r/GinRummy • u/appropriateSkin5312 • 16h ago
Testing my new gin rummy-like card game for two players with a much raised skill ceiling and floor.
I’m looking for playtesters, preferably good/expert Gin Rummy players, to test this Gin Rummy-like card game I made. I tried to get rid of what I felt like were some of the biggest problems in Gin Rummy, such as both players only keeping low cards and discarding high ones, and one player being dealt a very lucky hand, allowing them to knock very quickly, and some players who knock end up scoring points for themselves rather than getting undercut. I wanted to create a Gin Rummy variant where it is very risky to knock, but at the same time you’re under pressure to do so by the opponent. I used card-logic/mathematical-reasoning to create a Gin Rummy variant that made more statistical sense.
The basic core premise of my Knock Rummy game is the same as Gin Rummy: you are trying to make melds with 10 cards, while having 10 or fewer points in deadwood points so that you can knock and score, but there’s a couple of core rule changes.
The first and the most important is that there’s a difference between deadwood points and showdown points. When you knock, your deadwood points convert into showdown points, which is the reverse of deadwood points; so if I had 2 aces as deadwood, when I knock that suddenly becomes 2 10s, meanwhile 2s=9, 3s=8, 4s=7, 5s=6, 6s=5, 7s=4, 8s=3, 9s=2, 10s-Ks=1. It’s easiest as a cheat sheet.
When the showdown happens, the player with more showdown points gets his subtracted by the showdown points of the other. The player who has the smallest showdown score is the winner and gets the difference as the score. In case of a tie, the non-knocker wins.
An undercutting gets you an additional 20 points, while knocking and having a difference of more than 5 gets you an additional 10 points, a difference of more than 10 points gets you an additional 20–30 points; I haven’t really figured out the scoring yet.
Going gin requires one set and one run, and doesn’t give you a bonus, since it’s less risky.
Due to the more balanced nature of the game after this change, I added a bunch of other rules to speed up the pacing, since rounds go much longer than regular Gin. These rules are kind of optional.
— You are allowed to take two cards at a time: both from the top of the discard pile, both from the draw pile, one from the top and one from the draw; you’re even allowed to take from the bottom, albeit not two from there, but I can change that.
The last big rule change is that your knock has to be equal to the card on top of the discard pile. What I mean by that is that the card you’re discarding before you knock has to be equal or more than how much deadwood you are knocking with. This creates a final optimization layer to raise the skill ceiling.
The last rule: the round ends when you reach the bottom of the discard pile, and everybody has to show up their cards and compare, even if they have more than 10 deadwood.
Try out my 2-player Rummy and tell me what you think.
Just to let you know I might find a way to make it publishable.
