Gameweave

Dou Dizhu

Dou Dizhu ("Fight the Landlord") is a three-player climbing game from China. One player bids to be the landlord and plays alone. The other two are peasants and win or lose together. Suits never matter. The first player to empty their hand wins the deal.

The pack

A 54-card pack: the French 52, plus a black joker and a red joker. From low to high the ranks are
3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2, black joker, red joker.

The deal

Each player receives 17 cards. Three cards stay in a face-down kitty. One seat is chosen at random to open the first auction. After that, the opening bid rotates to the next seat each deal.

The auction

The opening bidder may bid 1, 2, or 3, or pass. Each later bid must be strictly higher. A bid of 3 ends the auction at once. Otherwise it ends when every seat has answered. The highest bidder becomes the landlord, the kitty is turned face up, and the landlord takes those three cards before leading.
If everyone passes, the cards are thrown in and dealt again. A thrown-in auction is not a scored deal.

The play

The landlord leads any combination. Each following player must play a higher combination of the same kind and the same length, or pass. A pass does not stop the next player from beating the trick.
Two passes in a row clear the trick. The player who played it leads again, and the new lead may be any kind.
The deal ends when a hand is empty.

Combinations

You choose the pattern by naming it, then clicking the lowest card of its main run. A straight, a pair chain, or an airplane then asks for its length. Wings are added one rank at a time after the body is on the table.
Pattern
What it is
Single
One card
Pair
Two of a rank. Jokers are never a pair
Triple
Three of a rank
Triple + single
Three of a rank, then one kicker
Triple + pair
Three of a rank, then a pair of another rank
Straight
Five or more consecutive ranks. From 3 through Ace only — a 2 or a joker cannot sit in a run
Pair chain
Three or more consecutive pairs, 3 through Ace
Airplane
Two or more consecutive triples, 3 through Ace, with no wings
Airplane + singles
An airplane, then one single wing per triple
Airplane + pairs
An airplane, then one pair wing per triple
Four + two singles
Four of a rank, then two single kickers. They cannot be both jokers
Four + two pairs
Four of a rank, then two pairs of different ranks
Bomb
Four of a rank, played alone
Rocket
Both jokers
A bomb beats any combination that is not a rocket, and a higher bomb beats a lower one. The rocket beats everything, including a bomb. Nothing beats the rocket.
When the cards you played can also be read as a stronger pattern of the kind you named, the table keeps that stronger reading.

Scoring

The stake starts at the winning bid (1, 2, or 3).
•
Each bomb and each rocket doubles the stake.
•
A spring doubles it again: the landlord goes out while neither peasant has played.
•
An anti-spring doubles it again: a peasant goes out while the landlord has played exactly once.
The landlord wins or loses twice the stake. Each peasant wins or loses the stake, the other way. The three scores sum to zero.

The match

In the lobby, play a fixed number of deals (5, 10, or 20; 10 is the default) or race to a point total (25, 50, or 100; 50 is the default). Thrown-in auctions do not count toward a deal limit. The highest score at the end wins. A tie shares the win.