rummy scoring rules, walks through scoring examples, and shows you how to use scoring to make more strategic decisions as you work toward 100 points whenever you play Gin Rummy online.
After each hand, only the winning player scores points. Play continues until one player reaches 100 or more points, at which point end-of-game bonuses are added. These rules walk you through how scoring in gin rummy works.
Use this table as a quick reference for how points are awarded during each hand and which bonuses are added after a player reaches 100 points.
| Situation | Points Awarded |
|---|---|
| A player knocks with less deadwood than their opponent. | The player who knocked receives points equal to the difference between their deadwood and the opponent’s deadwood. |
| The opponent undercuts the player who knocked. | The opponent receives difference in deadwood + 25-point undercut bonus |
| The deadwood totals tie after a knock. | The opponent receives 25 points. |
| A player goes gin. | The player receives points equal to the opponent's deadwood + a 25-point gin bonus. |
| Bonuses Added to the Winner’s Total After the Game Is Over | |
| Game bonus | 100 points |
| Hand bonus | 25 points for each hand won |
| Shutout bonus | Double the total hand score if all hands were won |
You need 10 points or less in deadwood to knock, which ends the hand. Deadwood includes any cards in your hand that aren't part of a meld. Melds are either sets of three or four cards of the same rank or runs of three or more cards of the same suit in sequence.
Calculate the value of your deadwood based on the cards left unmatched:
For example, if your unmatched cards are A♣, 4♦, you have 5 deadwood points (1 + 4).

When you end the hand with less deadwood than your opponent, the difference between your deadwood totals forms the base score for the hand. This applies whether you knock or go gin.
Depending on how the hand ends, you may need to add one of the following bonuses to the difference in deadwood when calculating the score:

Once a player reaches 100 or more points, the game ends and additional bonuses are added to determine the final score. These bonuses reward winning the game, winning individual hands, and shutting out your opponent.
Knowing how scoring works can help you decide not only which cards to keep but also when ending a hand is worth the risk. As the game progresses, consider your opponent's likely deadwood as well as your own and adjust your strategy based on the total score.
If you’re the non-dealer, you can choose to take the up card, the first card turned over into the discard pile after the deal. But like any discard, doing so tells your opponent information about your hand. Especially if it’s a high-point face card, picking it up signals just the type of cards you might be putting together for a meld. That means your opponent can hold back discards so they don’t feed you what you need. So unless the up card completes a meld in your hand, you’re better off leaving it. That way, you hide the type of hand you’re building and have a chance to pick up a more useful card from the stockpile.
Having 10 points or less of deadwood allows you to knock, but that doesn't always make it the best move. If you knock with 9 points and your opponent has been forming melds quickly, they may have less deadwood than you—or be able to get below you by laying off cards. The lower your deadwood is when you knock, the more protection you have against an undercut and the greater the potential difference between your deadwood and your opponent's.
Before knocking, look at your melds for places where your opponent could lay off unmatched cards. Open-ended runs can be especially useful to an opponent. For example, if you have a run of 5♣, 6♣, and 7♣, your opponent could potentially lay off the 4♣ or 8♣. If you've seen them pick up one of those cards from the discard pile, you know that knocking could allow them to reduce their deadwood.
How close you are to 100 points can affect whether it's worth continuing to play for gin. If a successful knock could give you enough points to win the game, ending the hand may be more valuable than taking the risk of drawing more cards. If you're well behind, however, going gin offers an opportunity for a larger score because you earn your opponent's deadwood plus the 25-point gin bonus.
Face cards are worth 10 deadwood points each, so holding several unmatched face cards can give your opponent a large score if they end the hand first. When you're ahead, keeping the value of your deadwood low can limit how many points your opponent can gain from a knock or gin while also keeping you closer to being able to knock yourself.
A successful knock only scores the difference between the two deadwood totals, while an undercut gives your opponent that difference plus a 25-point bonus. So before knocking, consider the potential reward as well as the risk. If you think the difference between your deadwood and your opponent's is small, continuing to draw and discard cards may give you a chance to lower your deadwood before ending the hand.
Gin Rummy scoring makes every hand a balance between reducing your own deadwood and deciding when you have the advantage over your opponent. A well-timed knock can add points to your total, while going gin can earn a larger payoff with the gin bonus. But knock too soon, and an undercut can give those points to your opponent instead. As you play Gin Rummy on Solitaired, use what you know about deadwood, bonuses, and your opponent's hand to make each scoring opportunity count as you race to reach 100 points first.

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