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Dou Dizhu / AceNuke – practice makes perfect win

Intro

Dou Dizhu - Win is what your skills are bound to bring you every round! In Dou Dizhu, the most popular Chinese card game, only skill matters! China plays this more than Blackjack. Dou Dizhu, also known as simply, Landlord, is the most popular card game played in China. This Chinese card-shedding game meant for 3 players is easy to learn but hard to master. Winning is Dou Dizhu requires split second math calculations and strategic thinking combined with a carefully planned execution. In other words- Practice makes perfect win! The game has generated many spin-off versions in China, such as four-player and five-player Dou Dizhu played with two packs of cards. We at CasinoCruise have chosen to give you the quickest way to win - the original and best version. All is designed to bring you the ultimate online Dou Dizhu experience, with the free practice mode – for you to master the game. So get ready to Fight against the Landlord – and win just by skills! The safest bet in the gaming world – right here at CasinoCruise Dou Dizhu!

History

This game was born for the people and from the people and therefore gives you every chance possible to win by skill and not just by luck. It starts in 1965 and 1975, when Mao Zedong, China's leader at the time, identified groups that he considered enemies of the Red Revolution, dubbed the Five Black Categories: Rich farmers, Anti-Revolutionists, Bad-Influencers, Right-Wingers and Land Owners, also known as Landlords. Mao Zedong authorized the Five Red Categories (workers, poor and lower-middle peasants, revolutionary soldiers, cadres and martyrs) to fight against the established order and bring down the Five Red Categories. While not everyone knows a rich farmer, an anti-revolutionist, a bad-influencers or a right-winger, everyone knows the person they pay rent to. This fight against the Landlords, most common form of the popular fight, inspired the creation of the Dou Dizhu game in the Hubei province. Nowadays the game carries no negative connotation and is extremely popular with China’s children of the 80’s, the most enthusiastic players of all times. It became a popular way of making money by being the master of the game where the winning is opened for all!

Gameplay

  • Objective: The winner in the game is the first player to have no cards left.
  • The Cards: The game is played among three players with one pack of cards, including the two different jokers, a total of 54 cards. Suits are irrelevant in playing the game.
  • Dealing: Each player is dealt 17 cards. The last three “leftover” cards detained on the playing desk, face down.
  • Auction: Each player reviews and appraises his or her own cards without showing them to the other players. A player is chosen at random by the computer to be the first to bid for the position of the landlord. The players then take turns in bidding for the Landlord position by telling the other players the risk stake they are willing to take, between 1 and 3 (1 is the lowest and 3 is the highest). The better their cards, the more confident they are in the strength of their cards, the higher the risk stakes players are willing to bid. A player can either accept a previous player’s bid by passing their turn to bid, or try to outbid the prior player (passing does not prevent you from bidding later in the same auction if your turn comes again). If a player’s bid is accepted by the two other players, that player becomes the Landlord. If a player bids 3, they are automatically the Landlord as they cannot be outbid. The other two players become the Peasant team, and they compete against the Landlord. The three leftover cards are then revealed for all the players to see before they are dealt to the Landlord.
  • Win Conditions: The Landlord wins when he or she has no cards left. The Peasant team wins when any one of the Peasants has no cards left.
  • Game Circuit: Each game round is made up of several circuits, ending when one of the players has no cards. The landlord plays first, and may play any legal hand in the game, from a single card all the way up to a Rocket. The next player in an anticlockwise order must either pass (play no card, passing does not prevent you from playing cards later on the circuit if your turn comes again) or beat the previous play by playing a stronger comparable hand (see below), a Bomb or a Rocket. The next player in an anticlockwise order must then either pass or beat the previous play, and so on until two consecutive players pass. The played cards are then removed from the table and the next Circuit begins the player who played the last hand.
  • Game Circuit Example 1: in the following game circuit the table is set in the following order: Landlord (LL) -> Peasant1 (P1) -> Peasant2 (P2). The Landlord plays a pair of 7’s. Each subsequent play must be a higher pair, a Bomb or a Rocket.

