Draw a card, then discard one. Build sets and runs; knock when your deadwood is 10 or less, or go gin with zero.
Inspect the visible pickup before drawing. Route buttons move focus to the original game controls; activate a control there to commit.
The stock card is unknown. Meld contacts may overlap; the deadwood bound uses a legal arrangement and keeps the pickup.
Compare your own cards before choosing a real discard. Rehearsals leave your hand and scores untouched.