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Sunroom Gin Rummy

By Partech Systems

Gin Rummy, big and clear, with the sums done for you.

The classic two-player card game, big and clear, against a friendly opponent. Your hand arranged for you, and every hand counted in words.

  • Free
  • No account
  • No ads during a game
  • Saved after every move
A hint on the light Daylight table, with the words "Discard the 10 of spades. It's a loose card with the least chance of making a meld. Your deadwood will be 19. You need 10 or fewer to knock."
A game of Sunroom Gin Rummy on the Claret table, Clive's place and the deck and discard pile at the top, and your hand below arranged into two framed sets of sixes and sevens and a dashed group of loose cards, with "Deadwood 29, after this discard 19" written above it
Why it’s different

Gin Rummy without the squinting or the sums

Your hand, arranged

Runs and sets are framed and labelled, loose cards are grouped, and your deadwood is always written above your hand. Pick a card and it tells you what your deadwood would be after that discard.

Knock when you can

A Knock button appears, with your deadwood on it, only when knocking is possible. Knocking is confirmed first, because it can't be undone.

Every hand counted in words

At the end of each hand you see both hands, any cards laid off, and the score worked out in sentences, such as "You score the difference. 23 take away 4 is 19 points."

Big, clear cards

Big corner numbers in a typeface made for low vision, three text sizes, four-colour suits if you like, and three looks, Claret, light Daylight and high-contrast Night.

Friendly, fair players

Bea, Clive and Hazel play at Easy, Normal and Sharp. They never see your cards, every shuffle is fair, and they wait for you. There's never a clock.

See it

Three looks, three friendly players

A game of Sunroom Gin Rummy on the Claret table, Clive's place and the deck and discard pile at the top, and your hand below arranged into two framed sets of sixes and sevens and a dashed group of loose cards, with "Deadwood 29, after this discard 19" written above it
ClaretCream cards on a deep burgundy table, your melds framed.
A hint on the light Daylight table, with the words "Discard the 10 of spades. It's a loose card with the least chance of making a meld. Your deadwood will be 19. You need 10 or fewer to knock."
What should I do?The hint says what to do, and why.
Your hand with a run of five hearts and loose cards, the 4 of diamonds picked, and a Knock button beside Discard saying "deadwood 9"
Time to knockThe Knock button shows only when you can, with your deadwood.
The end of a hand, "You knocked and won the hand", with sentences explaining that Clive laid off the 3 and 4 of hearts, was left with 28 in deadwood, and that you score 28 take away 9, which is 19 points
Every hand countedThe score worked out in plain sentences.
The Night look, white cards on black with yellow outlines, a run of spades framed and the 9 of diamonds picked to discard
NightWhite cards on black for the strongest contrast.
The choice of opponent, Bea (Easy), a school cook from Whitby, Clive (Normal), a postman from Swansea, and Hazel (Sharp), a bookkeeper from Norwich who remembers every card on the discard pile
Who would you like to play?Bea, Clive or Hazel, from Easy to Sharp.
How it plays

Sunroom Gin Rummy is the classic card game for two, made big and clear. Collect runs (three or more in a row of one suit) and sets (three or four of a kind), keep the points in your loose cards low, and knock to end the hand. You play against Bea, Clive or Hazel, friendly people who never see your cards.

The game arranges your hand for you. Runs and sets are framed and labelled, the loose cards sit together, and your deadwood is always written above your hand. When you can knock, a Knock button appears with your deadwood on it. At the end of every hand both hands are shown and the score is worked out in plain sentences, so there are no sums to do.

There's never a clock, and a hint will tell you what to do and why. There are three looks to choose from: deep Claret, light Daylight for a bright room, and black-and-white Night for the strongest contrast.

Tips

How to play well

  1. Throw high loose cards early

    A king or queen that isn't in a meld costs 10 points if the other player knocks. Unless it's close to a meld, let it go early.

  2. Watch what they pick up

    If Clive takes a 7 from the discard pile, he's probably collecting sevens or a run nearby. Try not to throw him the cards next to it.

  3. Knock early, or wait for gin?

    Knocking quickly with a little deadwood often wins the hand. Waiting for gin scores 25 extra, but gives the other player time to get lower than you.

  4. Not sure? Ask

    Tap Hint and the game says what it would do, and why.

Questions

Asked and answered

Is Sunroom Gin Rummy free? Are there ads?

Yes, it's free to play in your browser. There are never ads during a game and no banners. Your first ten games have no ads at all; after that an ad may appear between games, at most once every ten games and never twice within five minutes. Three hints in each hand are free; after that, a hint asks if you'd like to watch a short ad for another, and you can always say no. Undo is always free.

What are the rules?

Standard two-player Gin Rummy. Ten cards each; take the top discard or draw, then discard. Knock with 10 or fewer points in loose cards (deadwood); gin (no deadwood) scores 25 extra. After a knock the other player can lay off loose cards on the knocker's melds, and if they end with as little deadwood or less, that's an undercut and they score 25 extra. The first to 100 wins, or 50 for a shorter game.

Are aces high or low?

Low. A, 2, 3 is a run, but Q, K, A isn't. An ace counts 1 point as deadwood.

Does the other player cheat?

No. They decide only from their own cards and what anyone at the table could see, and every shuffle is fair.

Will I lose my game if I leave?

No. Your game is saved after every move, so you can close the page or take a call and carry on later.

Sunroom Gin Rummy is made by Partech Systems Limited.

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