Player

Hand

Landlord

7-7

Peasant1

9-9

Peasant2

Q-Q

Landlord

K-K

Peasant1

A-A

Peasant2

Pass

Landlord

Pass

Peasant1 played the last hand before Peasant2 and the Landlord passed, and so Peasant1 begins the next circuit and gets to set the tone for it.

Rules

Despite appearance the game is pretty simple, relaying only on a few simple rules. The trick is to disregard prior experience with other card games, such as Poker, as it can make it hard to understand and profit from the mechanics of the game.

Each turn

Cards Ranks

Suits are irrelevant in playing the game, only the rank of the card determines its relative power.

Strength

Rank

Highest

Coloured Joker

 

Black & White Joker (B&W Joker)

 

2

 

Ace (A)

 

King (K)

 

Queen (Q)

 

Jack (J)

 

10

 

9

 

8

 

7

 

6

 

5

 

4

Lowest

3

Special Combos

The Rocket and the Bomb are card combos that work differently than other hands in the game.

 

Description

Power

Rocket

Coloured Joker + B&W Joker

Beats every other hand in the game.

Bomb

4 cards of the same rank. 3-3-3-3 is the weakest Bomb and 2-2-2-2 is the strongest Bomb.

Beats every other hand in the game except a Rocket or a stronger Bomb.

Hands Categories

  • Hands in Dou Dizhu vary significantly in composition and number of cards.
  • Only hands from the same category can be compared to each other. As opposed to poker where a Full House (a five card hand) beats a three-of-a-kind (a three card hand), in Dou Dizhu hands can only be beaten by hands from the same category.
  • Only card Chains with the same length can be compared to each other. A card Chain of 5 cards cannot be beaten by a 6 card long Chain and vice versa, a 6 card long Chain cannot be beaten by a 5 card long Chain. A hand can only be beaten using the same number of cards, expect in the case of the Rocket and the Bomb.
  • A hand is made up of two card groups, Primal and Kicker. Primal cards are the real hand; kicker cards are add-ons that don’t change the power of the hands. Only Primal cards are compared to see which hand wins. i.e. 9-9-9 w / 3 beats 8-8-8 w / A. Kickers are a good way to get rid of useless cards.
  • Jokers and 2’s are non-consecutive cards; they cannot be used in any of the Primal cards of the Chains. That is to say, the following chains are illegal and cannot be played: 2-3-4-5-6-7, 2-2-2-3-3-3 w / 4-4-5-5, K-A-2 - B&W Joker - Coloured Joker - 3

 

Category

Description

Example

Primal

with (w /) Kicker

Chain

Lowest rank and/or Shortest Chain

Highest rank and/or Longest Chain possible

Solo

Х

Any single card

3

Coloured Joker

Solo

Х

Chain

5 or more consecutive individual cards

3-4-5-6-7

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

Pair

Х

2 cards of equal rank

3-3

2-2

Pair

Х

Sisters

3 or more consecutive Pairs

3-3-4-4-5-5

5-5-6-6-7-7-8-8-9-9-10-10-J-J-Q-Q-K-K-A-A

Trio

Three-of-a-kind: 3 individual cards of the same rank

3-3-3

2-2-2

Airplane

Chain

2 or more consecutive Trios

3-3-3-4-4-4

9-9-9-10-10-10-J-J-J-Q-Q-Q-K-K-K-A-A-A

Trio

Solo

Three-of-a-kind with a Solo as the kicker

3-3-3 w / 4

2-2-2 w / Coloured Joker

Trio

Solo

Airplane

2 or more consecutive Trios with each carries a distinct individual card as the kicker

3-3-3-4-4-4 w / 5-6

10-10-10-J-J-J-Q-Q-Q-K-K-K-A-A-A w / 7-8-9-2-Colored Joker

Trio

Pair

(Full House) Three-of-a-kind with a Pair as the kicker.

