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Rules & How to Play

Dou Dizhu (“Fight the Landlord”) — our house variant, 3 players, 55-card deck with a Wild.

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 first option rotates one seat to the left of the previous Landlord. Same take/pass rule.

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)5♠ 5♥ 5♦, or 5♠ 5♥ 5♦ + 9♣Three of a kind. You may optionally add one extra card as a discard (to shed a card you don't want). Only the triple's rank matters when beating — a triple+discard can beat a pure triple and vice versa.
Straight4-5-6-7-8, or 10-J-Q-K-A-25+ consecutive ranks; 2 may be the high card. Jokers never in a straight.
Consecutive pairs5♠5♥ 6♠6♥ 7♠7♥, or K-K A-A 2-23+ consecutive pairs; 2 may be the high pair. Jokers never in consecutive pairs.
Consecutive triples5♠5♥5♦ 6♠6♥6♦, or A-A-A 2-2-22+ consecutive triples; 2 may be the high triple. You may optionally add up to one discard per triple. Only the underlying run of triples matters when beating. 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(Col)Strongest bomb. Beats every other combo, including 4-of-a-kind bombs.

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.

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

Leaving & rejoining

Strategy tips

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