Rules

Full rules used by this product · Back to lobby ·

These are the rules this product actually plays by. They follow Huai’an (national competition) Guandan, with a few explicit online-table conventions noted below.

1. Players, partners, and goal

  • Four players in two partnerships: seats 1 & 3 are one team; seats 2 & 4 are the other (partners sit opposite).
  • Play proceeds counterclockwise (seat index increasing: 0→1→2→3). Next player is on your right; previous on your left.
  • Two standard decks (108 cards). Each player is dealt 27 cards.
  • The match starts at level 2, then advances: 2 → 3 → 4 → 5 → 6 → 7 → 8 → 9 → 10 → J → Q → K → A.
  • The first partnership to clear Ace wins. You must actually play Ace; you cannot skip past Ace by leveling alone.
  • 2. Level cards and single-card order

    When the deal level is X, every suit of X is a level card (参谋).

    Singles, high to low:

  • Big Joker > Small Joker > Level card > A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3 > 2
  • Notes:

  • Suit never affects single-card strength.
  • A lone level card ranks below Small Joker and above Ace (when playing Ace, Ace itself is the level card).
  • Inside straights / tubes / plates, X still occupies its natural rank (e.g. at level 5, 5 sits between 4 and 6). Being a level card does not move it next to Ace.
  • 3. Wilds (Heart level cards)

  • At level X, the two Heart X (♥X) cards are wilds. Other suits of X are ordinary level cards, not wilds.
  • Allowed: substitute for any non-joker rank/suit to form a legal hand.
  • Not allowed:
  • - stand in for Big/Small Joker;

    - join the four-joker bomb;

    - be tributed as the “largest card” (tribute must be the largest non-wild).

  • If not mapped, a wild may also be played as natural rank X (Heart level card).
  • When several legal readings exist (e.g. a wild completing a straight high or low), this product prefers a reading that beats the current trick, otherwise the stronger reading.
  • Examples (level = 2, wild = ♥2):

  • ♣8 + ♥2 → pair of 8s
  • 666 + ♥2 → four-of-a-kind bomb of 6s
  • 4 5 6 8 + ♥2 → straight 4-5-6-7-8 (or 5-6-7-8-9)
  • ♦7 ♦8 ♦9 ♦J + ♥2 → straight flush 7-8-9-10-J
  • 55 67 7 + ♥2 → tube 55-66-77
  • 333 44 + ♥2 → plate 333-444
  • 4. Legal hand types

    “Consecutive” always means the natural rank chain:

    A-2-3-4-5-6-7-8-9-10-J-Q-K-A

    Constraints:

  • Ace may be low (A-2-3-4-5) or high (10-J-Q-K-A), never both ends at once.
  • Wrapping is illegal, e.g. Q-K-A-2-3, J-Q-K-A-2, K-A-2 (as a tube).
  • Ordinary hands

  • Single: any 1 card.
  • Pair: 2 of the same rank (wilds allowed).
  • Triple: 3 of the same rank.
  • Full house: 3 of a kind + a pair; cannot accompany two unmatched singles; compare by the triple only.
  • Straight: exactly 5 consecutive singles; mixed suits OK.
  • Tube: exactly 3 consecutive pairs (6 cards). Not 2 pairs, not 4+ pairs.
  • Plate: exactly 2 consecutive triples (6 cards). Not 3+ consecutive triples.
  • Bomb system

  • Bomb: ≥4 of the same rank (wilds may fill).
  • Straight flush: exactly 5 consecutive cards of one suit.
  • Joker bomb: 2 Big + 2 Small Jokers — strongest hand in the game.
  • 5. Beating the trick

    Same-type comparison

  • Single / pair / triple / tube / plate / straight / straight flush: compare primary rank (for runs, the highest card). Suit ignored.
  • Full house: compare the triple only.
  • Bomb: more cards beat fewer; same length compares rank.
  • Joker bomb: beats everything.
  • Cross-type rules (important)

    Ordinary types cannot beat a different ordinary type. A straight cannot beat a full house; a tube cannot beat a straight. You must play a higher same-type hand, or use the bomb system.

