Draw and discard to make sets and runs. Knock with 10 or less, or go gin. First to 100 wins.
đ The deal
Each player gets ten cards. The next card is turned face up to start the pile; the rest are
the stock. The player who did not deal may take that first card, then the dealer may; if
both pass, the player who did not deal draws from the stock.
đ A turn
Take one card: the top of the stock, or the top of the pile. Then put one card face up on the
pile. A card you just took from the pile cannot go straight back.
đ§Š Melds and deadwood
A meld is three or four cards of one rank (7 7 7), or three or more of one suit in a row
(4âĨ 5âĨ 6âĨ; the ace is low). The cards in no meld are your deadwood: an ace counts 1, a
picture card 10, the rest their number. The game lays out your melds the best way and counts
your deadwood for you.
â Knock and gin
When your deadwood after a discard is 10 or less, you may knock: the hand ends and both
lay out their melds. The other player may lay cards off onto your melds. Lower deadwood scores
the difference. If the other player's is as low as yours or lower, that is an undercut:
they score the difference and 25 more. No deadwood at all is gin: 25 more, and nothing can
be laid off. If only two cards are left in the stock and nobody knocks, the hand does not count.
đ 100
The first to 100 points wins. Each hand, the other player deals.
đ¤ How the computer plays
⨠Coach
Against the computer, the coach marks what đ§ Hard would do, and says why.
đ Against the computer
đ Start over
Clears your wins and losses against the computer on this device, and the saved game. Your settings stay as they are.