Dec 192017
Gin Rummy against your computer!.
File GIN!.ZIP from The Programmer’s Corner in
Category Games and Entertainment
Gin Rummy against your computer!.
File Name File Size Zip Size Zip Type
GIN!.DOC 11412 4216 deflated
GIN!.EXE 60928 34135 deflated
GIN!.OPT 128 45 deflated
GIN.EXE 19584 14754 deflated
GINMENU.EXE 24960 17876 deflated
GINOPT.EXE 31232 20622 deflated

Download File GIN!.ZIP Here

Contents of the GIN!.DOC file


The intent of GIN! is to allow you to
have some fun playing Gin Rummy.

Because of this, I suggest that after a
brief review of the documentation,
particularly the 'Keys to Play'
section, you load the program and play
with it. If you press the wrong key,
it will 'beep' at you, but that is all.

I hope you have as much fun playing as
I had putting it together.



Gin Rummy is a card game for two
players using the entire 52 card deck.
Each player is dealt 10 cards. One
card is then turned face up to start
the pile and becomes the upcard. The
rest of the cards become the stock.

To start play, the non-dealer has the
option to take the upcard. If he does
not want it, the dealer has the option
to take it. Play then proceeds with
each player taking either the upcard or
the top card in the stock and then
discarding a new upcard to the pile.

The object of the game is to form
groups of three or more cards in sets
or sequences. In a set, all cards have
the same value such as three Aces or
three Queens. A sequence is a run with
all cards in the same suit such as the
4, 5 and 6 of clubs.

In Gin Rummy, Aces are low and Kings
are high. Face cards count as 10 and
Aces as 1. All other cards count at
their face value.

A hand will end when one player goes
out. To go out, a player may Gin or
Knock. To Gin, all cards in the
player's hand after the discard must be
playable in groups. To Knock, after
playing the groups in his hand and the
discard, the player's hand may have a
value of 10 or less unplayable points.

Once a player goes out, the other
player may lay down his playable
groups. If the 1st player went out
with Gin, he wins a point value equal
to the unplayable points in the 2nd
player's hand plus a bonus for Gin.

If the 1st player Knocked, the 2nd
player not only may lay down his
playable groups, but also he may play
on the 1st player's groups. For
example, if the 1st player has three
Jacks the 2nd player could play an
unplayable Jack on his opponent's

When all cards have been played, the
Knock value of the 1st player's hand is
subtracted from the 2nd player's
unplayable points. If the 2nd player
is caught with more points than the 1st
player's Knock value, these points are
awarded to the 1st player. If, on the
other hand, the 2nd player has the same
or less unplayable points, he
Underknocks. An Underknock wins the
point difference plus an Underknock

A hand may also end when there are just
two cards remaining in the Stock. At
this point, the next player has the
option to pick up the upcard and go
out. If he can't go out, the hand ends
with no points to either player.

The game continues with a new hand
dealt by the winner of the previous
hand. Successive hands are played
until one player has enough points for
a game.


The value of the unplayable cards in
the loser's hand are awarded to the
winner after each hand. Face cards
count as ten, Aces as one and other
cards at their face value.

Bonus points are awarded for Gin and
Underknock. No bonus points are
awarded for Knock. Bonus points for
Gin and Underknock and unplayable card
points count toward game.

During the game, a Box is given for
each winning hand. At the end of the
game, bonus points are awarded to the
player with the most Boxes for each Box
he has more than his opponent. For
example, if one player has won 5 hands
and the other player has won 3, the 1st
player would get 2 times the Box bonus.

Bonus points are also awarded for
winning the game itself.

Last but not least is the Blitz bonus.
If one player wins enough points for a
game without the other player scoring
at all, bonus points are awarded for
the Blitz.


In addition to regular Gin Rummy, two
other options are available. These are
Oklahoma and Hollywood.

When playing Oklahoma, the value of the
1st upcard each hand determines the
maximum Knock value allowed. If this
upcard is an Ace, then only Gin is
allowed on that hand. If the first
card is a spade, the points awarded for
unplayable cards are doubled.

Hollywood is a scoring system whereby
three games are played at once. The
1st hand a player wins is scored in
game #1. The 2nd hand is scored in
game #1 and game #2, etc. This
sequenced scoring technique applies to
both players individually. If the 1st
player scores enough points to win a
game before the 2nd player wins a hand,
he wins the Game bonus and Blitz bonus
in game #1 but play continues in game
#2 and game #3. The 2nd player's first
points would start scoring in game #2.


Load DOS into your PC. DOS may be
written onto your GIN! diskette.
See the SYS Command in your DOS manual.

Set the time and date. The GIN!
program uses the time for its random
number generator.

