Gin Rummy Scoring Explained: Knocking, Going Gin & Undercuts
Gin rummy scoring is where the game is really won. Knowing the deadwood values, the gin bonus and the dreaded undercut turns a guessing game into a calculated one. This guide explains gin rummy points clearly — how to keep score in gin rummy hand by hand, all the way to a 100-point game — with worked examples you can follow. If you are brand new, start with the full gin rummy rules first, then come back here.
Everything below assumes the standard two-player game: each player holds 10 cards, arranges them into melds, and tries to keep their deadwood (unmatched cards) low. When you understand exactly how a hand is scored, you will know precisely when to knock, when to wait for gin, and when to hold back so you do not hand your opponent an undercut.
Play Gin Rummy free while you read No signup, no download — open the game in another tab and watch the scoring happen as you knock and go gin. Play Gin Rummy →Quick-reference scoring table
Here is every scoring event in gin rummy at a glance — what triggers it, who scores, and how many points:
| Event | Who scores | Points |
|---|---|---|
| Knock (won) | Knocker | Defender's deadwood − knocker's deadwood |
| Going gin | Knocker | Opponent's deadwood + 25 bonus |
| Big gin | Knocker | Opponent's deadwood + 31 bonus |
| Undercut | Defender | Difference + 25 bonus |
| Line / box bonus | Hand winner | 25 per hand won |
| Game bonus | First to 100 | 100 |
Card values: how deadwood is counted
Before any hand can be scored, both players add up the value of their unmatched cards. The values are the same throughout gin rummy:
| Card | Value |
|---|---|
| Ace | 1 point |
| 2 through 10 | Face value (2–10) |
| Jack, Queen, King | 10 points each |
Only cards that are not part of a set or run count as deadwood. A set is three or four cards of the same rank; a run is three or more cards of the same suit in sequence. This works exactly like scoring in standard rummy, except that in gin only your leftover cards are counted, not your whole hand.
Knocking and the gin rummy points you earn
You may knock — end the hand — whenever your deadwood totals 10 points or less. After drawing and before discarding, you lay your hand down face up, melds grouped and deadwood set aside, then make a final discard face down.
Once you knock, your opponent (the defender) gets to lay off: they add their own unmatched cards onto your melds to shrink their deadwood. For example, if you knocked with a run of 5-6-7 of hearts, the defender could lay off a 4 or an 8 of hearts. Then you compare totals.
If your deadwood is lower, you score the difference between the two counts. A clean worked example:
You knock with 4 deadwood. Your opponent has 23 after laying off. You score 23 − 4 = 19 points.
Going gin: zero deadwood
If all 10 of your cards form melds and your deadwood is zero, you have "gone gin." This is the cleanest finish in the game. Going gin earns a 25-point gin bonus plus your opponent's entire deadwood — and crucially, the opponent cannot lay off against gin. Every stray card in their hand counts against them.
So if you go gin and your opponent is left holding 18 points of deadwood, you score 18 + 25 = 43 points for the hand. That is why gin hands swing the game so hard.
Big gin: all 11 cards melded
Occasionally you draw your eleventh card and find that all 11 cards form valid melds before you even discard. That is big gin. It carries an even bigger bonus — commonly 31 points plus your opponent's deadwood, though some house rules and apps award 50. Either way you do not discard; you simply lay everything down and collect.
Undercut: when the defender wins
Knocking is not risk-free. If, after laying off, the defender's deadwood is equal to or lower than the knocker's, the defender has undercut the knocker. Instead of the knocker scoring, the defender scores a 25-point undercut bonus plus the difference between the two deadwood totals.
Example: you knock with 8 deadwood, but after laying off your opponent is down to 5. They undercut you: they score (8 − 5) + 25 = 28 points, and you score nothing. This is exactly why knocking with a high count is dangerous — the closer your deadwood is to the 10-point limit, the easier you are to undercut.
Try the scoring for yourself Knock early, push for gin, and watch undercuts happen live against a smart opponent. Play Gin Rummy free →Game scoring: how to keep score in gin rummy
One hand rarely settles a game. A full game is played to 100 points: you keep a running total for each player and the first to reach 100 wins the game. But the score is not just the sum of the hands — several bonuses are added at the end:
- Line (box) bonus: 25 points for every hand you won, added at the end of the game.
- Game bonus: 100 points to the first player to reach 100.
- Shutout (blitz / schneider): if the loser never scored a single hand, the winner's game bonus is doubled to 200 (some players double the entire score instead).
A worked score sheet over three hands
Draw two columns, one per player, and write each hand's result in the winner's column. Here is a short game:
| Hand | Result | You | Opponent |
|---|---|---|---|
| 1 | You knock, win by 19 | 19 | — |
| 2 | Opponent goes gin (deadwood 12 + 25) | — | 37 |
| 3 | You go gin (deadwood 8 + 25) | 33 | — |
| Running total | 52 | 37 |
Nobody has reached 100 yet, so play continues. Say you win one more hand to cross 100 first. You then add your line bonuses (25 for each of your three winning hands = 75) and the 100-point game bonus on top of your point total, while your opponent adds 25 for their one winning hand. The player with the higher grand total wins. Keeping the sheet this way makes two-player rummy games easy to settle, even over a long series.
Scoring variants you'll meet
Hollywood scoring
Hollywood scoring runs three games at once on a single sheet. Your first win is recorded in game one; your second win is recorded in both game one and game two; your third and later wins count in all three games. Each of the three games is still played to 100, so a single strong hand can advance you on multiple fronts. It is a popular way to make a session last longer without changing the per-hand math.
Oklahoma gin
In Oklahoma gin, the first upcard sets the knock limit for the whole hand: if it is a 7, you may only knock with 7 deadwood or less. If that first upcard is a spade, the entire hand's score is doubled. An ace as the upcard often means you must go gin to end the hand at all. The card values and bonuses are otherwise identical.
Strategy: when to knock vs. play for gin
- Knock early when your lead is safe. A quick knock at 3–5 deadwood banks points and denies your opponent time to set up gin.
- Don't knock near the limit late in the hand. Knocking with 9 or 10 deadwood when your opponent has been discarding low cards is an open invitation to be undercut.
- Push for gin when you're one card away early. The 25-point bonus and the no-lay-off rule make gin far more valuable than a thin knock — if the hand is young, the wait is worth it.
- Track the discards. If your opponent stops taking cards and starts dumping high ones, they may be ready to knock — beat them to it.
Frequently Asked Questions
How many points is going gin worth?
Going gin earns a 25-point bonus plus the full value of your opponent's deadwood. Because the opponent cannot lay off against gin, every unmatched card they hold counts against them.
What is an undercut in gin rummy?
An undercut happens when the defender's deadwood is equal to or lower than the knocker's after laying off. The defender scores a 25-point undercut bonus plus the difference between the two deadwood totals.
Can you knock with 10 deadwood in gin rummy?
Yes. You may knock whenever your deadwood is 10 points or less, including exactly 10. Knocking with a higher count is not allowed.
How many points do you play to in gin rummy?
A standard game of gin rummy is played to 100 points. The first player to reach 100 wins, after which line bonuses and a game bonus are added to settle the final score.