| Aces High |
An ACE is the highest rank in the deck. i.e. Q;K;A is the highest permissible run. In some variations of the game, A;2;3, is not allowed, therefore the lowest permitted sequence would be 2;3;4. |
| Aces Low |
(Opposite to Aces High) An ACE carries the lowest rank i.e. 1. Therefore, In some variations of the game, the hand A;2;3 is allowed and Q,K,A is not permitted. |
| Add On |
A card that is discarded deliberately by a player which will allow an opponent to utilise this card to form a meld. |
| Angling |
This is the strategy of discarding a specific card in the hope that it will lure another player to discard a card that is identical rank or suit in sequence away .A.K.A ‘advertising’, ‘baiting’, ‘chumming’, ‘fishing’, ’side baiting’, ’side fishing’. |
| Baiting |
See ‘Angling’. |
| Base |
Four natural cards of the identical rank. (Canasta). |
| Base Count |
The sum of players’ bonuses, as determined by the point value of the total melded cards. (Canasta). |
| Basic Contract |
See ‘Contract’. |
| Basic Count |
See ‘Base’. |
| Blind Discard |
The discarding of a card without knowing whether an opponent can use it, generally the first discard of a Deal. |
| Blitz |
See ‘Shutout’. |
| Block |
Holding a card back intentionally to prevent an opponent from being able to create or extend a meld. |
| Bonus Box |
The point score for a winning hand, typically 25 points. (Gin). |
| Borrowing |
Cards from an existing meld that are taken to create a new set. (Gin Rummy; Rummy). |
| Box |
Score sheet entry (Gin Rummy). |
| Box Score |
Total score when winning a deal (Gin Rummy). |
| Boxes |
Extra 25 points awarded for a knock, gin, gin-off, or roodles. |
| Buy In |
The qualifying amount of money required to take part in a game, tournament or competition. Typically there is a minimum and / or maximum amount. |
| Canasta |
The melding of seven cards of identical rank. (Canasta). |
| Combination |
Two cards of identical rank or 2 consecutive cards of identical suit. |
| Concealed Hand |
A player who goes out in a single turn without forming any melds. (Canasta, Oklahoma Gin). |
| Contract |
The number and type of pre-determined sets or runs a player must meld on a certain deal (Contract Rummy). |
| Count |
The point value awarded for a hand after subtracting total melded cards. |
| Cut |
The process of splitting the deck into two after shuffling. The bottom part of the deck is placed on top resulting in a random card being on top and therefore ensuring fairness for all players. |
| Dead Cards |
Once a card has been played i.e. discarded or been melded and is no longer available to be used in play. |
| Deadwood |
Cards that cannot be melded or matched. |
| Deadwood Count |
Total value of unusable cards (deadwood) when a hand is completed. |
| Deal |
Process of distributing cards to players. |
| Dealer |
The designated person who deals the cards. |
| Deck |
The set of playing cards used to play the game. A standard single deck of playing cards consists of 52 cards plus 2 jokers. |
| Deuce |
A number 2 card of any suit. |
| Discard |
Releasing an unwanted card onto the discard pile by a player during his turn. By discarding, it indicates you have completed your turn. |
| Discard Pile |
Stack of released cards next to the Stock that have been discarded by players. |
| Draw |
The taking of a card during a turn from either the stock or discard pile. |
| End of Hand |
Varies according to the flavour of Rummy being played but typically means the stock pile has run out or the hand is over due to a player having no more cards in their hand. |
| Exposed Card |
A card that is purposefully exposed to a partner. |
| Face Card |
A card that has a face on it i.e. Jacks, Queens and Kings. |
| Fill |
A card that when added to a combination makes a set. |
|
The bottom section of the stock pile. |
| Forcing |
A discard which the next player is forced to pick up (Conquian). |
| Foreign Card |
A card that does not belong to the deck currently in play. |
| Frozen |
A condition where the initial discard pile contains a red three or any wild card. The pack remains frozen for all players until the freezing card is eliminated by legally being picked up. |
| Game |
The continuous playing of hands until a player or team has reached the target number of points. |
| Gin Hand |
When a player has all melded cards and no deadwood. |
| Gin Off |
When a player Lays off all his cards to the other player’s knock, leaving no cards in hand. |
| Go Down |
When a player places all his remaining cards face up on the table and therefore concluding play sometimes referred to Knock or Knocking. |
| Go Gin |
Knocking with all melds in a hand and no deadwood remaining. (Gin Rummy). |
| Go Out |
Getting rid of the very last card in a hand. |
| Go Rummy |
See ‘Go Gin’. |
| Going To The Wall |
A tie / stand-off. |
| Group |
A meld comprising of three or more cards of identical rank. |
| Hand |
