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Compare the rules

Choose by the differences that change play.

Classic Three Players

54 cards and a points auction; one landlord faces two farmers.

Rules and 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. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.

Play

Reference:Rule-family reference

Wild-card Dou Dizhu

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

Rules and 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.

Play

Reference:Rule-family reference

Four Players · Two Decks

108 cards and eight bottom cards; one landlord faces three farmers.

Rules and scoring
  1. 4 players; two decks, 108 cards. Each player starts with 25 cards and the landlord receives eight 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. 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.
  4. 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.
  5. Four-player rules allow triple-plus-pair and airplanes with pair wings, but no triple-plus-single, single wings or four-with-attachments. Four or more identical ranks form a bomb; more cards beat fewer. The rocket requires all four jokers.
  6. 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.
  7. 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.
  8. 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.

Play

Reference:Rule-family reference

Two Players · Handicap

Remove threes and fours; bidding sets the farmer’s handicap.

Rules and scoring
  1. 2 players; one deck. Each player starts with 17 cards. The landlord receives the bottom cards.
  2. Remove threes and fours: 46 cards. Deal 17 each, leave three bottom cards and nine unused cards. Call, then optionally rob up to four times. The landlord allows the farmer one card plus one per successful rob.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.

Play

Reference:Rule-family reference

No Shuffle · Three Players

Shuffle the first deal; later deals collect played cards and only cut.

Rules and 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. The first deal is shuffled. “Play again” collects cards in played order followed by cards left in players’ hands, and cuts the pack without shuffling. A new room starts a fresh shuffled deal.
  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.

Play

Reference:Rule-family reference

Swap Three · Extra Wild Card

55 cards with an extra wild card; swap three and use four bottom cards.

Rules and 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. Use 55 cards including one extra wild card and four bottom cards. Each player selects three cards for a simultaneous exchange before bidding. The extra wild card is below the small joker when played alone and may replace a non-joker rank in a combination.
  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.

Play

Reference:Rule-family reference