    Bomb ladder, high to low:

  • Joker bomb
  • Longer bombs beat shorter bombs (rank ignored)
  • Straight flush beats bombs of ≤5 cards; among straight flushes, compare the high card
  • Bombs of ≥6 cards beat straight flushes
  • Any bomb beats every non-bomb ordinary hand
  • Summary:

    CategoryRelative strength
    Ordinary handsSame type only
    4-card bombWeakest bomb
    5-card bombBeats 4-bomb
    Straight flushBeats 4/5-bombs
    6+ bombBeats straight flush; longer is stronger
    Joker bombStrongest

    Trick flow

  • The leader plays a legal hand — that becomes the current trick.
  • Counterclockwise: pass, or play a strictly stronger legal cover.
  • Three consecutive passes (finished players skip) end the trick; the last player to play leads next.
  • Partner wind: if you empty your hand and nobody covers, your partner (opposite) leads the next trick.
  • When a deal ends

  • When a third player finishes, the deal ends; the remaining player is 4th.
  • If one partnership takes 1st and 2nd (double-down), the deal ends immediately; the other two are the losing side.
  • 6. Tribute, return, and resist

    Runs after the previous deal ends and the next deal is dealt, before normal play.

    Single tribute (not a double-down)

  • 4th tributes to 1st: their largest non-wild card.
  • 1st returns a card of point value ≤ 10 that is not a wild.
  • First lead of the deal: the tributer (4th).
  • Double tribute

  • Both losers tribute one largest non-wild each to the winning side.
  • 1st takes the stronger tribute and returns to that player; 2nd takes the weaker and returns.
  • Equal tributes: clockwise from 1st’s seat, the first tributer encountered belongs to 1st.
  • First lead: whoever tributed the stronger card; if equal, the player who tributed to 1st leads.
  • Resist

  • Single: 4th holds both Big Jokers → resist (no tribute/return); 1st leads.
  • Double: the losing pair each hold one Big Joker, or one of them holds both → resist; 1st leads.
  • 7. Leveling and clearing Ace

    Only the partnership that took 1st levels up; the other side stays put:

    Partner’s finishLevel gain
    2nd (opponents double-down)+3
    3rd+2
    4th+1

    More:

  • Levels cap at Ace. Example: at King, +3 reaches Ace — that is not clearing Ace; you must still play at least one Ace deal.
  • Clear Ace (match win): your side’s current level is Ace, you take 1st, and your partner is 2nd or 3rd.
  • Ace deal where you take 1st but partner is 4th (+1), or you miss 1st → do not clear Ace; stay on Ace.
  • This product does not drop back to 2 after failing Ace thrice — you keep playing Ace.
  • The UI shows both sides’ levels, e.g. “Us 8 / Them 5”.

    8. Other product conventions

    Match tables and bot fill

  • Junior / Senior / Grandmaster match tables award career points (registered humans only; bots are skipped).
  • While waiting, if the table already has at least two humans, you may fill empty seats with bots and start. Points still count — this is not Practice.
  • A lone player cannot fill with bots. To play alone vs bots, use Practice.
  • The same fill rules apply to friend tables.
  • Practice arena

  • Practice is always 1 human + 3 bots and does not award career points.
  • Practice has drills, coach highlights, and bot speed controls; match fill tables do not.
  • Others can see practice tables in the lobby but cannot join.
  • Seating and partners

  • Tap an empty seat. Opposite seats are partners (1↔3 team A, 2↔4 team B). You may switch before the deal starts.
  • When full, seat 1 (or the host) starts the deal.
  • Timeouts and illegal plays

  • Default think time about 30 seconds: auto-pass when following; if you must lead, auto-play the smallest reasonable card.
  • First lead of the opening deal is chosen at random.
  • Illegal plays are rejected; there is no competition-style “forfeit the whole deal” penalty.
  • Partner reveal: after you finish, if your partner still has cards, you can see their remaining hand on your client only (to help coordinate).
  • 9. Glossary

    ChineseEnglish
    级牌 / 参谋Level card
    逢人配Wild / Heart wild
    三带对 / 夯Full house
    顺子 / 杂花顺Straight
    木板 / 三连对Tube
    钢板Plate
    同花顺 / 火箭Straight flush
    天王炸 / 四大天王Joker bomb
    头游 / 二游 / 三游 / 末游1st / 2nd / 3rd / 4th
    双下Double-down
    进贡 / 还贡 / 抗贡Tribute / Return / Resist
    借风Partner leads after you finish
    过 AClear Ace (match win)
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