2 10m Simple Melding
Be the first player to reach 100 points. The winner then scores a game bonus, and both players score a bonus for every hand they won.
Use a standard 52-card deck without Jokers.
In each suit the cards run A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, and K. The Ace is always low.
Deal 10 cards to each player. Turn the next card face up to start the discard pile. The rest of the cards go face down as the stock.
Count each player’s deadwood after laying off: a J, Q, or K is 10, an Ace is 1, and every other card is its number.
| The hand | Who scores |
|---|---|
| The knocker’s count is lower | The knocker scores the difference. |
| The knocker’s count is equal or higher | The knocker is undercut. The opponent scores the difference plus 10. |
| The knocker went gin | The knocker scores 20 plus the opponent’s count. Gin is never undercut. |
The first player to reach 100 points or more wins the game and scores 100 more, or 200 more if the other player scored nothing all game. Then each player adds 20 points for every hand they won. These bonuses don’t count toward the 100 needed to win.
The Ace is low, so A, 2, 3 is a run and Q, K, A isn’t. A card can be in only one meld at a time. To lay off onto a set, add the fourth card of its rank. To lay off onto a run, add cards of its suit that continue the sequence at either end.
Three hands, each ended by Player 1 knocking. Each strip is a hand spread in melds, with its deadwood faded.
You need paper and a pencil to keep score. Write down each hand’s points and the running totals, and count the hands each player wins for the bonus at the end.
Designed by Elwood Thomas Baker, Charles Graham Baker 1909 BoardGameGeek Published rules
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