[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: 8
Prev upcard: Kc
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=38
+--------------------------+
|As        6s7s            |
|      4c                  |
|        5d6d    9d        |
|  2h        7h            |
+--------------------------+

Stock size: 32  Upcard: XX
Discard pile: Js9cKc

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
5 -> Player: 0 Action: 6s
6 -> Player: 0 Action: 7s
16 -> Player: 0 Action: 4c
30 -> Player: 0 Action: 5d
31 -> Player: 0 Action: 6d
34 -> Player: 0 Action: 9d
40 -> Player: 0 Action: 2h
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, 5, 6, 16, 30, 31, 34, 40, 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: 8
Prev upcard: 9d
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=38
+--------------------------+
|As        6s7s            |
|      4c                  |
|        5d6d              |
|  2h        7h            |
+--------------------------+

Stock size: 31  Upcard: Qd
Discard pile: Js9cKc9d

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.

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

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: 8
Prev upcard: Qd
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=38
+--------------------------+
|As        6s7s  9s        |
|      4c                  |
|        5d6d              |
|  2h        7h            |
+--------------------------+

Stock size: 30  Upcard: XX
Discard pile: Js9cKc9dQd

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
5 -> Player: 0 Action: 6s
6 -> Player: 0 Action: 7s
8 -> Player: 0 Action: 9s
16 -> Player: 0 Action: 4c
30 -> Player: 0 Action: 5d
31 -> Player: 0 Action: 6d
40 -> Player: 0 Action: 2h
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, 5, 6, 8, 16, 30, 31, 40, 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: 8
Prev upcard: 9s
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=38
+--------------------------+
|As        6s7s            |
|      4c                  |
|        5d6d              |
|  2h        7h            |
+--------------------------+

Stock size: 29  Upcard: 6c
Discard pile: Js9cKc9dQd9s

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: 8
Prev upcard: 6c
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=19
+--------------------------+
|As        6s7s            |
|      4c  6c              |
|        5d6d              |
|  2h        7h            |
+--------------------------+

Stock size: 29  Upcard: XX
Discard pile: Js9cKc9dQd9s

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
5 -> Player: 0 Action: 6s
6 -> Player: 0 Action: 7s
16 -> Player: 0 Action: 4c
18 -> Player: 0 Action: 6c
30 -> Player: 0 Action: 5d
31 -> Player: 0 Action: 6d
40 -> Player: 0 Action: 2h
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, 5, 6, 16, 18, 30, 31, 40, 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: 8
Prev upcard: 7s
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=19
+--------------------------+
|As        6s              |
|      4c  6c              |
|        5d6d              |
|  2h        7h            |
+--------------------------+

Stock size: 29  Upcard: 7c
Discard pile: Js9cKc9dQd9s

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: 8
Prev upcard: 7c
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=19
+--------------------------+
|As        6s              |
|      4c  6c              |
|        5d6d              |
|  2h        7h        Qh  |
+--------------------------+

Stock size: 28  Upcard: XX
Discard pile: Js9cKc9dQd9s7c

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
5 -> Player: 0 Action: 6s
16 -> Player: 0 Action: 4c
18 -> Player: 0 Action: 6c
30 -> Player: 0 Action: 5d
31 -> Player: 0 Action: 6d
40 -> Player: 0 Action: 2h
45 -> Player: 0 Action: 7h
50 -> Player: 0 Action: Qh

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, 5, 16, 18, 30, 31, 40, 45, 50.


