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Though the general rules of Gin-Rummy are simple - take a card, discard a card - but gin rummy is far more complex to learn, is more strategic game than most people realize
First of all it is important to remember which cards have been discarded by the opponent. As cards discarded from the hand may be used by the opponent, it is important to avoid cards that the opponent may be interested in. By thinking about how the opponent is playing - what the opponent discards and takes, or chooses not to take, a big amount of information can be deduced about the opponent's hand.
At the start of a hand, plan to play for a knock rather than going for gin, because the bonus for winning a hand is significant. As quickly as possible, develop a hand consisting of melds, a triangle, and a knock cache. When you hit one of the four cards needed to create a meld from the triangle, you can knock.
Middle cards are far more strategically important than low cards or face cards as they can be used in far more sets and runs. The 7 can be used in more combinations than any other value in the deck. Runs ending with ace or especially king are less valuable than others, because they can only be added to at one end.
Generally, a card should not be taken from the discard pile unless it completes or increases your melds. So, If your opponent's discard makes or increases a meld in your hand, pick it up. If your opponent's discard does not make or increase a meld in your hand, don't pick it up. Your odds are better picking from the stock.
Don’t help your opponent - pay attention to your opponent's discards, and think about what they reveal. When the opponent picks up your discard, try to determine whether it was to make a set or a sequence; subsequent discards will often make this clear. If you know or think, that you know that a card will make or increase one of your opponent's melds, keep it in your hand.
If you start with four or more unmatched 10-point cards in your hand, start discarding them early, regardless of the combination chances. It is good to keep one high-card triangle early on, but if it is still unfilled after six or seven draws, start discarding it safely. But do it not in every game in order to make the discards less predictable - vary your discarding strategy - constantly discarding from the king and down will soon teach the opponent to save pairs of high cards in the knowledge that the matching set of a run will soon be discarded.
If you can knock do it as soon as possible and not attempt to work to a lower knock or gin. Every delay gives your opponent a chance to beat you to the knock. This is a common rule, especially if the game is coming down to the bottom of the pile. In the mid-game (when about half the cards in the draw pile have been used), the decision to knock or go for gin hinges on how many not played cards could give the player gin on the next draw.
In Oklahoma Gin, playing for gin is more common, and is necessary if the upcard is an ace. Even so, the lower the knock card, the better it can be to play for a knock, since you may catch your opponent playing for gin with a big hand.
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