Sets, runs and deadwood, when you can knock, laying off, and how gin, big gin and undercuts are scored — plus a printable score sheet.
A two-player game. Draw and discard until your ten cards are organised into sets and runs, then end the hand by knocking. The cards that don't fit — your deadwood — must total 10 or less to knock, and the knocker scores the difference between the two hands' deadwood. First to 100 wins.
Seven cards are in a run and a set. The leftover 5, 3 and ace total 9 — 10 or less, so this hand can knock.
| Result | Score |
|---|---|
| KnockThe knocker has less deadwood than the opponent, after laying off. | the difference |
| GinAll ten cards in sets and runs. Scores the opponent's deadwood plus a bonus, and can't be undercut. | +20 or +25 |
| Big GinAll eleven cards — including the one just drawn — in sets and runs, with no discard. A popular extra; not in every rulebook. | +31 |
| UndercutThe opponent's deadwood is equal to or lower than the knocker's. The opponent scores the difference plus a bonus; the knocker scores nothing. | +10 to +25 |
Bonus values genuinely differ: Pagat's and Bicycle's rules give 20 for gin and 10 for an undercut, while 25 for both is widely played. Settle it before the first deal.
You knock with 8 in deadwood. Your opponent lays off two cards on your run and is left with 6. They've undercut you: they score 8 − 6 = 2, plus the undercut bonus. You score nothing for the hand.
Hands continue until someone reaches 100. Traditional scoring then adds end-of-game bonuses before totting up:
Plenty of tables skip these and simply play first to 100.
Yes — 10 or less.
That counts as an undercut: the knocker's opponent wins the hand.
Each hand's score and the running total. First to 100.
gettallero.com — or skip the pencil and let Tallero keep score.