[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: 8
Prev upcard: Qh
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=19
+--------------------------+
|As        6s              |
|      4c  6c              |
|        5d6d              |
|  2h        7h            |
+--------------------------+

Stock size: 27  Upcard: 7d
Discard pile: Js9cKc9dQd9s7cQh

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: 8
Prev upcard: 7d
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=12
+--------------------------+
|As        6s              |
|      4c  6c              |
|        5d6d              |
|  2h      6h7h            |
+--------------------------+

Stock size: 26  Upcard: XX
Discard pile: Js9cKc9dQd9s7cQh7d

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
5 -> Player: 0 Action: 6s
16 -> Player: 0 Action: 4c
18 -> Player: 0 Action: 6c
30 -> Player: 0 Action: 5d
31 -> Player: 0 Action: 6d
40 -> Player: 0 Action: 2h
44 -> Player: 0 Action: 6h
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, 5, 16, 18, 30, 31, 40, 44, 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: 8
Prev upcard: 7h
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=12
+--------------------------+
|As        6s              |
|      4c  6c              |
|        5d6d              |
|  2h      6h              |
+--------------------------+

Stock size: 26  Upcard: Tc
Discard pile: Js9cKc9dQd9s7cQh7d

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: 8
Prev upcard: Tc
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=3
+--------------------------+
|As        6s              |
|      4c  6c              |
|      4d5d6d              |
|  2h      6h              |
+--------------------------+

Stock size: 25  Upcard: XX
Discard pile: Js9cKc9dQd9s7cQh7dTc

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
5 -> Player: 0 Action: 6s
16 -> Player: 0 Action: 4c
18 -> Player: 0 Action: 6c
29 -> Player: 0 Action: 4d
30 -> Player: 0 Action: 5d
31 -> Player: 0 Action: 6d
40 -> Player: 0 Action: 2h
44 -> Player: 0 Action: 6h
55 -> Player: 0 Action: Knock

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, 5, 16, 18, 29, 30, 31, 40, 44, 55.


[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: 8
Prev upcard: Tc
Repeated move: 0
Current player: 0
Phase: Knock

Player0: Deadwood=40
+--------------------------+
|As        6s              |
|      4c  6c              |
|      4d5d6d              |
|  2h      6h              |
+--------------------------+

Stock size: 25  Upcard: XX
Discard pile: Js9cKc9dQd9s7cQh7dTc

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
16 -> Player: 0 Action: 4c
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, 16, 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: 8
Prev upcard: Tc
Repeated move: 0
Current player: 0
Phase: Knock

Player0: Deadwood=36
+--------------------------+
|As        6s              |
|          6c              |
|      4d5d6d              |
|  2h      6h              |
+--------------------------+

Stock size: 25  Upcard: XX
Discard pile: Js9cKc9dQd9s7cQh7dTc4c

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

You are Player 0.
Legal actions:
83 -> Player: 0 Action: 6s6c6h
146 -> Player: 0 Action: 4d5d6d

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: 83, 146.


[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: 8
Prev upcard: Tc
Repeated move: 0
Current player: 0
Phase: Knock

Player0: Deadwood=18
Layed melds: 6s6c6h
+--------------------------+
|As                        |
|                          |
|      4d5d6d              |
|  2h                      |
+--------------------------+

Stock size: 25  Upcard: XX
Discard pile: Js9cKc9dQd9s7cQh7dTc4c

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

You are Player 0.
Legal actions:
146 -> Player: 0 Action: 4d5d6d

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: 146.


[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: 8
Prev upcard: Tc
Repeated move: 0
Current player: 0
Phase: Knock

Player0: Deadwood=3
Layed melds: 6s6c6h 4d5d6d
+--------------------------+
|As                        |
|                          |
|                          |
|  2h                      |
+--------------------------+

Stock size: 25  Upcard: XX
Discard pile: Js9cKc9dQd9s7cQh7dTc4c

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

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

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: 54.


[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)

The game is over. Use the memory tools to update your long-term notes on this opponent for future games — keep durable, generalisable reads (their tendencies, your counter-strategy) and drop move-by-move detail. There is no move to make.

[User]
The game is over. Result for you: WIN.

Final state:

Knock card: 8
Prev upcard: Tc
Repeated move: 0
Current player: 1
Phase: GameOver

Player0: Deadwood=3
Layed melds: 6s6c6h 4d5d6d
+--------------------------+
|As                        |
|                          |
|                          |
|  2h                      |
+--------------------------+

Stock size: 25  Upcard: XX
Discard pile: Js9cKc9dQd9s7cQh7dTc4c

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

Update your long-term notes on this opponent for future games.

