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Knock Ten

Ten cards each, melds against the machine, and the knock that ends it at ten or less.

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Knock Ten

Knock Ten

Ten cards each, melds against the machine, and the knock that ends it at ten or less.

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How to play

  1. Tap the stock or the pile to take a card, then drag a card onto the pile to throw it away.
  2. First card of a hand: the upcard is offered to the player who did not deal, then to the dealer, then it is stock draws all the way.
  3. Melds are three or four of a rank, or three or more in a row in one suit. Aces are low and runs do not turn the corner.
  4. With ten or less deadwood the KNOCK key lights. Press it, then throw one card away to end the hand.
  5. No deadwood at all is gin: worth their whole hand and 25 more, and they cannot lay off.
  6. First to a hundred takes the match. Pick Gentle, Steady or Sharp before your first card.

Controls

Keyboard

  • ← → move along your hand
  • ↑ ↓ reach the stock and pile, the other row, and the KNOCK key
  • Space take a card, pick one up, and again to throw it
  • Enter throw the highlighted card
  • K knock, E end the run
  • P pause

Touch

  • Tap the stock or the pile to take a card
  • Drag a card onto the pile to throw it away, or tap it twice
  • KNOCK sits under your hand; END is in the top bar

Controller

  • D-pad or left stick to move
  • A / Cross for action, B / Circle for secondary
  • Start to pause

Tips for a better score

  • The best arrangement is worked out for you after every card: the bar under a card means it is already melded, and the number under your hand is what a knock would cost you.
  • Knocking early with eight or nine is a fine way to win a small hand. Waiting for gin is how you lose one, because they can undercut you.
  • Taking from the pile tells the other side exactly what you are collecting. Sharp remembers every card you take and will not feed you.
  • A card that could go either into a run or into a set is the one to keep. A lone king is the one to throw.
  • Points: every point you score in the match is banked, plus 25 for each hand you win. Win the match and the game bonus is 100 on Gentle, 150 on Steady and 200 on Sharp, doubled if they never score.

About Knock Ten

Knock Ten is the old two-handed card game of melds and deadwood, the rule set usually called gin rummy. You and the machine get ten cards each from one pack. A meld is three or four cards of a rank, or three or more in a row in one suit; everything left over is deadwood, counted at face value with the courts at ten and the ace at one. On your turn take the top of the stock or the top of the pile, then throw one card away. Throw one away with ten or less deadwood and you may knock: the other side lays its own loose cards onto your melds, and you score the difference between what is left. Nothing loose at all is gin, worth their whole hand and twenty-five more, with no laying off. Knock and come off worse and they undercut you for the difference and twenty-five. Your hand sorts itself into its best arrangement after every card, with a bar under each meld and your deadwood always on screen, so you can see the hand you actually hold. A match runs to a hundred against Gentle, Steady or Sharp, and the match picks up where you left it.

A free gin rummy card game that runs in your browser. Category: Board games. Made for RetroWorld with original art and sound.

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