The cards held by a player during a round and played with until a Gin / Rummy / Knock. |
| Head |
The upper section of the stock pile. |
| House Rules |
Variations to the game rules from official game rules typically established before commencing play. |
| Illegal Hand |
A hand that contains more or less than 10 cards after discarding (Gin Rummy). |
| Initial Meld |
The first meld by a player or team player in a hand that meet the specified criteria (Canasta, Contract Rummy). |
| Knave |
A “Jack”. |
| Knock |
Final move by a player of tapping on the table in order to let the table know he intends to come down and therefore concluding the hand. |
| Knocking Count |
Maximum count of deadwood, usually 10 points, that a player may knock with. |
| Lay Off |
When a player melds his deadwood with a knockers hand after the knock. The player cannot lay off if the knocker has gone gin. (Gin Rummy). |
| Line Score |
See “Box Score”. |
| Matched Card |
A card which forms part of a set. |
| Matched Set |
Three or more cards that can be melded together. |
| Meld |
Three or more matching cards that are of the same rank or are of the same suit, in a sequence. |
| Natural Card |
Any card other than a wild card. |
| No Brainer |
A hand that can be knocked on the deal or after one play. |
| Partnership Safe Count |
The point value required by the partnership during a hand that will ensure a win. |
| Picture Card |
See “Face Card”. |
| Prize Pile |
A discard pile that is frozen (Canasta). |
| Rank |
The hierarchy of cards as per their face value (the ace value depends on whether “aces-high” or “aces-low” is being played as well as suit from (high to low – Spades, Hearts, Diamonds, Clubs). |
| Red Three |
Relevant to Canasta – A 3 of diamonds, 3 of hearts, 3 of Spades, 3 of Clubs. Red 3’s are worth 100 points each; points double if all four are melded in one hand. |
| Re-deal |
The cards are dealt again after a player nullifies the game. |
| Reducer |
A low card that is picked up by a player in order to lower the count value in their hand. |
| Round The Corner |
When an Ace is allowed to be included in sequence with a King and 2 i.e. K;A;2 and typically when Aces high are in play. |
| Rummy |
A player completes his turn by coming down in the first round with no deadwood remaining. A player earns bonus points by performing Rummy, typically double points.(Rummy). |
| Run |
A set of 3 or more cards in a consecutive number sequence of identical suit. |
| Safe Card |
A card that when discarded is possibly un-useable by an opponent if taken up. |
| Safe Count |
The point score that needs to be retained in a hand in order to prevent or reduce the odds of an opponent winning the game. |
| Salesman |
A card that is strategically discarded in the hope that an opponent will discard a card that you want. |
| Schneid |
Winning a game where the losing opponent scores zero points and therefore entitles you to double points. |
| Sequence |
See “Run”. |
| Set |
Three or more cards of the identical rank and different suit. |
| Shuffle |
Process of randomizing the cards before cutting and dealing to ensure fair opportunity for all players. |
| Shutout |
A game won where one of the opponents scores no points. |
| Side baiting |
See “Baiting”. |
| Side fishing |
See “Baiting”. |
| Skunk |
Slang term for a “Shutout”. |
| Speculate |
Taking up an opponent’s discard which produces a combination instead of a meld. |
| Spread |
Melded set of cards. |
| Stock Pile |
The stack of cards that are left over after the initial deal and placed faced down in the playing box. Players draw from the Stock pile. |
| Stop Card |
A black 3 or any wild card that prevents the next player from taking from the discard pile. (Canasta). |
| Suit |
Each value card can be either a heart, spade, diamond or club. |
| Target Score |
The target score / point value determined prior to the deal which marks a winner of the game. The target score varies for each variation of rummy. |
| Three Hand Meld |
A hand made up of three melds. |
| Tr’e |
A 3 of any suit. |
| Triplet |
3 Cards of identical value but different suit. |
| Undercut |
An attempt to reduce the deadwood in your hand to the same value or less than the knocker’s. |
| Under knock |
Attempting to have or having a lower count total than that of the opponent who has gone out or is attempting to knock. |
| Unload |
Attempt to discard as many high value cards as possible or meld them before an opponent knocks therefore reducing the deadwood count. |
| Unmatched Cards |
See “Deadwood”. |
| Up Card |
The top card of the stock pile which is facing down. |
| Wild Card |
A card designated at the beginning of a game of any suit or rank that can be used similar to a joker in that it can substitute as any card to complete a meld. Jokers if included are automatically wild. Depending on the game variation a wild card may or may not be used in a lay off. (Kalooki, Rummy). |