Oklahoma Gin is a Gin Rummy variant, which is a skill-based card game for 2-4 players. The game is played with one standard deck of 52 cards. In a 2 player game each player is dealt 10 cards. In a 3-4 player game, each player is dealt 7 cards. The goal in Oklahoma Gin is to be the first player to get rid of all the cards in your hand, by melding them into sets and runs and laying them down. A "set" contains 3-4 cards of the same value, while a "run" consists of 3 or more consecutive cards of the same suit.
The players must begin a turn by drawing a card either from the stick or discard piles, and adding it to their hand. To complete their turn, players must discard a single card from their hand onto the discard pile. There are three ways to win a round of Oklahoma Gin: Gin, Knock and Undercut. Gin - is when players meld all the cards in their hand, laying them down on the table at once and discarding their last card - while having no deadwood (unmatching cards) left. Knock - is when players meld all the cards in their hand and their deadwood count is equal to the opening card's face value or lower. Finally, Undercut - is when players' deadwood count is equal to the Knocker's or lower. After players Gin, their opponents may lay their melds down onto the table, to decrease their deadwood count and therefore reduce their amount of penalty points. After players Knock, their defeated opponents may lay their melds down onto the table, and add matching cards to the Knocker's original melds only. Therefore, the Knock move provides the defeated players with an opportunity to reduce their amount of penalty points far more than Gin. The winners of multi-round Oklahoma Gin games are the players to accumulate the highest amount of points. Gin is the move that rewards the winner with the highest amount of points. Players who Gin are rewarded with 25 points, while their defeated opponents receive double the amount of their deadwood count as penalty points. Undercut rewards the winners with 20 points, and their defeated opponents receive the difference in the counts of the winner's deadwood and their own - as penalty points. The last winning move is Knock. This move rewards the Knocker with 10 points, and his defeated opponents are all credited with their deadwood count minus the Knocker's deadwood count as penalty points. In Oklahoma Gin, Aces count as 1 point and all the face cards are worth 10 points, while all other cards are worth their face value.
Tuesday, September 9, 2008
Oklahoma Gin Rules
Friday, August 22, 2008
Kaluki Rules
Kaluki is some other classic skill-based Rummy game that incorporates the use of wild cards and is better played with 2-4 participants. Players are always dealt 13 cards, never mind how many participants take part. The goal in Kaluki, just like in all Rummy games, is to be the first participant to remove all the cards from your hand, by combining them into sets and runs and putting them down. A "set" contains 3-4 cards of the equal value, while a "run" consists of 3 or more straight cards of the same suit. The participants must start a turn by drawing a card either from the stick or put away piles, and adding it to their hand.
To finish their turn, participants must discard a single card from their hand onto the discard pile. Building is an important component of Kaluki. On the their turn, participants may add matching cards to melds already laid down on the table on previous rounds either by them or by other players. This move is called Building. Participants who build onto combined sets and runs on the table, can do so in the following method: either adding the matching card of the 4th suit to a 3 card set (in case it contains a Joker, no repeated suits are allowed), or by adding matching sequential cards to either end of a run. In builds, as in original melds, a Joker can be used as a replacement for any card and acquires the value of the card it represents. The reuse of Joker in Kaluki must be actioned the following way: in a 3 card set that contains a Joker, the Joker may be released for same ranking cards of both missing only. By adding only one card of one missing suit, a closed 4 card set is made, from which the Joker could never be released. In case a 3 card set contains two Jokers, participants can add either one of the missing suits, releasing one of the Jokers and forming a closed 4 card set. In case a run contains a Joker, the participants to hold the card the Joker represents in their hand may apply it to release the Joker and reuse it elsewhere. In case participants release a Joker - they must use it to melds cards and putting them on table at the same turn. The Joker can't be added to the cards in their hand. There are two methods to win a round of Kaluki - Hunt and Going Out. Hunt is when participants meld all the cards in their hand, putting them down on the table at once and putting away their last card onto the discard pile all at once and in the same turn -when having no umatching cards left. Going Out is when participants meld all the cards in their hand, putting them down on the table gradually last card onto the discard pile. In Kaluki, different than other Rummy games, players cannot "lay off" any cards after a participant wins. While the winner calls, the round is over at once and the defeated opponents can't put away any of the cards they are holding, even if they match any of melds on the table. Players who Hunt are rewarded with 40 points, while their defeated opposers get penalty points on the total of the value of the cards in their hand X2. Participants who Go Out receive 20 points, while their defeated opponents get penalty points on the total of the value of the cards in their hand.
Wednesday, August 20, 2008
Gin Rummy Rules
Gin Rummy is a skill-based card game for 2-4 players. The game is acted with one standard deck of 52 cards. In a 2 player game all participants are dealt 10 cards. In a 3-4 player game, to each one participant is dealt 7 cards. The destination in Gin Rummy is to be the 1st participant to remove all the cards in your hand, by combining them into sets and runs and putting them down. A "set" contains 3-4 cards of the equal value, while a "run" consists of 3 or more consecutive cards of the same suit. The participants must start a turn by drawing a card either from the stick or put away piles, and adding it to their hand.
To finish their turn, players must put away a single card from their hand onto the discard pile. There are three methods to win a round of Gin rummy: Gin, Knock and Undercut. Gin - is when participants combine all the cards in their hand, laying them down on the table at once and putting away their last card onto the discard pile - while having no deadwood (unmatching cards) left. Knock - is when participants combine all the cards in their hand and their deadwood count's total matches 10 or less. At last, Undercut - is when players' deadwood count is match to the Knocker's or less. After players Gin, their opposers may lay their combines down onto the table, to lessen their deadwood count and therefore scale down their number of penalty points. After participants Knock, their defeated opponents could lay their melds down onto the table, and bring matching cards to the Knocker's original melds only. So, the Knock move provides the defeated players with a chance to scale down their total of penalty points far more than Gin. The winners of multi-round Gin Rummy games are the participants to gather the highest total of points. Gin is the move that rewards the winner with the peak number of points. Participants who Gin are rewarded with 25 points, as their defeated opposites get double the total of their deadwood count as penalty points. Undercut rewards the winners with 20 points, and their defeated opposites get the difference in the counts of the winner's deadwood and their own - as penalty points. The final winning move is Knock. This move rewards the Knocker with 10 points, and his defeated opposites are all credited with their deadwood count minus the Knocker's deadwood count as penalty points. In Gin Rummy, Aces count as 1 point and all the face cards are worth 10 points, although all other cards are worth their face value.