How to Play Gin Rummy Posted: 12 Oct 2017 05:00 PM PDT Gin rummy is a two-person card game in which you try to get all of your cards into matching sets or runs before your opponent does. The game is a variation of "gin," but instead of laying your cards out during the game for your opponent to see, you hide them until the game ends. To play gin rummy, learn how to deal the cards, form sets and runs, and score points. EditDealing the Cards - Play with two people. Gin rummy is best played with only two players. But if you have a third person who wants to play, have one person act as the dealer without dealing themselves any cards. Then rotate this position around the table for each subsequent hand.[1]
- For four players, play two separate games. Or form teams, and after the two simultaneous games, add up your and your teammate's scores to see if together you beat your opponents' total.
- Use a 52-card deck. If your deck of cards came with any Jokers, place those to the side and don't use them. Note that aces will be low in this game (i.e. worth one point), and jacks, queens, and kings are high (each worth ten points).[2]
- Draw a card to determine the dealer. Each player should draw a card, face-down from the top of the deck. The person with the lower valued card becomes the dealer. In subsequent rounds, the loser of the previous round will be the dealer.[3]
- Deal ten cards to each player. The dealer should distribute ten cards, face-down on the table, to each player. Cards should always be dealt clockwise around the table, but with only two players, you'll just alternate back and forth until you both have ten cards.
- Start the stock pile and the discard pile. The remaining cards left after dealing should be placed in a pile face-down on the table. This is the stock pile, and from the top of it the dealer should draw one card and place it face-up next to the stock pile. The face-up card forms the beginning of the discard pile.[4]
EditPlaying the Game - Sort your cards into melds. Look at the ten cards in your hand. Sort them into any possible "melds," which are sets or runs. A set is three or four cards of the same rank (5-5-5), and a run is three or more cards of consecutive rank in the same suit (4-5-6).[5]
- An example of a set is 10 of diamonds, 10 of spades, and 10 of clubs.
- An example of a run is jack of diamonds, queen of diamonds, and king of diamonds.
- Since aces are low, they can't be in a run with a king. You can have ace-1-2, but not queen-king-ace.
- Choose whether to take the card in the discard pile. If you weren't the dealer, you get to decide if you want to pick up the face-up card in the discard pile, or if you want to pass on it because it's not a helpful card for you. If you pass, the dealer can choose to pick it up.[6]
- If you both decline it, the non-dealer picks up the card from the top of the stock pile.
- Pick up a new card. Whether you go for the card in the discard pile or the one on top of the stock pile, pick up your new card and assess whether it will help you form any melds. Look to see if you already have a couple of cards with the same numerical value, or if it suddenly connects a couple cards to form a run.[7]
- If you're picking up a card from the stock pile, don't let your opponent see what it is unless you're immediately placing it into the discard pile.
- Discard a card you don't want. Select a card from your hand that probably won't be helpful and place it face-up in the discard pile. If a card seems like an outlier that won't match easily with your other cards, then it might be worth discarding. You can also discard whatever you just picked up from the stock pile.
- You can't discard a card you just picked up from the discard pile in that turn. You can discard it during your next turn if you want, but you must keep it for at least one turn.[8]
- At the end of every turn you should still have ten cards.
- Take turns picking up cards and discarding cards. Go back and forth drawing cards with your opponent and attempting to form melds with all your cards. At each turn, decide if you want the card that your opponent just placed face-up in the discard pile, or if you want to take the mystery card from the top of the stock pile.
- As you form melds, do not place them on the table. You don't want your opponent to see your progress.[9]
- End the game if only two stock cards remain. If a player takes the third to last card in the stock pile and the game is still going, then the hand is cancelled. No points are awarded to either player, and the cards must be re-dealt.[10]
EditKnocking and Scoring Points - Knock if all your cards form melds. Knocking is how you end gameplay. If you reach a point when all of your cards are part of a meld and none of them are unmatched (these cards are called "deadwood"), then you've reached "gin." Draw a card once it's your turn and place it face-down on the discard pile to signify that you're knocking.
- Reaching gin earns you 25 bonus points in addition to all your opponent's deadwood points.
- You can physically knock on the table if you want to, but the face-down discard is generally accepted as the knocking symbol.[11]
- Knock to prevent your opponent from reaching gin. If you think your opponent may reach gin before you, you can knock early to prevent them from getting those bonus points. Draw a card and discard one when it's your turn, placing the one you don't want face-down on the discard pile to end the game.[12]
- End the game only if your deadwood totals ten points or less. You can only knock if the points values for your deadwood cards total ten or less. Kings, queens, and jacks are worth 10, aces are worth 1, and all numerical cards are worth their numerical value.[13]
- For example, if you have a run of 3-4-5-6, a set of 9-9-9-9, and an ace and a king, you can't knock because your deadwood totals 11 points.
