What Are the Basic Rummy Terms?
Card Combination Terms
Meld
A valid combination of cards that scores 0 deadwood points. Melds are either sets or runs.
Set (Group, Book)
Three or four cards of the same rank in different suits.
7♠-7♥-7♦ (set of three) | K♠-K♥-K♦-K♣ (set of four)
Run (Sequence)
Three or more consecutive cards of the same suit.
4-5-6♥ (run of three) | 9-10-J-Q♠ (run of four)
Deadwood
Cards in your hand that aren't part of any meld. Deadwood points determine if you can knock and affect scoring.
Gameplay Terms
Stock Pile (Draw Pile)
The face-down deck from which players draw cards.
Discard Pile
The face-up pile where players discard unwanted cards. The top card is always available to draw.
Knock
Ending the round when your deadwood is 10 points or less. You reveal your hand and opponent can lay off.
Gin
A perfect knock with 0 deadwood (all cards in melds). Earns a 25-point bonus and prevents opponent layoffs.
Layoff
After your opponent knocks (but not Gins), you can add cards from your hand to their melds to reduce your deadwood.
Undercut
When the defending player (non-knocker) has equal or less deadwood after laying off. Earns a 25-point bonus.
Scoring Terms
Box (Line)
A bonus (typically 25 points) awarded for winning a hand. Sometimes called "box bonus" or "line bonus."
Game Bonus
Extra points (typically 100) awarded to the player who first reaches the target score (usually 100+ points).
Shutout (Schneider, Blitz)
When a player wins without their opponent winning any hands. Often doubles the game bonus.
Quick Reference Table
| Term | Definition |
|---|---|
| Meld | Valid card combination (set or run) |
| Set | 3-4 cards of same rank |
| Run | 3+ consecutive cards, same suit |
| Deadwood | Unmelded cards |
| Knock | End round with ≤10 deadwood |
| Gin | End round with 0 deadwood |
| Layoff | Add cards to opponent's melds |
| Undercut | Defender beats knocker's deadwood |