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⭐ DAILY CHALLENGE
PAUSED
📖 How to Play Dou Di Zhu
AI Left 0
Round 1
×1
0 AI Right
AI Left
AI Right
Bottom cards:
Your bid?
Welcome to Dou Di Zhu!
You Win!
Landlord defeated!
+3 pts
🀄 Game Complete
🏆
Landlord Defeated!
Well played, peasant!
0
Your Score
0
Rounds
0
Best

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🀄 Dou Di Zhu Rules

🎯 Goal — 斗地主 (Fight the Landlord)

Three players, two teams: one Landlord alone versus two Peasants who work together. The Landlord gets a 3-card bonus from the bottom of the deck. First side to empty a player's hand wins the round.

  • If the Landlord empties first → Landlord wins the round (×2 score)
  • If either Peasant empties first → Both peasants win the round
  • Spring 春天 bonus: If the Landlord wins without any Peasant ever playing a card, the multiplier doubles. Same in reverse — Peasants win without the Landlord taking a single trick after the lead = anti-spring 反春.

🃏 Card Rank (Low → High)

3 < 4 < 5 < 6 < 7 < 8 < 9 < 10 < J < Q < K < A < 2 < 🃏 Small Joker < 🃟 Big Joker

Suits don't matter. 2 outranks Ace. Jokers are highest of all.

💡 The Bid (Auction)

Before play, each player bids 0 (pass), 1, 2, or 3 points. The highest bidder becomes the Landlord and the bid becomes the base score for the round. If all three pass, the deal is reshuffled.

Bid 3 with a Rocket, a Bomb, or many 2s/Aces. Bid 1 with one strong combo and unsure shape. Bid 0 with scattered low cards.

▶ Playing a Round

  1. The Landlord leads with any valid combo.
  2. Each player in turn must play a higher combo of the same type and length, or pass. (You're never forced to play.)
  3. Bombs and the Rocket can be played on ANY combo — they beat everything below.
  4. When two players pass in a row, the last player to play becomes the new lead and may start any combo.

🀄 Valid Combinations

ComboExampleNotes
Solo5One card
Pair7 7Two of the same rank
Triple8 8 8Three of a rank
Triple + Solo8 8 8 + 5Triple with any single attached
Triple + Pair8 8 8 + 7 7Full house
Sequence (Chain)3-4-5-6-75 or more consecutive singles. No 2s or Jokers.
Pair Sequence3 3 - 4 4 - 5 53+ consecutive pairs. No 2s/Jokers.
Airplane8 8 8 - 9 9 92+ consecutive triples. No 2s/Jokers.
Airplane + Solos8 8 8 - 9 9 9 + 5 KAirplane with equal number of single kickers
Airplane + Pairs8 8 8 - 9 9 9 + 5 5 K KAirplane with equal number of pair kickers
Four + Two SolosK K K K + 3 7Four-of-a-kind with two singles. Beaten by Bomb.
Four + Two PairsK K K K + 3 3 7 7Four-of-a-kind with two pairs. Beaten by Bomb.
💣 BombK K K K4-of-a-kind alone. Beats any non-Bomb combo. Bombs beat each other by rank.
🚀 Rocket🃏 🃟Both Jokers together. Unbeatable.

📊 Scoring

Each round score = Bid × Multiplier. Landlord receives 2× of the round score (it's 1 vs 2), Peasants each receive 1×.

  • Multiplier starts at 1, doubles for every Bomb or Rocket played in the round.
  • Spring/Anti-spring also doubles the multiplier (see Goal above).
  • Example: Bid 2, one Bomb played, you (Landlord) win = 2 × 2 × 2 = +8 to you, −4 to each Peasant.

🧠 Quick Strategy

  • Count cards. 2s and Jokers are limited — track who has played them.
  • Save your Bomb for when it matters — to win a critical lead, or to break up an opponent's airplane.
  • As a Peasant, cooperate: don't out-play your partner unless you can finish the round.
  • As Landlord, lead long sequences/airplanes to dump many cards at once.
  • Watch the hand counts. If a Peasant has 1-2 cards left, anyone holding control should not pass.

