Gin Rummy Online Playing Stages
Late Stage
Late play often demands unusual strategy. For example, you have been put in a position to play strong defense. You have one meld of deuces, with a mixture of small cards, and a pair of sevens. Your opponent discards a seven of spades and there are only six or seven cards left in the pack. All the higher cards have been played or accounted for, so you know your opponent holds cards in your same area. Many gin rummy players would take the seven and gamble one of the off cards. H you do, you usually will hear your opponent say "Gin." Another option would be to take the seven and come off your deuce of diamonds, which is your only safe play. All this accomplishes is lowering the count in your hand.
Chance a Knock
Since, at this late stage, you are not going to win the hand anyway, and it is very doubtful that your opponent will chance a knock this late in the game, even if he is able to knock, why not play serious defense? To do this, pass up the seven, draw from the pack and discard one of your sevens. When you decide to play a defensive hand to the end, do so seriously and not half-heartedly. You may find it necessary many times in late play to discard from your melds to prevent your Opponent from ginning .. For example, you have a meld of six, seven, eight and nine of clubs, another meld of three fives and a combination of the three of clubs, three of diamonds and deuce of diamonds.
Gambling
It is late in the game, and from previous play it is obvious you and your opponent are both playing in the same area. You draw the deuce of hearts. Many players will gamble by discarding the three of clubs or the deuce of hearts. Sometimes they will get away with the play, but most of the time this gamble will not payoff. The better play is to discard either the nine or six of clubs from your meld, whichever is the safe play. Gin in late play becomes very much a game of skill. Do not gamble unless you have absolutely no other choice.
Winning The Hand
Another play evident in the late game is that of finding it necessary to discard melds in an effort to defend your hand. You hold three kings, three fives and the nine of spades, six of hearts, the three of diamonds and the deuce of clubs.
You know that your opponent has " three nines, three sixes and surmise from previous play that he has a combination in the, lower area. You draw the three of clubs. In this case you can not afford to discard any of your live cards, nor can you afford to add on either meld as he may already have this third meld which may possibly be deuces.
Now keep in mind that this is in lilt play only ... you must break up one of your melds. I have seen players break off kings without thinking that there may still be a possibility of his opponent winning the hand. Provided that both melds are safe plays, discard the fives, simply because it is of lower count should your opponent hit that one chance that may be left in the deck.
Much more information can be gained in late play by remembering previous discards, and more so by the fact that experienced players will never discard a wild card in the late stages of a gin rummy online game. They will look for clues that give them information that can make a difference in winning and losing.
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