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: XX
Repeated move: 0
Current player: 0
Phase: FirstUpcard

Player0: Deadwood=47
+--------------------------+
|As    4s          Ts      |
|    3c                    |
|Ad    4d  6d              |
|              8h        Kh|
+--------------------------+

Stock size: 33  Upcard: Ks
Discard pile:

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

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

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, 54.


[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          Ts      |
|    3c                    |
|Ad    4d  6d              |
|              8h        Kh|
+--------------------------+

Stock size: 33  Upcard: Ks
Discard pile:

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

You are Player 0.
Legal actions:
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: 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: Ks
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=35
+--------------------------+
|As    4s          Ts      |
|Ac  3c                    |
|Ad    4d  6d              |
|              8h        Kh|
+--------------------------+

Stock size: 32  Upcard: XX
Discard pile: Ks

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
9 -> Player: 0 Action: Ts
13 -> Player: 0 Action: Ac
15 -> Player: 0 Action: 3c
26 -> Player: 0 Action: Ad
29 -> Player: 0 Action: 4d
31 -> Player: 0 Action: 6d
46 -> Player: 0 Action: 8h
51 -> Player: 0 Action: Kh

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: 0, 3, 9, 13, 15, 26, 29, 31, 46, 51.

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: Ts
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=35
+--------------------------+
|As    4s                  |
|Ac  3c                    |
|Ad    4d  6d              |
|              8h        Kh|
+--------------------------+

Stock size: 32  Upcard: 4c
Discard pile: Ks

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: 4c
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=17
+--------------------------+
|As    4s                  |
|Ac  3c4c                  |
|Ad    4d  6d              |
|              8h        Kh|
+--------------------------+

Stock size: 32  Upcard: XX
Discard pile: Ks

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
13 -> Player: 0 Action: Ac
15 -> Player: 0 Action: 3c
16 -> Player: 0 Action: 4c
26 -> Player: 0 Action: Ad
29 -> Player: 0 Action: 4d
31 -> Player: 0 Action: 6d
46 -> Player: 0 Action: 8h
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, 13, 15, 16, 26, 29, 31, 46, 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=17
+--------------------------+
|As    4s                  |
|Ac  3c4c                  |
|Ad    4d  6d              |
|              8h          |
+--------------------------+

Stock size: 32  Upcard: 7c
Discard pile: Ks

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: 7c
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=17
+--------------------------+
|As    4s                  |
|Ac  3c4c                  |
|Ad    4d  6d  8d          |
|              8h          |
+--------------------------+

Stock size: 31  Upcard: XX
Discard pile: Ks7c

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
13 -> Player: 0 Action: Ac
15 -> Player: 0 Action: 3c
16 -> Player: 0 Action: 4c
26 -> Player: 0 Action: Ad
29 -> Player: 0 Action: 4d
31 -> Player: 0 Action: 6d
33 -> Player: 0 Action: 8d
46 -> Player: 0 Action: 8h

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, 13, 15, 16, 26, 29, 31, 33, 46.


[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: 8d
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=17
+--------------------------+
|As    4s                  |
|Ac  3c4c                  |
|Ad    4d  6d              |
|              8h          |
+--------------------------+

Stock size: 30  Upcard: 8c
Discard pile: Ks7c8d

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=17
+--------------------------+
|As    4s            Js    |
|Ac  3c4c                  |
|Ad    4d  6d              |
|              8h          |
+--------------------------+

Stock size: 29  Upcard: XX
Discard pile: Ks7c8d8c

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
10 -> Player: 0 Action: Js
13 -> Player: 0 Action: Ac
15 -> Player: 0 Action: 3c
16 -> Player: 0 Action: 4c
26 -> Player: 0 Action: Ad
29 -> Player: 0 Action: 4d
31 -> Player: 0 Action: 6d
46 -> Player: 0 Action: 8h

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, 10, 13, 15, 16, 26, 29, 31, 46.