- Expose your melds to your opponent. Lay down all your cards face-up and divide them into melds on the table. Make it clear for your opponent to see your sets and runs by grouping cards within a meld closely together and also putting some space between the melds themselves.[14]
- Lay off deadwood cards onto the knocker's melds. Your opponent now has the chance to lay off their deadwood cards onto your cards to add to melds. For example, if you have three 5's, and one of their deadwood cards is a 5, they can add that to your set. Or they could add that 5 to a run of 6-7-8 or 2-3-4.[15]
- Deadwood can not be laid off onto other deadwood. If you have two 3's that are deadwood, and your opponent has an extra 3, they can not create a new meld.[16]
- Lay off cards only if gin has not been reached. If either you or your opponent reaches "gin" and knocks, there's no laying off. This means that one player will potentially end up with a lot of deadwood, and thus a lot of deadwood points for the knocker to claim.
- Subtract your deadwood points from your opponent's. Both players should now ignore any melds that have been formed – they don't contribute any points to the scoring. Add up each player's deadwood points and subtract to find the difference. Write down each player's points on a piece of paper.[17]
- For example, after laying off, your opponent might have two Queens left, which totals 20 points. If you have two 2's, that's 4 points. The difference between the two is 16 points.
- If you reached gin, there's no subtraction needed. All of your opponent's deadwood points become yours (plus the 25-point bonus).
- Award the non-knocker for an undercut. If you were the knocker, and it turns out your opponent has fewer deadwood points than you, this is called an undercut. The difference between the deadwood points is awarded to them rather than you in this case, along with a 25-point undercut bonus.[18]
- For example, if you knock and have 9 points of deadwood, and your opponent lays off their cards and ends up with 2 points of deadwood, then they've undercut you. They're awarded the 7-point difference, plus 25 bonus points, for a total of 32 points.
- Play until someone reaches 100 points. Deal the cards again and continue to play rounds until one player has reached 100 points. This player is awarded 100 bonus points for doing so. Each player then earns an additional 25 points for every round they won.[19]
- If one player doesn't win any rounds, this is a shutout, and the winner earns an additional 100 bonus points.
- The player with the most points after all the tallying is the winner.
EditUsing Strategies to Win - Memorize cards that are being discarded. Keep track of what cards both you and your opponent have discarded, as these will indicate what to avoid collecting. For example, if you saw two kings end up in the discard pile, then you shouldn't hold onto any kings in your hand since these will certainly become deadwood.[20]
- Memorize which cards your opponent is picking up. Get a sense for which cards your opponent is picking up from the discard pile since these will clue you into their sets and runs. If you see them picking up a couple 9's, don't discard a 9 you have in your hand or you risk helping them out.[21]
- Aim for runs over sets. Runs can be added onto at either end of the sequence. But once you reach three of a kind, sets can only be added onto in one way. And you're less likely to find that one extra card for a set than the two possible cards that can add to your run.[22]
- Knock as early as possible. You can't knock until your deadwood is down to 10 or fewer points, but as soon as you reach that threshold, it might be a good idea to knock. Waiting too long in the hopes that you'll reach gin could mean letting your opponent reach it first.[23]
- Try to get deadwood cards that have the lowest possible numbers if you can't match them. Ideal deadwood cards are aces, 2's, and 3's.
- Gin bonus point quantities vary across different versions of the game. Some people play using 10 or 20 bonus points rather than 25. You can use whatever number you want as long as it's consistent across all rounds of the game.
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How to Mute a Group Text on Android Posted: 12 Oct 2017 09:00 AM PDT This wikiHow teaches you how to mute all notifications from a group chat conversation on Android Messages, WhatsApp, or Textra, using Android. EditMuting a Group on Android Messages - Open the Messages app on your Android. The Messages icon looks like a white speech balloon in a blue circle on your Apps list. Messages will open up to your inbox.
- If Messages opens up to a conversation, tap the back button to go back to your inbox.
- Tap the group conversation you want to mute. This will open the chat in full-screen.
- You can search a chat by tapping the magnifying glass icon in the upper-right corner of your inbox.
- Tap the three vertical dots icon. This button is in the upper-right corner of the group conversation. It will open a drop-down menu.
- Tap .
- Slide the Notifications switch to Off position. The switch will turn gray. It will mute this group chat. You will not receive notifications from this conversation anymore.
- You can unmute this conversation any time by sliding the Notifications switch to On position.
EditMuting a Group on WhatsApp - Open WhatsApp Messenger on your Android. The WhatsApp icon looks like a white telephone icon in a green speech bubble on your Apps list.
- Tap the tab. It's located next to the camera icon in the upper-left corner of your screen. This tab lists all your personal and group chat conversations.
- If WhatsApp opens up to the wrong conversation, tap the back button to go back to your CHATS list.
