Knock, knock! Another way to go out
The most intriguing facet of the rules of gin rummy, compared to the standard rummy rules, is that you have more than one way to go out. Instead of forming all your cards into combinations, you have the option to knock (which involves literally tapping the table).
You knock when
You’ve put almost all your cards into combinations and
The cards that don’t make melds total less than or equal to 10 points.
If you meet these criteria, you can knock (just once will do — no matter how happy it makes you feel) and then put your cards down on the table.
After you knock, play stops, and the tallying begins. Your score comes from the deadwood — the cards that aren’t part of combinations. If your opponent’s deadwood exceeds yours, you pick up the difference between your total and theirs. If your opponent’s deadwood doesn’t exceed yours, you must face the consequences.
Sometimes your opponent can outdo you when you knock because they have an additional way to get rid of his deadwood. They can put down their melds, and those cards don’t count toward their score. They can also add their loose cards to your combinations. After your opponent adds any loose cards, only their remaining cards count.
Take a look at the cards in this figure to get an idea of how to score after you knock.
Someone’s knocking at the door; someone’s racking up some points.Someone’s knocking at the door; someone’s racking up some points.
If you count up all the cards in this figure, you see that your 5 points against the opponent's 28 leaves you with 23 points.
If you knock, you don’t get 25 points for going out.