Ten cards, one decision.
Draw one, throw one, and decide every single turn whether what you are holding is finished enough to knock.
Melds are three or more of a rank, or three or more in sequence in one suit. Everything left over is deadwood — aces one, pictures ten, the rest face value. Knock at ten deadwood or less; knock at zero and it is gin, worth twenty-five extra. Knock badly and your opponent can lay their deadwood onto your melds and undercut you, which is worth twenty-five to them.
You
0
Them
0
Deadwood
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Stock
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Stock
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Discard
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Your hand
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