[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: XX
Repeated move: 0
Current player: 0
Phase: FirstUpcard

Player0: Deadwood=47
+--------------------------+
|As    4s                  |
|              8c    JcQc  |
|        5d  7d            |
|  2h                      |
+--------------------------+

Stock size: 35  Upcard: 6s
Discard pile:

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
54 -> Player: 0 Action: Pass

Overwrite a working_memory slot (slots 1-4; notes for THIS game, reset each game); replaces the slot's previous content.

Target slot number.

Text content for the slot.

Append to a working_memory slot (slots 1-4; notes for THIS game, reset each game); oldest text drops if the slot is full.

Target slot number.

Text content for the slot.

Overwrite a long_term_memory slot (slots 1-8; notes on THIS opponent, persist across games); replaces the slot's previous content.

Target slot number.

Text content for the slot.

Append to a long_term_memory slot (slots 1-8; notes on THIS opponent, persist across games); oldest text drops if the slot is full.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 52, 54.

A legal action id for the current state.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 6s
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=43
+--------------------------+
|As    4s  6s              |
|              8c    JcQc  |
|        5d  7d            |
|  2h                      |
+--------------------------+

Stock size: 35  Upcard: XX
Discard pile:

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
20 -> Player: 0 Action: 8c
23 -> Player: 0 Action: Jc
24 -> Player: 0 Action: Qc
30 -> Player: 0 Action: 5d
32 -> Player: 0 Action: 7d
40 -> Player: 0 Action: 2h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 20, 23, 24, 30, 32, 40.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Jc
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=43
+--------------------------+
|As    4s  6s              |
|              8c      Qc  |
|        5d  7d            |
|  2h                      |
+--------------------------+

Stock size: 35  Upcard: Qs
Discard pile:

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 52, 53.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Qs
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=43
+--------------------------+
|As    4s  6s              |
|              8c      Qc  |
|        5d  7d            |
|  2h                Jh    |
+--------------------------+

Stock size: 34  Upcard: XX
Discard pile: Qs

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
20 -> Player: 0 Action: 8c
24 -> Player: 0 Action: Qc
30 -> Player: 0 Action: 5d
32 -> Player: 0 Action: 7d
40 -> Player: 0 Action: 2h
49 -> Player: 0 Action: Jh

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 20, 24, 30, 32, 40, 49.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Qc
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=43
+--------------------------+
|As    4s  6s              |
|              8c          |
|        5d  7d            |
|  2h                Jh    |
+--------------------------+

Stock size: 33  Upcard: Qh
Discard pile: QsQc

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Qh
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=43
+--------------------------+
|As    4s  6s              |
|              8c          |
|        5d  7d            |
|  2h                Jh  Kh|
+--------------------------+

Stock size: 32  Upcard: XX
Discard pile: QsQcQh

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
20 -> Player: 0 Action: 8c
30 -> Player: 0 Action: 5d
32 -> Player: 0 Action: 7d
40 -> Player: 0 Action: 2h
49 -> Player: 0 Action: Jh
51 -> Player: 0 Action: Kh

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 20, 30, 32, 40, 49, 51.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Jh
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=43
+--------------------------+
|As    4s  6s              |
|              8c          |
|        5d  7d            |
|  2h                    Kh|
+--------------------------+

Stock size: 32  Upcard: 6h
Discard pile: QsQcQh

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 6h
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=39
+--------------------------+
|As    4s  6s              |
|              8c          |
|        5d  7d            |
|  2h      6h            Kh|
+--------------------------+

Stock size: 32  Upcard: XX
Discard pile: QsQcQh

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
20 -> Player: 0 Action: 8c
30 -> Player: 0 Action: 5d
32 -> Player: 0 Action: 7d
40 -> Player: 0 Action: 2h
44 -> Player: 0 Action: 6h
51 -> Player: 0 Action: Kh

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 20, 30, 32, 40, 44, 51.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Kh
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=39
+--------------------------+
|As    4s  6s              |
|              8c          |
|        5d  7d            |
|  2h      6h              |
+--------------------------+

Stock size: 31  Upcard: 8s
Discard pile: QsQcQhKh

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 8s
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=39
+--------------------------+
|As    4s  6s              |
|              8c          |
|        5d  7d  9d        |
|  2h      6h              |
+--------------------------+

Stock size: 30  Upcard: XX
Discard pile: QsQcQhKh8s

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
20 -> Player: 0 Action: 8c
30 -> Player: 0 Action: 5d
32 -> Player: 0 Action: 7d
34 -> Player: 0 Action: 9d
40 -> Player: 0 Action: 2h
44 -> Player: 0 Action: 6h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 20, 30, 32, 34, 40, 44.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 9d
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=39
+--------------------------+
|As    4s  6s              |
|              8c          |
|        5d  7d            |
|  2h      6h              |
+--------------------------+