3-3-3 w / 4-4

2-2-2 w / A-A

Trio

Pair

Chain

2 or more consecutive Trios with each carries a pair as the kicker

3-3-3-4-4-4 w / 5-5-6-6

J-J-J-Q-Q-Q-K-K-K-A-A-A w / 8-8-9-9-10-10-2-2

Bomb

Four-of-a-kind without a Kicker is a Bomb. It beats Four-of-a-kind /w a Kicker.

3-3-3-3

2-2-2-2

Four

Dual Solo

Х

Four-of-a-kind with two distinct individual cards as the kicker

3-3-3-3 w / 4-5

2-2-2-2 w / A + Coloured Joker

Four

Dual Pair

Х

Four-of-a-kind with two sets of pair as the kicker

3-3-3-3 w / 4-4-5-5

2-2-2-2 w / K-K-A-A

  • Please note that some of the combinations in the “Longest Chain possible” column are only possible with twenty cards hand that only the Landlord possess after being dealt the three leftover cards.
  • Game Circuit Example 2: in the following game circuit the table is set in the following order: Landlord (LL) -> Peasant1 (P1) -> Peasant2 (P2). The Landlord plays a Trio of 7’s. Each subsequent play must be a higher Trio, a Bomb or a Rocket.

Player

Hand

Landlord

7-7-7

Peasant1

9-9-9 /w K

Peasant2

Q-Q-Q / w 3-3

Landlord

K-K-K / w J

Peasant1

A-A-A / w 4-4

Peasant2

5-5-5-5

Landlord

Pass

Peasant1

Pass

Peasant2 played the last hand before the Landlord and Peasant1 passed, and so Peasant2 begins the next circuit and gets to set the tone for it.

Hand Monikers

  • Hook – Jack, called a Hook based on the shape of J.
  • Circle - Queen, called a Circle based on the shape of Q.
  • Tip / Spear / Pointy - Ace, called so based on the shape of A.
  • Chain - 5 or more consecutive individual cards (a Chain cannot contain 2’s or Jokers).
  • Consecutive pairs/Pairs chain - 3 or more consecutive Pairs.
  • Trio with single card – 3 cards of the same rank with an Individual card as kicker.
  • Trio with pair - 3 cards of the same rank with 2 cards of the different rank as kicker.
  • Airplane - 2 or more consecutive Trios.
  • Airplane with small wings - 2 or more consecutive Trios with an Individual card for each Trio as kicker
  • Airplane with large wing - 2 consecutive Trios with a Pair for each Trio as kicker
  • Four with two single cards – Four of a kind with 2 Individual cards as kicker
  • Four with two pairs - Four of a kind with 2 Pairs as kicker
  • Space shuttle - 2 or more consecutive Fours
  • Space shuttle with small wings - 2 or more consecutive Fours with an Individual card for each Four as kicker
  • Space shuttle with large wings - 2 or more consecutive Fours with a Pair for each Four as kicker
  • Bomb - Four of a kind
  • Rocket / Nuke / King Bomb – The Coloured Joker and the B&W Joker

Common mistakes

Kicker is a complex mechanic and many players often misinterpret some of the rules and try to make an illegal play. Don’t worry, the game will not allow you to make an illegal play, and there’s no points taken off for trying, but we’d like to save you some wasted time all the same.

 

The Wrong Move

Example

The Right Move

Playing a Kicker with the same Rank as the Primal cards

Trio Chain /w Solo is:
5-5-5-4-4-4 /w 5-K

Kicker cards cannot be the same rank as any of the Primal Cards in the hand

Playing a Pair as a Dual Solo

Four /w Dual Solo:
6-6-6-6 /w Q-Q

A Dual Solo Kicker must consist of two different ranked cards (i.e 4-7)

Playing 4 Cards of the Same Rank as a Dual Pair

Four /w Dual Pair:
7-7-7-7 /w K-K-K-K

A Dual Pair Kicker must consist of two of different ranked pairs of cards (i.e 5-5-8-8)

