![]() But for Ace, 2 or 3 as the upcard in Oklahoma Gin, At the same time the safety of low card discarding increased.Īs you remember, it is not recommended in the Regular Gin to discard low cards, because your opponents can use them as reducers for an early knock. Unfortunately the necessity of three melds limits your safe discard choices. Potential spreads even on high-value cards. So you needn't worry too much about reducing your deadwood points quickly, you can keep With the low upcard both players must accumulate three melds in general, and on most hands it takes some time. Ginning also is a natural tactics on the very low upcards, such as 2 or 3, if you build three melds,. Occasionally you can gin with two runs, but it will be rather an exception from the rules. With 3,2 or Ace as the upcard three melds are almost required. With 5 and 4 as the upcard it will more than half the time already, including playing for Gin. With 7 or 6 as the upcard, statistically you will play for three melds slightly less than in about half the time, From the initial tactics of two three-card melds it shifts toįour-card meld plus three-card meld, then to two four-card melds and to three melds. Of course with upcards 7 or 6 there are many 3-low cards combinations to complete hand with three- and four-card melds.įrom above we can state the simple and obvious rule - the lower upcard is the more cards you need in melds and thus the more melds you need in general. With 4 as the 4, the only spread that fits is A,A,2 You have to aim for a 3-low card combination and a four-card meld with a three-card meld. There is no any 4-card combination of low cards for 5 as the upcard. If 6 is upcard the only combination A,A,2,2 fits the requirements - in general is is a very good chance to go down quickly with such a hand. If 7 is the upcard, a "third spread" can be A,A,2,3 or A,A,2,2 to knock with only two three-card melds. That can still be used for the "third spread" in the case of such upcards. So we see, that tactics needs changing depending on the upcard value, starting from Sevens it moves more and more to the side of real melds from the "third spread" on low cards. For this tactics you will need to draw a closed card and probably discard the King In this hand, try for the real three melds: run on big Hearts, set on Nines, run on Clubs 4,5 and maybe set on Aces. It doesn't allow to form even three-low card spread below 3 points and thus you will need to use another tactics If no Nines came soon there can be possible run onĬlubs with 4,5, or even one extra Ace, that forces us to change a tactics from the "third spread" on low cards to the real three melds.įrom the other side, if the upcard was Trey, say D3, the discarded H2 doesn't play the same role as above. Take up this Deuce, now the four-cardĭeadwood sum is exactly 8 points and it allows you to look for the quick second meld on Nines, with the safe discarding of DK. Meanwhile your hand includes already two Aces and a Four - the good start for the low card's spread. Or have a hand that allows to knock fast with three melds. The early discard of such a low card on a 8-knock game can give you a tip, that they are going to try for Gin Probably this variety of tactics in Oklahoma Gin was the main reason of its popularity.Įxample: The upcard was D8 and taken by your opponent, who discarded H2. So though the game looks similar, it forces to apply more versatile strategies and tactics, because the upcard value dictates to change them from the Standard Gin ones. ![]() There are other special Oklahoma variation of scoring in some communities, but here in we use Regular Gin: you are regulated to knocking by the value of the upcard. The variations in the Oklahoma Gin rules look minor from the Gin-Rummy Tournaments List at - about a half of all tournaments are market 'OKI', that means Oklahoma Gin. There is another variation of the Gin-Rummy game called Oklahoma Gin, that is very popular and probably is played even more frequently than a Standard game. Its strategy and tactics according to the playing for 10 point deadwood. In our Gin-Rummy Tutorial we have referred mostly to the Standard Gin-Rummy game with the 10-point knock and thus described ![]()
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