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How to Play Dou Dizhu (Fight the Landlord)

Dou Dizhu, known in English as Fight the Landlord, is the most popular card game in China and one of the most exciting climbing games in the world. Three players battle over a single deck: one becomes the Landlord and goes solo, while the other two team up as Peasants. This guide covers everything you need to win, from bidding and card combinations to bombs and the unbeatable rocket.

Dou Dizhu (斗地主) is a fast, tactical three-player card game that mixes solo ambition with teamwork. One player takes on the whole table as the Landlord, while the other two cooperate as Peasants to bring the Landlord down. It is easy to learn, hard to master, and endlessly replayable. Below is a complete, accurate rundown of how the game works.

Setup and the deck

Dou Dizhu uses a standard 54-card deck, including both Jokers. There are three players. The dealer shuffles and deals each player 17 cards, leaving 3 cards face down in the middle. Those 3 cards are the Landlord's bonus and go to whoever wins the bidding.

Suits do not matter at all in Dou Dizhu. Only rank matters. From lowest to highest, the cards rank:

  • 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, then 2 (the highest single card after the Jokers)
  • Black Joker (next highest)
  • Red Joker (the single highest card in the game)

Note that the 2 is very powerful, ranking above the Ace, and the two Jokers sit at the very top.

Bidding for the Landlord

Before any cards are played, players bid for the right to be the Landlord. Each player, in turn, may bid 1, 2, or 3, or pass. Each new bid must be higher than the last. Bidding ends as soon as someone bids 3, or after two players pass in a row.

The winning bidder becomes the Landlord, picks up the 3 face-down cards (now holding 20 cards), and reveals them to everyone. The other two players automatically become the Peasants and play as a team. The number bid (1, 2, or 3) becomes the base stake for the round.

The goal

The objective is simple: be the first side to get rid of all your cards. The Landlord wins by emptying their own hand first. The Peasants win if either Peasant empties their hand before the Landlord does. Because the Peasants share the win, smart cooperation is everything.

How play works

The Landlord leads first and may play any legal combination. Play then proceeds, and each following player must either beat the previous play with a higher combination of the same type and same number of cards, or pass.

When two players pass in a row, the last person to play a combination wins the trick and gets to lead a fresh combination of their choice. The exceptions to the same-type rule are bombs and the rocket, which can be played on top of almost anything (see below).

Card combinations

Learning the legal combos is the heart of Dou Dizhu. You may only beat a play with the same type and same length, except for bombs and the rocket. The valid combinations are:

  • Single — one card, from a 3 up to the Red Joker.
  • Pair — two cards of the same rank.
  • Triplet (trio) — three cards of the same rank.
  • Trio with a single — a triplet plus one extra single card as a kicker (4 cards total). Ranked by the triplet.
  • Trio with a pair — a triplet plus a pair as a kicker (5 cards total), similar to a full house. Ranked by the triplet.
  • Sequence (chain) — at least five cards of consecutive rank, such as 5-6-7-8-9. Longer chains are allowed, but 2s and Jokers can never appear in a sequence.
  • Sequence of pairs — at least three consecutive pairs, such as 7-7-8-8-9-9. Again, no 2s or Jokers.
  • Sequence of triplets (airplane) — at least two consecutive triplets, such as 8-8-8-9-9-9. This is often called an "airplane."
  • Airplane with kickers — a sequence of triplets where each triplet carries an attached single or an attached pair. For example, two triplets plus two singles, or two triplets plus two pairs.
  • Quad with kickers — four of a kind plus two extra single cards, or four of a kind plus two pairs. Importantly, this is treated as a normal combination, not a bomb.

Remember: 2s and Jokers cannot be part of any chain, pair-chain, or airplane. They are only usable as singles, pairs, triplets, kickers, bombs, or the rocket.

Bombs and the rocket

Two special plays break the usual rules and make Dou Dizhu thrilling.

  • Bomb — four cards of the same rank (for example, four 9s). A bomb can be played at any time, on top of any combination except a higher bomb or the rocket. A higher-ranked bomb beats a lower one.
  • Rocket (nuke) — both Jokers together. The rocket is the single most powerful play in the game and beats everything, including every bomb. Nothing beats the rocket.

Bombs and the rocket also matter for scoring, because each one doubles the stakes for that round.

Scoring

The base stake is the winning bid (1, 2, or 3). If the Landlord wins, each Peasant pays the Landlord the stake. If the Peasants win, the Landlord pays the stake to each Peasant.

Each bomb and rocket played during the round doubles the payout. There is also a "spring" bonus: if the Landlord plays every card without the Peasants ever getting to play a single card (or vice versa), the payment is doubled again. Over many rounds, points or chips accumulate, so a single explosive hand can swing the whole match.

Quick strategy tips

  • Save your 2s, Jokers, and bombs for the moments that matter; rushing them out early wastes their control.
  • Peasants must cooperate. If your partner is close to going out, play low cards to let them through and avoid blocking them.
  • Count cards. Track which big cards have already been played so you know when your singles or pairs are safe.
  • Lead with your weaknesses. Get rid of awkward odd cards while you still control the table.

If you enjoy climbing games like Dou Dizhu, try its close cousins Big Two, Tien Len, Daifugo, and President. Fans of trick-taking can also explore Callbreak and Spades.

Play now

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