Playing a Rocket as Kicker cards

Four /w Dual Solo:
8-8-8-8 /w Coloured Joker + B&W Joker

When using a Single or Dual Solo Kicker only one of the Jokers can be used

 

Scoring rules

Each player starts the game with 100 points. The player losses points to and gains points from the other players at the end of each round. Scoring in a round is controlled by at least 4 elements:

  • Risk Stake Bid: the basic score of the game in a round is the risk stake of 1, 2 or 3. The risk stake of the Landlord determines how many points will be transferred between the Landlord and the Peasants at the end of each round.
  • Player Position (Landlord/Peasant): The Landlord takes the risk and the reward alone while the Peasants team shares it. If the Peasant team wins (one peasant reaches 0 cards), they share the reward points, while if the Landlord wins he get them all to himself. If the Peasant team loses (the Landlords reaches 0 cards), they loss the same amount of points each, while if the Landlord loses he loses double.
  • Rocket and/or Bomb: Each Rocket and Bomb dealt by each player doubles the score in a round for all players. If 2 Bombs were used the winner/s will win 4 times the risk stake and the loser/s will loss 4 times the risk stake. If 2 Bombs and a Rocket were used the winner/s will win 8 times the risk stake and the loser/s will loss 8 times the risk stake.
  • No deals played (a.k.a Spring): If the Peasants team doesn’t deal any card at all during the round, the Landlord wins double than usual. If Landlord only deals once at the beginning of the round, and keeps all of his other cards in hand until the end of the round, the 2 Peasants each win double.

See the following examples for a better idea of how a round’s scoring is affected by all 4 elements:

If the Landlord bid a stake of 3 at the first round and wins, he gets 3 points from each Peasant, putting him at 106 points and each Peasant at 97 points each. If 2 Bombs were used the Landlord gets 12 points from each Peasant, putting him at 124 points and each Peasant at 88 points each. If in addition to the 2 Bombs there was a Spring, the Landlord gets 24 points from each Peasant, putting him at 148 points and each Peasant at 76 points each.

If the Landlord bid a stake of 3 at the first round and losses, he losses 3 points to each Peasant, putting him at 94 points and each Peasant at 103 points each. If 2 Bombs and a Rocket were used the Landlord losses 24 points to each Peasant, putting him at 52 points and each Peasant at 124 points each. If in addition to the 2 Bombs and the Rocket there was a Spring, the Landlord losses 48 points from each Peasant, putting him at 4 points and each Peasant at 148 points each.

Strategies

  • When assessing your hand, see which cards will be Primal and which are Kicker material, which cards are meant to win rounds, and which are an unrelated or useless mess fit only to be tossed out attached to stronger hands.
  • Save up on Bombs and Rockets, they are the ultimate combo. Use them strategically to steal a circuit away from a controlling player and break his hold of the board.
  • If you’ve got a Bomb, but you don’t see a way to win, diffuse the Bomb by playing different parts of it at different time, same goes for Rockets. The reason is that each Bomb/Rocket doubles the win and the loss in a round. If you’re not wining, why double your opponent’s trophy and double your losses?
  • You don’t have to beat your opponent at every circuit. Your aim is to win the entire round, which is impossible if you throw powerful cards at minor circuit. Keep big card combos for big moves, and spend as little as you can when simply reacting to another player and not leading the way yourself.
  • It’s worth bidding for the Landlord position immediately if there are many Trios in your hand, as the last three cards could get you a Bomb or two. Just bid risk stake 3 at the auction stage and you’re the automatic Landlord.
  • Peasants should work together against the Landlord as they win and loss together. If you’re a Peasant assist the other Peasant’s moves as. i.e. play a low single card if the second Peasant has a sole card left.
  • Since Peasants benefit from working together, the Landlord should do his best to interrupt their synchronised efforts.

Opening an Account to Play for Real Winning

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  6. Have fun.

 

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