[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: Js
Repeated move: 0
Current player: 0
Phase: Draw

Player0: Deadwood=17
+--------------------------+
|As    4s                  |
|Ac  3c4c                  |
|Ad    4d  6d              |
|              8h          |
+--------------------------+

Stock size: 28  Upcard: Ts
Discard pile: Ks7c8d8cJs

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=17
+--------------------------+
|As    4s              Qs  |
|Ac  3c4c                  |
|Ad    4d  6d              |
|              8h          |
+--------------------------+

Stock size: 27  Upcard: XX
Discard pile: Ks7c8d8cJsTs

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
11 -> Player: 0 Action: Qs
13 -> Player: 0 Action: Ac
15 -> Player: 0 Action: 3c
16 -> Player: 0 Action: 4c
26 -> Player: 0 Action: Ad
29 -> Player: 0 Action: 4d
31 -> Player: 0 Action: 6d
46 -> Player: 0 Action: 8h

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, 11, 13, 15, 16, 26, 29, 31, 46.


[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: Draw

Player0: Deadwood=17
+--------------------------+
|As    4s                  |
|Ac  3c4c                  |
|Ad    4d  6d              |
|              8h          |
+--------------------------+

Stock size: 26  Upcard: Ah
Discard pile: Ks7c8d8cJsTsQs

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: Ah
Repeated move: 0
Current player: 0
Phase: Discard

Player0: Deadwood=9
+--------------------------+
|As    4s                  |
|Ac  3c4c                  |
|Ad    4d  6d              |
|Ah            8h          |
+--------------------------+

Stock size: 26  Upcard: XX
Discard pile: Ks7c8d8cJsTsQs

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

You are Player 0.
Legal actions:
0 -> Player: 0 Action: As
3 -> Player: 0 Action: 4s
13 -> Player: 0 Action: Ac
15 -> Player: 0 Action: 3c
16 -> Player: 0 Action: 4c
26 -> Player: 0 Action: Ad
29 -> Player: 0 Action: 4d
31 -> Player: 0 Action: 6d
39 -> Player: 0 Action: Ah
46 -> Player: 0 Action: 8h
55 -> Player: 0 Action: Knock

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, 13, 15, 16, 26, 29, 31, 39, 46, 55.


[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: Ah
Repeated move: 0
Current player: 0
Phase: Knock

Player0: Deadwood=33
+--------------------------+
|As    4s                  |
|Ac  3c4c                  |
|Ad    4d  6d              |
|Ah            8h          |
+--------------------------+

Stock size: 26  Upcard: XX
Discard pile: Ks7c8d8cJsTsQs

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

You are Player 0.
Legal actions:
46 -> Player: 0 Action: 8h

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: 46.


[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: Ah
Repeated move: 0
Current player: 0
Phase: Knock

Player0: Deadwood=25
+--------------------------+
|As    4s                  |
|Ac  3c4c                  |
|Ad    4d  6d              |
|Ah                        |
+--------------------------+

Stock size: 26  Upcard: XX
Discard pile: Ks7c8d8cJsTsQs8h

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

You are Player 0.
Legal actions:
56 -> Player: 0 Action: AcAdAh
57 -> Player: 0 Action: AsAdAh
58 -> Player: 0 Action: AsAcAh
59 -> Player: 0 Action: AsAcAd
60 -> Player: 0 Action: AsAcAdAh
74 -> Player: 0 Action: 4s4c4d

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: 56, 57, 58, 59, 60, 74.


[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: Ah
Repeated move: 0
Current player: 0
Phase: Knock

Player0: Deadwood=22
Layed melds: AcAdAh
+--------------------------+
|As    4s                  |
|    3c4c                  |
|      4d  6d              |
|                          |
+--------------------------+

Stock size: 26  Upcard: XX
Discard pile: Ks7c8d8cJsTsQs8h

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

You are Player 0.
Legal actions:
74 -> Player: 0 Action: 4s4c4d

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: 74.