- Tap the group chat you want to mute. This will open the conversation in full-screen.
- You can search a chat by tapping the magnifying glass icon in the upper-right corner of your CHATS list.
- Tap the three vertical dots icon. This button is in the upper-right corner of the group conversation. It will open a drop-down menu.
- Tap on the drop-down menu. This will open a new pop-up window.
- Select how long you want to mute this group. You can select 8 Hours, 1 Week, or 1 Year under the "Mute for..." heading.
- Tap and uncheck the box next to . This option is located at the bottom of the "Mute for..." window.
- Tap . It's in the lower-right corner of the pop-up window. It will save your preferences and mute this group chat. You will not receive notifications from this chat for the amount of time you have specified.
- If you want to unmute this conversation, tap the three vertical dots icon, and then select Unmute on the drop-down menu.
- Open the Textra app on your Android. The Textra icon looks like two white, horizontal lines in a blue speech bubble on your Apps list. Textra will open up to your inbox.
- If Textra opens up to a conversation, tap the back button to go back to your inbox.
- Tap the group message you want to mute. This will open the conversation in full-screen.
- You can search a chat by tapping the magnifying glass icon in the upper-right corner of your inbox.
- Tap the icon. This button is located in the upper-right corner of the conversation. It will open the conversation settings, and reveal toolbar icons at the top.
- Tap the bell icon. This button is located next to the pin and trash icons at the top of your screen. Tapping will mute the group chat, and take you back to the text conversation. You will see a green notification box confirming the chat is "Muted" at the bottom of your screen.
- You can unmute the chat any time by tapping the bell icon again.
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How to Drift on a Bicycle Posted: 12 Oct 2017 01:00 AM PDT If you love the idea of learning how to drift in a car but don't have one, you might be wondering if there's a way to drift on your bike. Well, you're in luck. While it might take a little practice to get right, you can learn how to drift on your bicycle. Learn how to drift without using your brakes and also while using breaks, and then try the one that sounds the easiest and most fun to you. EditDrifting Without Brakes - Pedal quickly towards a turn. When attempting to drift without breaks, it's essential to gain some good initial speed. Pick up some momentum as you approach a turn.
- The first few times you try it, don't go too fast. Gain a little speed but don't pedal as fast as you can. It's safer to wait until you're more comfortable with drifting to go all out.[1]
- Lean your bicycle over. As you start to round the corner, lean your bike over into the turn. This should make your tires lose traction and the momentum should start pulling your bike outward, away from the turn.[2]
- Control the front with a forward lean. At this point, lean forward on your bike so that the back tire can break free. This will allow the drifting motion to start.[3]
- Put your foot down. During your first several tries, there's a good chance that you may accidentally lay down your bicycle completely. Take your foot off of the pedal when you start the turn, and catch yourself and the bike by planting your inside foot. This will help keep you from laying the bike down and getting injured.[4]
- Try it with your foot ahead of the cranks. Once you feel comfortable with drifting on your bike and you find yourself hardly ever needing the support of your inside foot, don't remove it from the pedal. Instead, make sure your inside foot is ahead of the cranks when you start your turn.
- This way, you won't be relying on your inside foot, but if you start to lose balance, it'll be in a position that'll allow you to plant quickly. This can help stop you and your bike from falling to the ground.[5]
EditDrifting With Brakes - Start pedaling. Start off by pedaling forward. You should be traveling a little faster than walking speed.[6]
- Turn and pull the back brake. Simultaneously turn your bike and pull your right hand brake. This will stop your back tire which will cause the back end of your bike to move away from the turn.[7]
- If your bike was made in Italy or Great Britain, then pull the left hand brake instead. On bikes in these regions, the right hand brake controls the front tire and the left hand brake controls the back one.[8]
- Move the bike outward with your inside leg. Once you've started to skid, use your inside leg to kick the bicycle outward, away from the turn. This will make the back of your bike move outward more intensely, which will appear more drift-like.[9]
- Lean forward and let go of the brake. While skidding, lean forward slightly and release the hand beak. This will cause the back tire to spin, creating a drifting motion.[10]
- Either use a bike that has old tires or go to a bike shop and buy wide-gauge bicycle tires that have hard minimal tread in the middle and soft large tread on the sides.
- Shift down one or two gears on your bike so you can come out of the turn faster. This also makes accelerating easier and less painful for your knees.
- Learn on gravel or wet, slick tarmac/brick surfaces; these are good training grounds.
- Learn on a bike that only has suspension (shocks) on the front. Rear shocks won't let you drift as easily.
- Skidding too much can reduce friction on your tire.
- Make sure to wear plenty of safety gear such as: a helmet, elbow pads, and knee pads. Otherwise, you may get hurt while learning to drift on a bicycle.
- If practicing around the corner of a building, always make sure that no one is coming so that no one gets hurt.
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