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Tips and tricks for playing
Rummy or Tong-its
From the early stages of
the game it is better to discard a card ranking one or two away and in a
different suit to the one previously discarded by your opponent. For
example, if your opponent's first discard is the 7 of diamonds, then 6
or 8 of clubs, spades or hearts is probably your safest bet.
If your hand does not contain any of the former cards, discard a card of
rank equal to the one that your opponent has previously discarded (i.e.
the 7 of spades). Statistically there are only four possible chances
that an equal-rank card can be used against you.
An essential skill for a good gin rummy player is good memory -- you
must be able to memorize all the possible melds in a hand. You also must
be able to calculate the chances for your two-of-a-kind sequences.
Always think about your own resources and strategy first, then about
your opponent's. By looking at opponent's discards, etc. try to figure
what is in your opponent's hand. This way you won't give any good cards
away and you also won't be holding cards for an impossible or unlikely
meld.
The sevens are the most valuable card in the deck when it is time for
forming melds. The seven can be used to extend melds more than any other
card.
Remember, you are more likely to win a gin rummy game if you:
- Try to score and
knock as quickly as possible
- Anticipate your opponent's "baits" - especially with the first
couple of discards
- Do not try not to jeopardize a good hand by speculating
- Towards the end of the game, either play the score or try to
keep under and prevent your opponent from winning the game with that
hand
More Notes on Strategy
In on line gin rummy you
observe what cards your opponent is discarding and which of your
discarded cards he is drawing. All discarded cards have to be also
memorized. Based on the above and own hand cards, an inference is made
as to the structure of opponent’s hand on the assumption that opponent
is trying to make melds as best as he/she can.
It is unadvisable to go all out for gin hand online. The bonus of 25
is not sufficient to compensate for the times when you should have
knocked.
Typical game ends at half-deck to 2/3 of deck, so knockers should not
hesitate to do so earlier than that.
It is generally better to draw a deck card than an upcard because
less of your hand will be known to your online opponent. Also, if you
take upcard -–you are taking cards of no use to your online opponent,
but drawing from deck you may be preventing him/her going for a gin
hand.
The best game exception to the above rule is when you need the upcard
to convert 2 matching cards into a meld of 3 or more thus eliminating 3
pieces of deadwood including the upcard. It is especially good if it
enables you to knock immediately.
When you suspect an imminent knocking from your online opponent (far
into the deck > 2/3) it may be worth taking a low upcard and throw any
high-value deadwood.
It is good to retain high-ranking pairs and 2-card sequences acquired
early in the online game in the hope that opponent will discard a
matching 3-d. Thus, 3 high-ranking pieces can be potentially eliminated.
Conversely, it is a good idea to delay discarding high-ranking
non-paired unmatched deadwood until later in the online game to prevent
the opponent from creating high-ranking melds.
In arranging your melds after knocking, prefer to attach a card to a
set of 4 rather than a sequence if it could equally well go with either.
This way, you prevent your online opponent from laying off his/her
deadwood against it, attaching to your meld.
Before reaching half-deck, you can retain the high-value potential
unmelded combinations (such as Ten plus Queen of Hearts waiting/hoping
for in-the-middle Jack of Hearts). However, after reaching half-deck
with unfulfilled hopes, it is advisable to discard these cards. Such
discarding should be started such that it would not give your online
opponent higher chances to form melds and knock in the game.
- If there are unmatched high-value cards in the beginning (with
low probability to create melds), it’s not good to discard them
before reaching half-deck because they may be of value to your
online opponent. For example, discarding a Queen (10 points) if
opponent takes it will potentially organize your online opponent’s
meld of 3 Queens – 30 points with 20 points difference. So such high
unmatched cards should be retained before half-deck as ‘stoppers’ –
to stop opponent. If, however, opponent starts discarding cards that
would have potentially created melds with your unmatched high-value
cards, it may be safe to discard such high unmatched cards before
half-deck – not in the very beginning. Continuing the example with
one unmatched Queen of Hearts at the beginning of the game…if we see
that the opponent discards one of his Queens, it may be safe to
discard ours in the beginning. There may be a danger in such
discarding, however, for example if opponent discarded the Queen of
Spades, and we assume that we can safely discard our lonely Queen of
Hearts because he cannot get 3 or more Queens, he may be able to
take our Queen of Hearts to use in a meld with King of Hearts & Jack
of Hearts – same 30 points gain.
- Early in the game it is advisable to discard a card ranking one
or two away (better one away) and in a different suit to the one
previously discarded by opponent. Example: opponent discards 9 of
Clubs. It is best to discard one of {10 of Diamonds, 8 or 10 of
Hearts, 8 or 10 of Spades, etc.}. If no such card is held, next best
bet is to discard a card of rank equal to one discarded by opponent
- Seven is usually the most valuable card in the deck as far as
its ability to form melds – it can extend melds better than any
other card. Therefore, one should be careful discarding it too early
in the online game since it can help the opponent
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