"Many Gin Rummy Super players are purely offensive players..."
As a completely online and global game, Gin Rummy Super psychology may be a little bit different to looking your opponent in the eyes. Many Gin Rummy Super players are purely offensive players – that is they don’t try to count cards too much or determine what hand their opponent may have.
The totally offensive player disregards an analysis of the opponent and attempts to reach a knock or gin, in as few moves as possible. These players are looking for the quick knock if they can’t get the big gin. There is nothing wrong with this strategy but it’s a good idea to think about what good hands and bad hands will look like.
For those choosing to play aggressively, here are a few examples of good and bad hands.
The offensive player will be trying to keep their deadwood as low as possible throughout the game. So high card hands won’t be too favourable.
· K, Q – this hand only requires one card to (J) to complete the meld. The odds of receiving the card are low and worst of all, this un-melded combination is worth a staggering 20 points!
· 9, J – not much better than the last hand. There is a gap in this hand that needs to be filled before it becomes of any real use. Until you do manage to meld this hand, your still looking at an annoying 19 points.
· 4, 5 – So, this hand is bad but better than the worst. Yes, there is a hole in the middle but the deadwood score is rather low at 9. In fact, you could even go for a risky knock if early enough in the game. An even lower hand would be even better, say A, 3.
Good hands will offer multiple options to meld. The more the better since you are relying on blindly picking up cards without knowing whether your opponent has any needed cards or how far into the deck a card may be. More possibilities mean a higher chance of melding.
· K, K or suited 4, 5 – the beauty of these types of 2-card combinations is that there are 2 possibilities to meld each. In these examples 2 different K cards can meld and either a suited 3 or 6 card can meld the 4 and 5.
· Suited 4, 6, 8 – this 3-card combination looks weak on the surface with two holes but it actually has 2 possible ways to meld. A 5 creates a 4, 5, 6. A 7 creates a 6, 7, 8. Then you are left with a single card lower than 10, that can be discarded or can build an even bigger meld with another card.
· Suited 5, 7 and 7 – this 3-card combination looks similar to the last but actually has 3 possible ways to meld. Another 7 would create a 7, 7, 7 set whilst a suited 6 would develop a 5, 6, 7 run.
· Double Trouble! Suited 4, 5 and suited 4, 5 – doubled suited 2-card combinations like this offer 8 possible melding opportunities. 6, 3 of either of the 2 suits and any of two 4s and 5s.
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