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Holding onto too many high-value cards without making any melds can be dangerous because they can greatly increase your score if an opponent goes out first. For example, having a combinatrick gamestion of high-value cards can be advantageous if you are able to meld them before going out. Also, some card combinations have more inherent flexibility than others. For instance, there are more chances to create sequences when there are several cards in a single suit because you can quickly adjust your strategy depending on what you draw or what's in the discard pile.

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In Gin Rummy, you draw a card from the draw pile or the discard pile, & then you discard one card from your hand. Players intend to knock to end the round when they think they have created enough melds to win. Both players show their hands when someone knocks, and points are determined by the number of unmatched cards. Going gin is when a player has no deadwood at all; this results in bonus points for that player.