Stock size: 29  Upcard: Tc
Discard pile: QsQcQhKh8s9d

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Tc
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=34
+--------------------------+
|As    4s  6s              |
|              8c          |
|        5d  7d            |
|  2h3h    6h              |
+--------------------------+

Stock size: 28  Upcard: XX
Discard pile: QsQcQhKh8s9dTc

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
20 -> Player: 0 Action: 8c
30 -> Player: 0 Action: 5d
32 -> Player: 0 Action: 7d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
44 -> Player: 0 Action: 6h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 20, 30, 32, 40, 41, 44.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 8c
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=34
+--------------------------+
|As    4s  6s              |
|                          |
|        5d  7d            |
|  2h3h    6h              |
+--------------------------+

Stock size: 28  Upcard: Ts
Discard pile: QsQcQhKh8s9dTc

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Ts
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=34
+--------------------------+
|As    4s  6s              |
|                          |
|        5d  7d          Kd|
|  2h3h    6h              |
+--------------------------+

Stock size: 27  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
30 -> Player: 0 Action: 5d
32 -> Player: 0 Action: 7d
38 -> Player: 0 Action: Kd
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
44 -> Player: 0 Action: 6h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 30, 32, 38, 40, 41, 44.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Kd
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=34
+--------------------------+
|As    4s  6s              |
|                          |
|        5d  7d            |
|  2h3h    6h              |
+--------------------------+

Stock size: 27  Upcard: 8c
Discard pile: QsQcQhKh8s9dTcTs

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 8c
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=34
+--------------------------+
|As    4s  6s              |
|            7c            |
|        5d  7d            |
|  2h3h    6h              |
+--------------------------+

Stock size: 26  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs8c

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
19 -> Player: 0 Action: 7c
30 -> Player: 0 Action: 5d
32 -> Player: 0 Action: 7d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
44 -> Player: 0 Action: 6h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 19, 30, 32, 40, 41, 44.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 7c
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=34
+--------------------------+
|As    4s  6s              |
|                          |
|        5d  7d            |
|  2h3h    6h              |
+--------------------------+

Stock size: 25  Upcard: Jh
Discard pile: QsQcQhKh8s9dTcTs8c7c

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Jh
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=32
+--------------------------+
|As    4s  6s              |
|        5c                |
|        5d  7d            |
|  2h3h    6h              |
+--------------------------+

Stock size: 24  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs8c7cJh

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
17 -> Player: 0 Action: 5c
30 -> Player: 0 Action: 5d
32 -> Player: 0 Action: 7d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
44 -> Player: 0 Action: 6h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 17, 30, 32, 40, 41, 44.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 7d
Repeated move: 1
Current player: 0
Phase: Draw

Player0: Deadwood=32
+--------------------------+
|As    4s  6s              |
|        5c                |
|        5d                |
|  2h3h    6h              |
+--------------------------+

Stock size: 24  Upcard: 7d
Discard pile: QsQcQhKh8s9dTcTs8c7cJh

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 7d
Repeated move: 1
Current player: 0
Phase: Discard

Player0: Deadwood=28
+--------------------------+
|As    4s  6s              |
|  2c    5c                |
|        5d                |
|  2h3h    6h              |
+--------------------------+

Stock size: 23  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
5 -> Player: 0 Action: 6s
14 -> Player: 0 Action: 2c
17 -> Player: 0 Action: 5c
30 -> Player: 0 Action: 5d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
44 -> Player: 0 Action: 6h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 5, 14, 17, 30, 40, 41, 44.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 6s
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=28
+--------------------------+
|As    4s                  |
|  2c    5c                |
|        5d                |
|  2h3h    6h              |
+--------------------------+

Stock size: 23  Upcard: 8h
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Overwrite a working_memory slot (slots 1-4; notes for THIS game, reset each game); replaces the slot's previous content.

Target slot number.

Text content for the slot.

Append to a working_memory slot (slots 1-4; notes for THIS game, reset each game); oldest text drops if the slot is full.

Target slot number.

Text content for the slot.

Overwrite a long_term_memory slot (slots 1-8; notes on THIS opponent, persist across games); replaces the slot's previous content.

Target slot number.

Text content for the slot.

Append to a long_term_memory slot (slots 1-8; notes on THIS opponent, persist across games); oldest text drops if the slot is full.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 8h
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=25
+--------------------------+
|As    4s                  |
|  2c    5c                |
|    3d  5d                |
|  2h3h    6h              |
+--------------------------+

Stock size: 22  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
14 -> Player: 0 Action: 2c
17 -> Player: 0 Action: 5c
28 -> Player: 0 Action: 3d
30 -> Player: 0 Action: 5d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
44 -> Player: 0 Action: 6h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 14, 17, 28, 30, 40, 41, 44.

