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日本語EnglishDeutschPolskiFrançaisNederlandsTürkçeItalianoEspañolPortuguêsA beginner's guide to the rules and strategy of Daifugo. House rules vary a lot, so here are the rules this site uses.
Four players. All 53 cards (a standard deck plus one joker) are dealt, so one player gets 14. The first player to get rid of all their cards wins the round.
Card strength: 3 < 4 < 5 < … < 10 < J < Q < K < A < 2 < Joker. Suits have no rank.
You can play cards of one rank (1 to 4 cards) or a run (3 or more cards in a row of the same suit, such as 5♥ 6♥ 7♥). A lone joker is the strongest card; inside a set or run it stands in for one missing card.
You must play the same shape and number of cards as the pile, but stronger. Runs are compared by their lowest card. If you can't or don't want to play, pass. Passing doesn't stop you from playing when your turn comes round again.
When everyone else passes in a row, the pile is cleared and the last player to play leads with any cards (if that player has gone out, the next player leads).
8-stop: playing cards that include an 8 clears the pile at once, and you lead again (a joker standing in for an 8 doesn't count).
Revolution: playing four of a kind (a joker can be one of them) reverses the strength of every card except the joker, so 3 becomes the highest. Another revolution switches it back.
Players are ranked in the order they go out: Tycoon, Rich, Poor, Beggar. They score 3, 2, 1 and 0 points, and the total after 5 rounds decides the winner.
From round 2, cards are exchanged after the deal. The Beggar gives their 2 strongest cards to the Tycoon and the Poor player gives their strongest card to the Rich player; the Tycoon and the Rich player give back the same number of cards of their choice. The Beggar leads (in round 1, whoever holds the 3 of diamonds leads).
Jack back, suit lock, 3 of spades and fallen tycoon are optional house rules (all off to start). There is no rule against going out with a 2 or the joker.
Get rid of weak cards early and keep strong cards such as 2s, the joker and aces for later. Winning the pile near the end makes it easier to go out.
Think of your hand as sets and runs, and try to need as few plays as possible. Breaking up a set to play cards one at a time means more plays.
An 8 clears the pile. Use it when you're about to lose the pile to a strong card, or when you want to lead your weak cards again.
With lots of weak cards, a revolution with four of a kind can turn the game around. With lots of strong cards, watch out: someone else's revolution will hurt you.
When someone is down to 1 or 2 cards, don't hold back. Go for the pile.
Yes, and there's no sign-up. Play in the browser on your phone, tablet or computer.
A popular Japanese card game, also called Daihinmin. It is a climbing game similar to the games known as President in Western countries, and to Big Two.
8-stop, revolution and the card exchange from round 2 are always on. Jack back, suit lock, 3 of spades and fallen tycoon can be turned on under House rules. There is no rule against going out with strong cards, and runs don't cause a revolution.
Yes: Beginner, Intermediate or Advanced. Beginner plays and passes on a whim. Intermediate avoids breaking up its sets. Advanced keeps strong cards for later and plans 8-stops, revolutions and how to go out.
5 rounds. Tycoon scores 3 points, Rich 2, Poor 1 and Beggar 0, and the total decides the winner. Close the page anytime and pick up where you left off.
You can undo back to before your last play or pass, as often as you like within a round. Hint highlights the cards the Advanced computer would play.
One. On its own it is the strongest card, even during a revolution. In a set or run it stands in for a missing card and has that card's strength.
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