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Rummy Terms Glossary

Rummy Glossary
Aces High: When Aces can be counted as a higher point value – e.g. Q-K-A is valid but A-2-3 is not. In certain rummy games, Aces may be both low and high. This rummy rule is sometimes used in conjunction with another rummy rule - see also "Round the Corner".
Aces Low: This is valid where aces are counted as 1 point (low value) In certain rummy games, Aces can be both high and low. This rummy rule can be used in conjunction with another rule.
Add On: A card that is intentionally discarded so that an opponent can use it to form a meld.
Angling: A strategic method which involves getting rid of a specific card in order to trick your opponent to discard a card that is one rank away. This strategic rummy move is also known as "side fishing" or "side baiting".
Baiting: To get rid of a card in order to lure an opponent to discard another card of the same rank or suit in sequence. This is a strategic rummy move, also known as "Advertising", "baiting", "chumming", "fishing".
Base: Relevant to Canasta - Four natural cards of the same rank
Base Count: Relevant to Canasta - The sum of players' bonuses, as determined by the point value of the total melded cards. Also known as 'Basic Count'.
Basic Contract: See Contract
Blind Discard:  A blind discard occurs when you discard a card without knowing whether or not your opponent can actually use it. This usually occurs on the first discard of a deal.
Blitz:  See "Shutout".
Block: To To hold back a card that could potentially extend a meld for your opponent.
Bonus Box: Relevant to Gin – The bonus point score for winning a hand, usually about 25 points.
Borrowing: Relevant to Rummy, Gin Rummy, Panguingue - when you take cards from another meld to form a new set(s).
Box: Relevant to Gin Rummy – A box is another way to describe an entry on the score sheet
Box Score: Relevant to Gin Rummy – Also known as "Line Score"; the total score for winning a deal.
Buy In: Common in poker and in most tournament competitions; buy in are usually a pre-determined amount of money required to participate in a tournament that is being played against many player for money; there is usually a minimum and maximum buy in.
Canasta: Relevant to Canasta – Canasta is a meld of seven cards of the same rank.
Captain: One player playing against two players who alternate among themselves to play against him; also can be two players playing against three, alternating among themselves to play against the three, etc.
Combination: Two cards that have the potential of becoming a matched set by the addition of a suitable third card.
Concealed Hand: Relevant to Canasta and Oklahoma Gin - When a player goes out in one swift move without having formed any previous melds.
Contract: Relevant to Contract Rummy - The type and pre-determined number of sets or runs a player must meld on the first occasion in a certain deal.
Count: The total point value of a hand after reducing the count of the total melded cards.
Cut: A cut is done in order to ensure fair play. A cut occurs immediately after the shuffle. The deck of shuffle cards is divided into two portions and the lower portion is placed on top, thus changing the order of the deck.
Dead Cards: Cards which are no longer available to a player because they have already been buried in the discard pile or have been previously melded into a hand.
Deadwood: Unmatched cards or cards that cannot be melded.
Deadwood Count: The total value of the unmatched cards left with a player when a hand is finished. Also see "Deadwood".
Deal: To distribute the cards among the players.
Dealer: The individual who is designated to deal the cards.
Deck: The set of playing cards used to play card games; the average deck of cards contains 52 cards.

Deuce: A two of any suit or color
Discard: To get rid of a card, after drawing a card from the stock pile, by placing it in the 'discard pile', face up and thereby ending ones turn.
Discard Pile: The stack of unwanted cards, discarded by players
Draw: To retrieve a card from the stock or the discard pile; the drawn card can be used to form a meld.
End of Hand: This term varies according to Rummy and Gin Rummy; in traditional rummy, End Hand means that the discard pile is re-shuffled and converted to the stock pile; in Gin Rummy there is no 'end hand' since the play continues until a player goes gins, goes out by knock, knock or until the stock pile is down to two card (in this case, the hand is oncludes and no points are scored).
Exposed Card: A card that is intentionally dropped or exposed to the partner illegally; this usually occurs in a partnership game.
Face Card: Kings, Queens, and Jacks are considered to be FACE CARDS.
Fill: A card that makes a combination into a matched set.
Foot: The lower section of the stock pile.
Forcing: Relevant to Conquian - a discard which the next player is forced to take up, as dictated by the rules of the game variation.
Frozen: Relevant to Canasta -  the state of the discard pile; the frozen pile may be taken only by matching the top card with a natural pair.
