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Rules & How to Play

Dou Dizhu (“Fight the Landlord”) — our house variant, 3 players, 55-card deck with a Wild. Prefer the classic deck? Switch the Wild off from the ⚙️ at the top right of the home screen — see Table options.

At a glance

Card ranking

From lowest to highest:

3♠< 4♥< 5♦< 6♣< 7♠< 8♥< 9♦< 10♣< J♠< Q♥< K♦< A♣< 2♠< Joker (BW)< Joker (Colored)

Suits do not matter for comparing. The 2 is the highest normal card — stronger than an Ace. Both jokers outrank the 2.

The Wild card is special. It has no value of its own; it can substitute for any one card inside a legal combo (e.g. stand in for a third King to make a triple). The Wild cannot be played alone.

Choosing the Landlord

Round 1: before the real deal, each player is assigned a priority draw card — the highest card picks first. That player may take the 4 middle cards (becoming Landlord) or pass to the next. If the first two pass, the third player must take.

Round 2+: the deal rotates — first option moves one seat to the left each round, no matter who was Landlord. Same take/pass rule, so each player is the “must take” seat exactly once every three rounds.

The Landlord adds the 4 middle cards to their hand (21 cards total vs. 17 each for the Tenants) and pays a 2× ante into the pot; Tenants each pay 1×.

Once the Landlord is chosen, the 4 middle cards are revealed to everyone. All 3 players must acknowledge they’ve seen them before play begins.

Valid combos

A play is a set of cards forming one of these shapes. The leader of a trick picks any legal combo; each follower must play the same type + size with a higher rank, or pass.

NameExampleNotes
Single7♥Any one card (not the Wild alone).
PairQ♠Q♦Two of the same rank.
Triple5♠5♥5♦Three of the same rank.
Triple (+ optional discard or pair)5♠5♥5♦9♣the 9♣ is the discard — or lead the bare triple, or 5-5-5 + 9-9Three of a kind. The leader may add one extra card as a discard (any card — even breaking up a pair or straight), or a pair (any two of the same rank — the Wild can fill the triple, or stand in for half the pair; jokers never pair). The shape is part of the play: whoever follows must play a higher triple with the same extra — a bare triple only by a bare triple, triple+discard only by triple+discard, triple+pair only by triple+pair (bombs excepted).
Straight4♠5♥6♦7♣8♠10-J-Q-K-A-2 also works — the 2 may top a straightMinimum 5 cards Consecutive ranks; 2 may be the high card. Four in a row is not a straight. Jokers never in a straight.
Consecutive pairs5♠5♥6♠6♥7♠7♥K-K A-A 2-2 also worksMinimum 3 pairs (6 cards) Consecutive pairs; 2 may be the high pair. Two pairs in a row is not a play. Jokers never in consecutive pairs.
Consecutive triples5♠5♥5♦6♠6♥6♦A-A-A 2-2-2 also worksMinimum 2 triples (6 cards) Consecutive triples; 2 may be the high triple. One triple on its own is just a triple. The leader may discard up to one single card per set of trips (any cards, total is what counts — e.g. lead 3 sets and discard 0, 1, 2, or 3), or one pair per set (5-5-5 6-6-6 + 9-9 + J-J — a pair on every set, pairs of different ranks, never a mix of pairs and singles; the Wild can fill a triple or stand in for half of one pair). Whoever follows must play a higher run of the same length with the same extras — exactly the same number of singles, or pairs on every set (bombs excepted). Jokers never inside the triples themselves.
Bomb (4-of-a-kind)9♠9♥9♦9♣Beats anything non-bomb. Bombs beat each other by rank.
Rocket (double joker)Joker (BW)Joker (Colored)Strongest bomb. Beats every other combo, including 4-of-a-kind bombs. Exactly two cards — you cannot add the Wild to both jokers to make a three-joker bomb. There is nothing above the Rocket.

The Wild card can replace any single card in a combo. For example, a Wild plus two Kings forms a triple of Kings; a Wild plus a Joker forms a bomb. The Wild cannot be led on its own.

The Wild replaces a missing card — it never makes a combo bigger than its normal size. A Wild alongside both jokers is not a play: the Rocket is exactly two cards, and if you already hold both jokers the Wild adds nothing to it. Spend the Wild with one joker instead and keep the other joker back — that is still a Rocket, and you keep a second one in hand.

Trick flow

  1. The Landlord leads the first trick with any legal combo.
  2. Each following player must play the same type and size at a higher rank — or pass.
  3. Bombs and rockets can interrupt at any time, even when you “couldn’t” match the lead type.
  4. When two players pass in a row, the remaining player wins the trick and leads the next one. After winning a trick you must play — you can’t pass on your own lead.
  5. Play continues until someone empties their hand. That player wins the round.

Money & bombs

Table options

The Wild card is the one setting. The ⚙️ at the top right of the home screen holds your default — what a new bot table or invite room starts with. Inside a room, the host taps the rules chip in the top bar to change the next hand’s rules; everyone at the table sees the change in the log.

Leaving & rejoining

Strategy tips

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