🤖 AI Difficulty

Beginner plays randomly with no card counting. Medium plays sensibly with basic combo recognition. Cyborg ☠ tracks every card played, coordinates the Peasant team, and times bombs for maximum multiplier.

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📖 How to Play Dou Di Zhu

🎯 Overview

Dou Di Zhu (斗地主, literally "Fight the Landlord") is the most-played card game in China — fast, tactical, and built around an asymmetric 1-versus-2 standoff. One player becomes the Landlord and battles two Peasants who must coordinate without speaking. The Landlord trades cooperation for a 3-card bonus and the right to lead. First side to empty a player's hand wins the round.

🃏 The Deck & The Deal

Dou Di Zhu uses a full 54-card deck — 52 standard cards plus the Small Joker (low joker) and Big Joker (high joker). Suits are ignored entirely; only rank matters.

The deal: 17 cards to each player, with 3 cards face-down in the middle. After the auction, the Landlord receives those 3 bonus cards (20 total) and the Peasants keep their 17 each.

📊 Card Rank — Low to High

3 < 4 < 5 < 6 < 7 < 8 < 9 < 10 < J < Q < K < A < 2 < Small Joker < Big Joker. The 2 outranks the Ace — this is the most important rule difference from Western card games. The two Jokers together form a Rocket, the most powerful play in the game.

💡 The Auction (Bidding)

Before play begins, each player in turn bids 0, 1, 2, or 3 points. The highest bidder becomes the Landlord, and the bid itself becomes the base score for the round. If all three players pass, the deal is reshuffled.

Quick guidance: bid 3 when you hold a Rocket, a Bomb, or several 2s/Aces — landlord rewards strong hands. Bid 1 when you have one solid combo but uncertain shape. Bid 0 with scattered low cards — let an opponent take the risk.

🔀 The 12 Combinations

Every play must be one of these combos. The next player must match the type and length, only with higher rank — or pass. Bombs and Rockets are the only universal beats.

  • Solo — a single card (e.g. 5).
  • Pair — two of the same rank (e.g. 7 7).
  • Triple — three of a rank (e.g. 8 8 8).
  • Triple + Solo — a triple with one attached single kicker (e.g. 8 8 8 + 5).
  • Triple + Pair — a triple with an attached pair, like poker's full house (e.g. 8 8 8 + 7 7).
  • Sequence (Chain) — 5 or more consecutive singles, e.g. 3-4-5-6-7. Cannot include 2s or Jokers.
  • Pair Sequence — 3 or more consecutive pairs, e.g. 3 3-4 4-5 5. Same restriction on 2s/Jokers.
  • Airplane — 2 or more consecutive triples, e.g. 8 8 8 - 9 9 9. The "wings" of the airplane.
  • Airplane + Solos — an airplane with one solo kicker per triple (e.g. 8 8 8 - 9 9 9 + 5 K).
  • Airplane + Pairs — an airplane with one pair kicker per triple (e.g. 8 8 8 - 9 9 9 + 5 5 K K).
  • Four + Two Singles / Four + Two Pairs — four-of-a-kind with two kickers. Note: this combo can be beaten by a Bomb.
  • 💣 Bomb — four of a kind played alone (e.g. K K K K). Beats any non-Bomb combo. Higher bombs beat lower bombs.
  • 🚀 Rocket — both Jokers together. Unbeatable.

🎯 How a Round Plays

The Landlord leads the first trick with any valid combo. Going clockwise, each player must either play a higher combo of the same type and length or pass. You are never forced to play, but if you pass, you can't beat that trick.

When two players pass in a row, the last player to play becomes the new lead and may start a fresh combo of any type. Play continues until one player runs out of cards.

Bombs and Rockets can be played on top of any combo — even a single card — and they immediately take the trick. Each Bomb or Rocket also doubles the round multiplier, so they cost more than just the cards used.

🏆 Scoring & the Spring Bonus

The round score is calculated as: Bid × Multiplier. The Landlord receives 2× of that (because it's 1 vs 2); each Peasant receives 1×. If the Landlord wins, Peasants pay; if a Peasant wins, the Landlord pays both.

The Multiplier: starts at 1, doubles for every Bomb played, doubles again for a Rocket, and doubles a final time if the round ends in a Spring (春天) — the Landlord wins without any Peasant ever playing a card — or an Anti-Spring (反春), where the Peasants win without the Landlord taking the lead back after the opening.

