Each player gets 10 cards. Make melds: sets (3 or 4 of a kind) and runs (3 or more in a row in one suit — Ace is low).
To start, the non-dealer may take the face-up card; if they pass, the dealer may. If both pass, the non-dealer draws from the stock.
On your turn, draw from the stock or take the top discard, then discard one card (not the one you just took from the discard pile).
Cards not in melds are deadwood: Ace 1, 2–10 face value, J Q K 10. When your deadwood is 10 or less, tap a card and Knock. Your opponent can then lay off cards onto your melds.
The knocker scores the difference in deadwood. If the opponent has the same or less, that's an undercut: they score 25 plus the difference. Gin (no deadwood) scores 25 plus the opponent's deadwood, with no laying off; Big Gin (all 11 cards after drawing) scores 31 plus.
If the stock gets down to 2 cards without a knock, the hand is dead: no score, same dealer deals again.
First to the target wins: +100 game bonus and +25 for every hand won — doubled if the loser didn't win a single hand. Your best arrangement is worked out for you automatically.
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Turn your phone sideways — you'll want the room for 11 cards.