Press Play. You and Murray each get ten cards. Yours sit along the bottom, already arranged: melds on their own mats, and your loose cards (your deadwood) at the end with a badge showing their points. Murray’s cards lie face down across the table, and the stock and the discard pile sit in the middle.
The first card: the player who did not deal may take the face-up card that starts the discard pile, or pass. If they pass, the dealer may take it. If both pass, the non-dealer draws from the stock instead.
On every turn, draw first: tap the stock for its top card, or tap the discard pile to take the card showing. Then throw: tap a card to pick it and tap it again (or tap the discard pile) to throw it. A card you just took from the discard pile cannot go straight back.
Build melds. A set is three or four cards of the same rank. A run is three or more cards in a row of one suit, with the ace low only: A-2-3 is a run, Q-K-A is not. Loose cards count against you: face cards 10, aces 1, every other card its number.
When throwing a card would leave 10 or less deadwood, a Knock button appears (Gin with no deadwood). Knocking lays your hand face up. Murray then lays off any loose cards that fit your melds, and you score the difference in deadwood, unless he has the same or less, which is an undercut and scores for him. Gin scores 25 plus his deadwood, and nobody lays off against gin.
If the stock runs down to two cards with no knock, the hand is a draw. In a game to 100, hands go on until someone reaches 100; the winner adds a game bonus of 100 (200 if Murray scored nothing) and both add 25 for every hand they won.
Controls
Touch or mouse: tap the stock or the discard pile to draw, or use the Take, Pass and Stock buttons beside the piles. Tap a card to pick it and tap it again to throw it. Knock or Gin sits beside the piles when it is allowed. When Murray knocks, tap a glowing card to lay it off (and then the meld, if it fits two), then tap Done. Undo, Hint, Sort and Menu sit on the shelf below the table, or beside it on a landscape phone.
Keyboard: the arrow keys move along your hand and Enter or Space picks or throws the card in focus. D draws from the stock, T takes the top discard, P passes on the first card, K or G knocks (or goes gin), N finishes your layoffs or deals the next hand, S switches between runs first and sets first, U undoes, H shows a hint and Escape cancels a pick.
Restart in the toolbar starts a new game. Menu starts a new game, changes Murray’s level, the game (to 100 or a single hand), big gin, how your melds are arranged and Murray’s speed in Settings, and shows your statistics and the rules. The toolbar also has pause, help, optional sound and fullscreen.
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How to play Birch Cove Gin Rummy
Classic two-player gin rummy at a card table on a lakeside cabin dock. Draw, throw, build sets and runs, and knock or go gin before Murray the moose does.
Press Play. You and Murray each get ten cards. Yours sit along the bottom, already arranged: melds on their own mats, and your loose cards (your deadwood) at the end with a badge showing their points. Murray’s cards lie face down across the table, and the stock and the discard pile sit in the middle.
The first card: the player who did not deal may take the face-up card that starts the discard pile, or pass. If they pass, the dealer may take it. If both pass, the non-dealer draws from the stock instead.
On every turn, draw first: tap the stock for its top card, or tap the discard pile to take the card showing. Then throw: tap a card to pick it and tap it again (or tap the discard pile) to throw it. A card you just took from the discard pile cannot go straight back.
Build melds. A set is three or four cards of the same rank. A run is three or more cards in a row of one suit, with the ace low only: A-2-3 is a run, Q-K-A is not. Loose cards count against you: face cards 10, aces 1, every other card its number.
When throwing a card would leave 10 or less deadwood, a Knock button appears (Gin with no deadwood). Knocking lays your hand face up. Murray then lays off any loose cards that fit your melds, and you score the difference in deadwood, unless he has the same or less, which is an undercut and scores for him. Gin scores 25 plus his deadwood, and nobody lays off against gin.
If the stock runs down to two cards with no knock, the hand is a draw. In a game to 100, hands go on until someone reaches 100; the winner adds a game bonus of 100 (200 if Murray scored nothing) and both add 25 for every hand they won.
Controls
Touch or mouse: tap the stock or the discard pile to draw, or use the Take, Pass and Stock buttons beside the piles. Tap a card to pick it and tap it again to throw it. Knock or Gin sits beside the piles when it is allowed. When Murray knocks, tap a glowing card to lay it off (and then the meld, if it fits two), then tap Done. Undo, Hint, Sort and Menu sit on the shelf below the table, or beside it on a landscape phone.
Keyboard: the arrow keys move along your hand and Enter or Space picks or throws the card in focus. D draws from the stock, T takes the top discard, P passes on the first card, K or G knocks (or goes gin), N finishes your layoffs or deals the next hand, S switches between runs first and sets first, U undoes, H shows a hint and Escape cancels a pick.
Restart in the toolbar starts a new game. Menu starts a new game, changes Murray’s level, the game (to 100 or a single hand), big gin, how your melds are arranged and Murray’s speed in Settings, and shows your statistics and the rules. The toolbar also has pause, help, optional sound and fullscreen.