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Wild-card Dou Dizhu

One wild rank, with soft, natural and pure-wild bombs.

All variants
Rules and table scoring
  1. 3 players; one deck. Each player starts with 17 cards. The landlord receives the bottom cards.
  2. Bid zero (pass), one, two or three, raising the current bid. Three ends the auction. If all pass, the first bidder is landlord at one point.
  3. After bidding, a randomly selected rank becomes wild. A wild card played alone keeps its printed rank; it cannot become a joker. Bomb order is rocket, four identical wild cards, natural bomb, soft bomb.
  4. The landlord leads. Play a stronger combination of the same type and length, a legal bomb, or pass. Everyone else passing gives the last player a new free lead.
  5. Straights run from three to ace, with at least five cards. Pair runs need three pairs; triple runs and airplanes need two consecutive triples. Twos and jokers do not form runs.
  6. Triple-plus-single, triple-plus-pair, airplanes and four-with-two are supported. Pair wings have distinct ranks. Both jokers cannot be used together as single wings; a four-with-attachments is not a bomb.
  7. The landlord wins by emptying their hand; the farmers win when any farmer empties theirs. In the two-player handicap version a farmer also wins with cards at or below the agreed allowance.
  8. Table scoring: auction value × bomb multiplier; the landlord gains or loses one share per farmer. Ordinary bombs double the multiplier. In the wild-rank version, natural/pure-wild bombs and rockets multiply it by four. A spring doubles it; multiplier is capped at 1024.
  9. The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.