A legal action id for the current state.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 6h
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=25
+--------------------------+
|As    4s                  |
|  2c    5c                |
|    3d  5d                |
|  2h3h                    |
+--------------------------+

Stock size: 21  Upcard: Kc
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6h

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Kc
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=25
+--------------------------+
|As    4s        9s        |
|  2c    5c                |
|    3d  5d                |
|  2h3h                    |
+--------------------------+

Stock size: 20  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6hKc

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
8 -> Player: 0 Action: 9s
14 -> Player: 0 Action: 2c
17 -> Player: 0 Action: 5c
28 -> Player: 0 Action: 3d
30 -> Player: 0 Action: 5d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 8, 14, 17, 28, 30, 40, 41.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 9s
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=25
+--------------------------+
|As    4s                  |
|  2c    5c                |
|    3d  5d                |
|  2h3h                    |
+--------------------------+

Stock size: 20  Upcard: 6s
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6hKc

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 52, 53.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 6s
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=25
+--------------------------+
|As    4s                  |
|  2c    5c                |
|    3d  5d                |
|  2h3h      7h            |
+--------------------------+

Stock size: 19  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6hKc6s

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
14 -> Player: 0 Action: 2c
17 -> Player: 0 Action: 5c
28 -> Player: 0 Action: 3d
30 -> Player: 0 Action: 5d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
45 -> Player: 0 Action: 7h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 14, 17, 28, 30, 40, 41, 45.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 7h
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=25
+--------------------------+
|As    4s                  |
|  2c    5c                |
|    3d  5d                |
|  2h3h                    |
+--------------------------+

Stock size: 19  Upcard: 4h
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6hKc6s

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 4h
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=15
+--------------------------+
|As    4s                  |
|  2c    5c                |
|    3d  5d                |
|  2h3h4h                  |
+--------------------------+

Stock size: 19  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6hKc6s

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
14 -> Player: 0 Action: 2c
17 -> Player: 0 Action: 5c
28 -> Player: 0 Action: 3d
30 -> Player: 0 Action: 5d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
42 -> Player: 0 Action: 4h

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 0, 3, 14, 17, 28, 30, 40, 41, 42.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 5c
Repeated move: 1
Current player: 0
Phase: Draw

Player0: Deadwood=15
+--------------------------+
|As    4s                  |
|  2c                      |
|    3d  5d                |
|  2h3h4h                  |
+--------------------------+

Stock size: 19  Upcard: 5c
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6hKc6s

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: 5c
Repeated move: 1
Current player: 0
Phase: Discard

Player0: Deadwood=15
+--------------------------+
|As    4s                  |
|  2c                      |
|    3d  5d                |
|  2h3h4h          Th      |
+--------------------------+

Stock size: 18  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6hKc6s5c

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
14 -> Player: 0 Action: 2c
28 -> Player: 0 Action: 3d
30 -> Player: 0 Action: 5d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
42 -> Player: 0 Action: 4h
48 -> Player: 0 Action: Th

Target slot number.

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Target slot number.

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Target slot number.

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Target slot number.

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Commit your move and end your turn. Legal action ids: 0, 3, 14, 28, 30, 40, 41, 42, 48.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Th
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=15
+--------------------------+
|As    4s                  |
|  2c                      |
|    3d  5d                |
|  2h3h4h                  |
+--------------------------+

Stock size: 17  Upcard: Kd
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6hKc6s5cTh

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
52 -> Player: 0 Action: Draw upcard
53 -> Player: 0 Action: Draw stock

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

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Target slot number.

Text content for the slot.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Kd
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=3
+--------------------------+
|As    4s                  |
|  2c                      |
|    3d4d5d                |
|  2h3h4h                  |
+--------------------------+

Stock size: 16  Upcard: XX
Discard pile: QsQcQhKh8s9dTcTs8c7cJh7d8h6hKc6s5cThKd

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
14 -> Player: 0 Action: 2c
28 -> Player: 0 Action: 3d
29 -> Player: 0 Action: 4d
30 -> Player: 0 Action: 5d
40 -> Player: 0 Action: 2h
41 -> Player: 0 Action: 3h
42 -> Player: 0 Action: 4h
55 -> Player: 0 Action: Knock

Target slot number.

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Target slot number.

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Target slot number.

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Target slot number.

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Commit your move and end your turn. Legal action ids: 0, 3, 14, 28, 29, 30, 40, 41, 42, 55.