Jungle Gin Tips

ImIn2Country Posted in Jungle Gin
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Knock early! It might be tempting to hold out for that gin bonus, but if you can knock early in the game and catch your opponent with a lot of high-valued cards in his hand, you can earn a whole bunch of points.

Try to keep track of discards. You don’t want to be in a situation where you’re waiting for a card that was discarded several turns ago.

Notice what cards your opponent is drawing from the discard pile. That will give you a clue as to what kinds of melds he or she is making, and might prevent you from handing over the game-winning card.

If you’re trying to make runs, it’s better to have two consecutive cards that need an "end" instead of two spaced out cards that are looking for a "middle." For example, having a 4 and 5 of the same suit is better than having a 3 and 5, because there are two cards that can form a run with the first case (either a 3 or a 6), but there’s only one card that can form a run with the second case (the 4).

Often, it’s easier to knock with two larger melds and some low cards than it is to knock with three melds.

Some people prefer getting rid of high cards as soon as possible, so they don’t end up with lots of points in their hand. On the other hand, if you have, say, a pair of queens and are playing against somebody who likes to discard their high cards, it might be worth holding on to them and hoping your opponent discards another queen.

Remember, you can arrange cards in your hand by dragging them left and right. This will help you plan your hand better.

How to Play Jungle Gin

ImIn2Country Posted in Jungle Gin
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For the very first hand, the dealer is determined randomly. After that, the winner of the previous hand is chosen to be the dealer.

The dealer deals 10 cards to each player, and turns one card face-up on the discard pile. The player who did not deal has an opportunity to take the face-up card, or pass to the dealer. If the first player passes to the dealer, then the dealer has the opportunity to take the face-up card or pass. If the dealer passes as well, then the first player may draw from the draw pile like normal.

On a normal turn, a player can draw a card either from the face-up discard pile, or from the draw pile. After the player has drawn a card, he or she must discard one card into the discard pile. You are allowed to discard the card you’ve just drawn, if it was from the draw pile. You can’t, however, take a card from the face-up pile and then discard it immediately.

You can draw a card either by double-clicking on the pile you wish to draw from, or by dragging a card from that pile into your hand. You can discard either by double-clicking the card you wish to discard, or by dragging it to the discard pile.

Melds refers to the two types of groups you can create with your cards.

Runs are three or more cards of the same suit in sequence. (For example, 4-5-6 of clubs.) For the purposes of determining runs, Aces are always low.

Sets are three or more cards of the same rank. (For example, 8-8-8 or 7-7-7-7.)

A card can belong to only one meld at a time – you cannot use the same card as part of both a run and a set.

If you would like, you can click and drag cards within your hand, so you can put cards next to each other that form melds. Note that this is for your convenience only; you don’t need to drag cards next to each other for the game to count them as a meld.

You can knock when the amount of cards that are not part of a meld (known as deadwood) is worth 10 points or fewer. For scoring purposes, Aces are worth 1 point, face cards are worth 10 points, and 2 through 10 are worth their face value. For example, if your unmelded cards are two aces and a four, you may knock with six points of deadwood.

You do not have to knock just because you have 10 points or fewer. You may choose to keep playing to try and get a better score.

To knock, click the Knock button after you’ve drawn a card but before you’ve discarded. Then discard a card. If the remaining deadwood in your hand is worth 10 points or fewer, the game will let you knock.

Once you have knocked, the game will announce that you have knocked, along with the number of points of deadwood in your hand. Your hand is then displayed, grouped into melds, with any deadwood on the right. The game will automatically determine the best way to meld your hand so that you have the smallest amount of deadwood.

After you have knocked, your opponent’s hand is flipped over to reveal their melds and deadwood. They then lay off any deadwood that can fit with one of your melds. For example, if your melds included three jacks and a 2-3-4 of hearts, and your opponent had a jack and an ace of hearts among his deadwood, he can lay those cards off. Cards that are laid off don’t count towards that player’s deadwood score.

You don’t need to do anything to lay off cards – the game figures it out automatically.