Put your GIN! diskette in the
default drive. Key in GIN and press
ENTER. This will display the logo and
then a menu. Select the PLAY option to
begin the game.

When the game is first loaded, a screen
will be displayed that allows you to
select options for just the current
session (permanent options are set in
the options program). For the moment
bypass these options by pressing enter.

The computer now deals showing you its
hand face down and your hand face up.
The computer does not peek at your hand
- honest. Also displayed in the upper
right corner are the options selected
plus the allowable Knock value for the
hand. Notes are displayed at the
bottom of the screen as necessary.

When it is your turn, the play arrow
will flash until you press the 1st key.

Your turn starts with an arrow pointing
to either the Stock or the upcard on
the Pile designating the card to be
picked up. The left and right arrows
on the keyboard will switch the arrow
back and forth. Note - on your 1st
turn you may not have a choice.

To select a card, press the + key at
the far right on the keyboard. The
selected card will be displayed just
below the upcard and an arrow will
appear in the row above your hand.
This arrow shows where the selected
card will be placed in your hand. The
left and right arrows on the keyboard
will move this arrow along the row.

To place the selected card in your
hand, press ENTER. Your hand will be
expanded and the suit symbol will

You may move the flashing suit symbol
now with the left and right arrows on
the keyboard.

To discard, move the flashing suit
symbol to the card you want to discard.
Press the - key on the far right of the
keyboard. The card with the flashing
suit symbol will be put on top of the
Pile as the new upcard and your turn
will be over.

Use the up and down arrows on the
keyboard to move between the Stock/
Pile, the arrow row and your hand.

When it is your turn, you may sort your
cards. To sort move the flashing suit
symbol to the card to be moved. Press
the up arrow to display an arrow above
this card. Now move the arrow to the
desired location and press Enter. The
flashing card will be moved.

If you have not picked up yet, use the
up arrow to move control back to the
Stock/Pile for pickup.

To Gin or Knock, move the flashing suit
symbol to the proper discard, then
press F10. The computer will discard
your selection face down and display
your hand in sets plus unplayable
cards. It will then ask you if it
played your hand the way you want it.

If you answer N for no your hand is not
how you want it, the computer will show
your hand with numbers designating the
groups above each card. Unmarked cards
are unplayable. You may key in a 1, 2,
3 or blank (space) over each card
designating your own groups. Press F10
again when you are finished marking and
the computer will display your hand
again. If you designate a group that
is not a group, the computer will give
you a message and let you try again.

If you Knock or Gin in error, you may
press ESC to return to regular play.

If the computer Knocks, you may also
mark cards with a P to indicate it is
playable on the computer's hand.

Once you are happy with the way the
computer plays your hand, the
computer's hand will be displayed along
with the winner's points.

At this point, press any key to display
the game score and then start a new


+ or Ins Take a card from the Pile or

- or Del Discard the flashing card.

Left/Rt Move the arrow or flashing
Arrows card left or right.

Up/Down Move control from your hand,
Arrows to the arrow row to the

Enter Insert picked or flashing card
where the arrow points.

F10 Tells the computer you wish to
Gin or Knock. It may also be
used to tell the computer you
have finished marking the sets
in your hand.

ESC Return to regular play if you
Gin or Knock in error.

1,2,3,P Mark groups of cards to tell
the computer how to play your

Y,N Answer questions asked by the


F1 Display the use of keys.

F2 Display a help screen.

F3 Display Box scores of hands

F4 Display the Game score.

F5 Display the cards in the Pile.

F6 Display the cards remaining in
the Stock.

F7 Allows the player to get a new

F8 Exit to DOS.

F9 Off/on switch to allow you to
see the computer's hand.

F10 Gin or Knock.


You may preset the colors, point
scoring, Hollywood/Oklahoma options and
your name to suit yourself. When you
set these values in the options
program, your choices will be permanent
until you change them again in the
options program.

An exception to this is the
Oklahoma/Hollywood options and your
name. These three things may be
changed at the start of each game.
Selections made at the start of a game,
however, will only last until you end
the program. The next time you play,
the options will revert to the
selections made in the options program.

Use the up and down arrows to shift
control between items on the screen.

Use the left and right arrows to flip
thru the options allowed for each item.

Use PgUp and PgDn to change the list of
options from colors to points to
Hollywood/Oklahoma and your name.

F1 will display the help notes.

ESC will end the program and set your
options permanently until you change
them again.

You may preset the color of:

The Table The Printing
The Card Deck The Arrows
The Card Face The Notes

At the bottom of the color screen is a
display showing the results of the
current selections.

There seems to be no standard for the
points awarded for the various bonuses
in the game. Therefore you have the
option to set them to whatever you

Use the left and right arrow to adjust
the bonus points in each catagory.

You may run this program as often as
you like.

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