Go Down: When a player concludes the game by placing the remaining cards, face up, on the table. Also known as Knocking. 
Go Gin: Relevant to Gin Rummy - A hand that contains pure melds and no deadwood.
Go Out: To get rid of the very last card in a hand.
Go Rummy: See 'Go Gin'
Group: A meld comprised of three or more cards of the same rank.
Hand: The Can be considered: a game round, the cards dealt to a player or the entire deal.
Head: The upper part of the stock pile that is normally divided in two parts.
House Rules: Game rules that differ from official game rules.  House rules can be agreed upon prior to the start of a game and can include rules that are both common and uncommon to the game variation being played.
Illegal Hand: Relevant to Gin Rummy - A hand that has more or less than 10 cards, after discarding.
Initial Meld: Relevant to Canasta and Contract Rummy The very first meld made in a deal by a player or team player(s) that is according to a particular specifications.
Knave: Another term for the face card commonly referred to as Jack.
Knock: Most common to Gin Rummy but relevant to several variations on Rummy – When a player taps on the table and announces the conclusion of a round or hand by placing the remainder of his/her cards face up on the table.
Knocking Count: Also commonly referred to as 'Knocking Point' or 'Knocking Card' - The maximum count of deadwood with which a player may knock. In Gin Rummy this is usually 10 points.
Lay Off: Relevant to Gin Rummy - When a player expands a 'knockers' melds with his/her deadwood after a knock. The player cannot lay off when his/her opponent has gone gin.
Matched Card: A card which forms part of a set.
Matched Set: Three or more cards that can be melded together, if the rummy game rule variation permits it.
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 that is not a wild card.
Prize Pile: Relevant to Canasta -  A discard pile that is in a  frozen state.
Rank: The normal card hierarchy (ace, ten, king, queen, or jack), as determined by its suit (hearts, diamonds, spades or clubs) .
Redeal: When you are required to deal again after one player has nullified the game.
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.
Round The Corner:The rule that permits the Ace in sequence with both the King and the Deuce (i.e. K-A-2). This rule can is usually deemed valid only when Aces are high.  See "Aces Low" and "Aces High".
Rummy: Relevant to Rummy - To get out in one swift move, with no dogwood in hand. 'Going Rummy' earns the player bonus points (usually double the points scored).
Run: A set of 3 or more cards of the same suit in a consecutive number sequence (also referred to as a Sequence, Rope or Straight.
Safe Count: The total necessary point score that will hamper an opponents' chance of winning a game.
Safe Discard: A card which an opponent has discarded in previous plays and is not likely to be taken up.
Sequence: See "Run".
Set: A group of three or more cards of the same rank and different suits.
Shutout: When a game is won with one opponent scoring no points.
Skunk: A slang term which is used to describe a defeat by shutout.
Speculate: To take up an opponent’s discard, producing a combination instead of a meld.
Spread: A melded set of cards.
Stock Pile: The stack of cards that are left over after the initial deal. The stock pile is placed faced down. Players draw from the Stock pile.
Stop Card: Relevant to Canasta - A black 3 or any wild card that prevents the next player from taking the discard pile.
Suit: The suit of a card can be a spade, heart, diamond or club.
Target Score: The target score that is set prior to the deal. Whoever reaches the target score first wins the game. The target score is different per rummy game variation.
Three Hand Meld: A hand made up of three melds.
Tré:  (pronounced 'tray') A three of any suit.
Triplet: A group of three.
Undercut: To reduce one’s deadwood to the same or lesser count than the knocker’s deadwood count.
Underknock: Trying to have or having a lower count total than that of the opponent who has gone out or is attempting to go out by knocking. 
Unload: To discard as many high cards as possible or meld them before the opponent knocks or goes gin; done so in order to reduce the maximum possible deadwood count.
Unmatched Cards: See "Deadwood".
Up Card: The top card of the stock pile always faced down.
Wild Card: Most relevant to Kalooki, Rummy, Rummy 500 -  A card of any suit and rank designated to be wild, usually before the game begins. In some rummy game variations, Jokers are automatically wild. Wild cards can be used as any card to complete a meld but cannot be used in lay off. In some Kalooki game variations, the joker may be substituted for any card in lay off.
Wild Discard: A card that is unsafe to discard, since the opponent will likely take it up. Wild discards are unsafe, but sometimes necessary to win the game.