Once your opponent has laid off cards (if any), your opponent’s deadwood score is tallied. If you have fewer deadwood points than your opponent, you win! But if your opponent has fewer points, they win the hand. This is known as underknocking.

Going Gin
If you are able to group all of your cards into melds and have no deadwood, this is known as "going gin." Going gin is much like knocking with zero points, except that your opponent does not get an opportunity to lay off cards. You also receive a bonus to your score for going gin.

Oklahoma Gin is a variation of Gin. It’s exactly the same as a normal game of gin, except that the first card that is turned face-up determines the knock limit. So, for example, if a seven is turned up, you must have seven or fewer deadwood points to knock. (Instead of the typical ten.) Face cards count as ten points.

In addition, if the first card turned up is a spade, the number of points won in a hand (including gin and underknock bonuses) is doubled.

Before you start a new game of Jungle Gin, you can set a number of options. Options set by default are in [brackets]:

Oklahoma Gin (first up card determines knock limit) [no]
Play a game of Oklahoma Gin instead of regular ol’ gin. In Oklahoma Gin, the first card that is turned face up determines the knock limit, and if that card is a spade, points for that hand are doubled.

Don’t allow knocking [no]
With this option on, you cannot knock. You can only go gin. You cannot select this option if you have already decided to play a game of Oklahoma Gin.

Aces are: {Low only / Low or high (Deadwood aces = 15)} [low only]
With this option you can change up the game a little and allow Aces to be used either as high or low cards (to make runs). However, when this option is turned on, any deadwood (unmatched) aces in your hand at the end of the game are worth 15 points each, not 1. This is a commonly played variation of Gin.

Multi-game match [yes]
When this option is turned on, you play several games until somebody’s match score beat the limit for this table. If this option is turned off, you simply play one game.

Score that ends the match [500]
If you chose to play a multi-game match, this setting determines the score required to end a match. Try playing a 700 point match if you want to play for a really long time.

Use Forfeit Timer [no]
Gives you a limited amount of time to make each move, as set by the pull-down menu. If you take longer than the amount of time allotted, the other player can opt to give you an additional minute to make your move. If he or she chooses not to extend your time, you lose and your opponent wins.

3’s A Crowd

ImIn2Country Posted in Rules
0

You can only have 3 or more of a kind
If you have runs its an automatic DQ
First Player Called Please set tb
Check No Knock allowed
Set turn timer to 45 seconds and allow one extention per round
Please notify TD in lobby upon extention
Check allow watchers nothing else should be checked
10 Min 3 Boot Timer in effect
Nonwinner reports in lobby***Winner/Nonwinner

Evil Gin

ImIn2Country Posted in Rules
0

If your score ends in a 6 at any time you lose
First Player Called Please set table
Check No Knock allowed
Set turn timer to 45 seconds and allow one extention per round
Please notify TD in lobby upon extention
Check allow watchers nothing else should be checked
10 Min 3 Boot Timer in effect
Nonwinner reports in lobby***Winner/Nonwinner

Garden Gin

ImIn2Country Posted in Rules
0

You must have a run of at least 4 spades in your hand when you gin
First Player Called Please set table
Check No Knock allowed
Set turn timer to 45 seconds and allow one extention per round
Please notify TD in lobby upon extention
Check allow watchers nothing else should be checked
10 Min 3 Boot Timer in effect
Nonwinner reports in lobby***Winner/Nonwinner

Runaway Gin

ImIn2Country Posted in Rules
0

You can only have gin in runs
If you have 3 or more of a kind its an automatic DQ
First Player Called Please set tb
Check No Knock allowed
Set turn timer to 45 seconds and allow one extention per round
Please notify TD in lobby upon extention
Check allow watchers nothing else should be checked
10 Min 3 Boot Timer in effect
Nonwinner reports in lobby***Winner/Nonwinner

No Knock Gin

ImIn2Country Posted in Rules
0

First Player Called Please set tb
Check No Knock allowed
Set turn timer to 45 seconds and allow one extention per round
Please notify TD in lobby upon extention
Check allow watchers nothing else should be checked
10 Min 3 Boot Timer in effect
Report in lobby***Winner/Nonwinner