GIN RUMMY
(600-2658)                 Game Rules                 Faxback Doc. # 35096

You play Gin Rummy against the computer.

The game has two objectives.

The first is to match sets as quickly as possible, so you can call Gin
before your opponent matches up its cards.  The second is to keep your own
point total as low as possible in case your opponent calls Gin or Knocks
before you do.

At the start of the game, you and the computer are each dealt 10 cards.
The remaining cards are placed in a stockpile face down and the top card is
turned over to start the discard pile.  If this upcard is a spade (SYMBOL),
the winning points will be doubled.

You choose whether or not to pick up the upcard and add it to your hand. If
you do not, your opponent can choose to take the upcard.

You and the computer take turns drawing either from the stockpile or the
discard pile, then try to make sets of cards in your hand.

A set consists of three or more cards that have either the same face value
(for example, 10, 10, and 10) or are consecutive in the same suit (for
example, 2, 3, and 4 of Hearts).  If you are building a consecutive set of
the same suite, the Ace can only be used before a 2, not after a King.

After you have drawn a card, you must decide whether to add it to your hand
or discard it.  You can keep it even if it does not complete a set.

You must discard one card from your hand during your turn - whether it's
the card you just picked up or another card.  The discarded card becomes
the upcard on the discard pile, then your opponent can choose to pick it up
or draw from the stockpile.

The game ends in one of three ways.

  If you and the computer have each drawn 29 cards from the stockpile,
  leaving only two cards, the game is considered a draw and no points are
  scored.

  If one of the players has no unmatched cards in his or her hand, he or
  she can call Gin.  A player can have 2 sets of 3 matched cards and 1 set
  of 4 matched cards, for example, or one set of 3 matched cards and one
  set of 7 matched cards.  But, each set must contain at least 3 matched
  cards.

  The riskier way to end the game is called Knocking.  If the total point
  value of the unmatched cards in your hands is less than 10 (unmatched
  means not part of a full set - a pair of cards is considered unmatched),
  you can call Knock. If the total of your unmatched cards is less than the
  total of the computer's unmatched cards you win the Knock and receive the
  total of the computer's points minus your points.  But, if your unmatched
  points are greater than or equal to the computers, the computer receives
  the total of your points, minus its points, plus 25 points. See "Scoring"
  on Faxback Doc. # 35098.

The first player to reach 100 points wins the game.


(BR/EB 1/14/96)

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