Example: The Landlord bid 2, played one Bomb during the hand, and wins. Score = 2 × 2 × 2 = +8 to the Landlord, −4 to each Peasant.

🧠 Strategy Tips

  • Count cards. Only four 2s and two Jokers exist. Knowing who's played them tells you who controls the endgame.
  • Save your Bomb. The temptation is to fire it early — but a Bomb is most valuable when it wins a critical lead or breaks up an opponent's airplane.
  • Peasants cooperate silently. If your partner is leading, don't out-play them unless you can finish the round. Set them up by passing on tricks you don't need.
  • Landlord, lead long combos. Sequences and airplanes dump many cards at once. Save your singles for the endgame.
  • Watch the hand counts. If a Peasant has 1-2 cards left, anyone holding control must not pass — that's when bombs come out.

🎮 Difficulty Levels

Seven levels, from Beginner (random play, generous hints and undos) up to Cyborg ☠ (full card-counting AI, coordinated Peasant strategy, no hints, no undos). Difficulty affects both the AI's combo recognition and how aggressively it bids for the Landlord role.

📅 Daily Challenge

Every day at midnight, a new seeded deal appears — the same 17/17/17/+3 distribution worldwide. Compete with your friends to score the most points on identical cards. Share your result through the Challenge button to send the exact deal to anyone.

🎮 About Dou Di Zhu

Play Dou Di Zhu free online — the classic Chinese card game of strategy, bluffing, and hand management. One Landlord fights two Peasants in a battle of wits. No download, no login — just play.

Features daily challenges with seeded deals (same hand for all players worldwide), 7 AI difficulty levels, undo and hint systems, bombs and rockets, and the full Dou Di Zhu ruleset including chains, airplanes, and pair sequences.

The bidding phase decides everything: taking the Landlord trades two allies for three extra cards and the opening lead, and misjudging your hand there loses games before a single combo hits the table. That asymmetry is the engine — Hearts players will recognize the particular pleasure of a table turning on one player.

From the builder's desk

Let me be honest about this one: Dou Di Zhu was the hardest game in the whole catalog to build — the one I almost gave up on. The bidding phase, the sprawling family of legal combinations, the landlord-versus-peasants dynamic where two players silently cooperate against one — every layer fought me, and every layer had to work before any of it worked at all. Getting it playable and teachable is the thing I'm quietly proudest of on this entire site. It is not the flashiest page on the site. It's the hardest. And I know exactly what it cost.

Teachable was the real summit, because Dou Di Zhu is genuinely hard to learn cold. This is the most played card game on Earth by number of players, and yet a newcomer facing it raw meets three unfamiliar systems at once and bounces before any of them clicks into place. So the build decision I'm most sure about is the six-step tutorial: it introduces one concept at a time — the deck, the bid, the combinations, the landlord role, the passing rhythm, the bombs — and refuses to move on until each one has settled. Without it, I watched test players quit inside two minutes. With it, they come out the other side actually playing the game. If you're new here, take the tutorial. It exists because this game deserves a proper on-ramp.

Now the mistake, and it's the one that decides most beginner games right at the bid. Players see a hand full of high cards — a couple of twos, an ace or two, big lonely singles — and bid Landlord on it, because high cards look like strength. Dou Di Zhu doesn't care how your cards look. This game is won by combinations: straights that run five cards long, chains of pairs, triples with attachments, and the bombs that override everything else. A hand of scattered high singles has to fight one card at a time against two coordinated opponents, and it loses that fight far more often than its face value suggests. A well-shaped middle hand — connected, chainable, with a bomb sleeping inside it — beats a pretty hand of disconnected royalty nearly every time.

So bid on structure, not face value. Before you bid, read your hand for shape: can these cards leave in big groups? How many turns would it take to empty this hand entirely, and which of those plays forces the lead back to me? A hand that exits in four plays is a Landlord hand. A hand with five proud singles is a peasant hand wearing a paper crown.

The daily deal lands at midnight, the same for every player. Take the tutorial, bid on shape, and welcome to the deepest game I very nearly didn't finish building.

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