Rummy Tips
4. The best means of defence is attack (or not!)
You will frequently be faced with the option, when taking or discarding a card, of building your own hand, i.e. increasing your chances of building melds and knocking versus potentially improving your opponent's chances of improving his hand. Consider offensive and defensive strategies at all times. Here are some examples:
- If you know that he's collecting 9's and you have the following: 2s, 2c, 3c, 6h, 6c, 6s, 9d, jc, qc, qh, you have a dilemma. Should you discard the 9, knowing it will improve his hand or break up one of your nice 'triangles'? There's no simple answer here as it depends again on how early on in the game this is and what the relative scores are. If only a couple of discards have passed, giving your opponent a four card meld from his three previously isn't the end of the world. Conversely, if you're close to winning a 100 point match and sitting at 90 points to 10, rather than risk an early knock from your opponent, start dumping those high cards.
- If you are dealt a very poor first set of cards, then your strategy will be to minimize the damage when your opponent knocks. If he's likely to knock first, then dumping your high cards, and even picking up unrelated low cards as replacements is a valid strategy.
- If your opponent refuses a 2 upcard at the beginning of the game, beware! Minimize the deadwood in your hand as soon as possible (unless you believe he's bluffing!).
- Consider giving your opponent the fourth card to an existing three card meld, rather than risk him making a vital third meld. If you know he's collecting 9's and you have the choice between throwing completely wild or giving him the fourth 9, choose the 9. However, much here will depend on your own hand potential, how many cards have passed and the relative scores in the match. A fourth 9 could in some cases give him gin!
- If you know that your opponent is collecting Q's and 5's, then throw him the 5 as it will save him less points when you knock before him. Either card in your hand can be laid off against his sets if he knocks first.
5. It pays to advertise
When considering your discards, you may also factor in something called 'advertising'. This is where you throw a card, hoping that your opponent will respond by throwing a similar card. All other things being equal, if you have discarded an 8, for example, and your opponent is looking at what to discard, he knows that you are not collecting a set of 8's. If he has an 8 in his hand, then he is more likely to release this than he might a 9 for example. Advertising is the art of working this to your advantage. Consider the following hand after you have drawn a card: Qh, 9c, 9s, 9d, 8d, 7s, 6s, 4d, 3s, 2d, As. Your two main options for discards are the Qh or the 8d as all others are either in sets, connected, or make up a vital low card meld. Whilst the Qh would reduce your deadwood more than the 8d, should your opponent knock before you, the 8d is the best choice here. It 'advertises' to your opponent that an 8 is of no interest to your hand and he may throw the 8s in return which would enable you to knock. Note too that the 8d discard is also less 'wild' (see point 3 above) than the Qh because of your 9 set. Ideally, an 'advertiser' card should also have safety features.
Please note, however, that there is no point in attempting to second guess when your opponent is advertising or not. Do not choose something more wild, when you have the possibility of returning an 8 after your opponent has thrown one himself. The chances of making a connection in his hand with a wild card versus another 8 are much higher.
6. Speculate to accumulate...
Speculative takes from the open pile are quite rare. You usually have better chances of finding connecting cards from the stock pile and the added benefit is that your opponent does not know what is in your hand. If you are struggling to make connecting triangles, however, a speculative take can improve your hand. The golden rule is that you should only make a speculative take if it 'hits' two cards in your hand, and only then when it's preferable to a pick up. For example, you are sitting on Kh, Ks, 9c, 8h, 6d, 5s, 5c, 3d, 3h, 2c and your opponent has thrown the 9h. A speculative take here to make a 'triangle' with your existing 9 and 8 is worthwhile, especially as your hand is lacking any form. If it were a 9s, however, you wouldn't dream of picking it up. Note that speculating on a 9 is still a difficult decision as it accumulates deadwood to your hand (if you then decide to discard the 6d thereafter, for example). Also, before taking an open card, consider what you can afford to discard!
7. To knock, not to knock, to gin or to bail out, that's the question
There are a handful of general strategies you should consider when playing gin. These include:
- Quick knock
- Play for gin
- Minimize your deadwood
- A combination of the above.
Much will much depend here on the hand you are initially dealt. If, for example, you are dealt an initial hand with less than 35 deadwood, a quick knock would be advisable, unless your outs for gin are plenty.
Depending on how many cards have passed, you will often face the decision of whether to knock now or later. Generally speaking, it is best to knock now, rather than risk your opponent improving his hand with the next card - yet there are many exceptions. If you are both close to gin then it will depend on whether you have many or few outs. If many, keep playing, if not, knock. If faced with the choice of giving him a useful card or knocking, knock. You will lose more to a gin hand than you will to an undercut.
Sometimes, you should consider pushing the game to a tie (where the deck is all used up) if your opponent is closer to gin than yourself. In this strategy, you even offload your existing melds (which are safe) and hold onto the cards he needs for gin.
If you are dealt >60 deadwood, you should consider the minimize strategy, even as mentioned, picking up low cards and discarding high cards. Regardless of your strategy, you should generally not keep connected high cards for more than 6 or 7 draws, even if they are in 'triangles'.
Don't forget that it only takes one, maybe two draws, for your strategy to completely change. From minimize the damage to quick knock only takes a couple of good draws! Finally, always try to build up a picture of your opponent's hand based on his discards and the cards he hasn't picked up.