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Bonus Chinese Poker (Extra Suit) Rules

Overview

Bonus Chinese Poker is a four-player variant of Chinese Poker (Shisanzhi, 十三支): each player receives 16 cards, picks 13 and sets them into a 3-card Front, a 5-card Middle and a 5-card Back, with the Front lower than the Middle and the Middle no higher than the Back, then compares row by row with the other three players. Each hand a cut card sets the "Bonus rank", and three of a kind, full houses and four of a kind made from Bonus cards are upgraded to Bonus hands; an extra set of spades adds five of a kind and the Paired Flush. Scoring is by scoops plus bonuses for big hands.

This variant differs from ordinary Chinese Poker in two ways:

Item Details
Players 4
Deck 65 cards: a standard 52 + an extra set of 13 spades, no Jokers
Cut card 1 card is cut each hand to set the Bonus rank; it is not used in that hand
Cards per player 16: use 13, discard 3
Goal Make your three rows "not lose" to each opponent, scoop opponents and earn bonus points
Scoring unit units

Hand: From the cut, deal, arranging and comparing until all four players' scores are calculated. The four scores always add up to 0 (whatever units someone wins, someone else loses).

Cards and Dealing

How to Play

  1. Cut: One card is cut, and this hand's Bonus rank is announced.
  2. Deal: Each player receives 16 cards, visible only to themselves.
  3. Arrange: Choose 13 of your 16 cards and split them into three rows:
    • Front: 3 cards
    • Middle: 5 cards
    • Back: 5 cards
    • The remaining 3 cards are discarded and not compared.
  4. Check the order: Your three rows must satisfy "Front < Middle ≤ Back" (see "Legal Arrangements and Fouls"). An arrangement that doesn't cannot be played.
  5. Compare: Once all four players have arranged, the rows are revealed and compared head-to-head against each of the other three players, in the order Front, Middle, Back. Your Front is only compared with other players' Fronts, your Middle with Middles, and your Back with Backs.
  6. Score: The four players' scores for the hand are calculated as described in "Scoring", and then the next hand begins.

Hand Rankings

Hand Ladder (Highest to Lowest)

Rank Hand Made of How ties are broken
1 Five of a kind Five cards of the same rank Rank
2 Straight flush A straight all in one suit Straight rank
3 Bonus Quads (彩金五虎將) Four Bonus cards + any kicker There are only 4 Bonus cards, so at most one player can have this in a hand; no comparison needed
4 Four of a kind Four cards of the same rank + any kicker Four of a kind first, then the kicker
5 Bonus Full House (彩金葫蘆) Three Bonus cards + a pair At most one player can have this in a hand; no comparison needed
6 Full house Three of a kind + a pair Three of a kind first, then the pair
7 Paired Flush (對子同花) Five cards of the same suit, including two cards of "the same rank and the same suit" Two pair > one pair; between two-pair hands, compare the higher pair, then the lower pair, then the kicker; between one-pair hands, compare the pair, then the other three cards in order
8 Flush Five cards of the same suit Card by card, starting from the highest
9 Straight Five cards of consecutive ranks Straight rank
10 Bonus Trips (彩金三條) Three Bonus cards (plus two kickers in the Middle and Back) At most one player can have this in a hand; no comparison needed
11 Three of a kind Three cards of the same rank (plus two kickers in the Middle and Back) Three of a kind first, then the kickers in order
12 Two pair Two pairs + one kicker Higher pair, then lower pair, then the kicker
13 One pair Two cards of the same rank (plus 1 kicker in the Front; plus 3 kickers in the Middle and Back) The pair first, then the kickers in order
14 High card No made hand Card by card, starting from the highest

Notes:

Legal Arrangements and Fouls

Your three rows must satisfy:

Front < Middle ≤ Back

Examples:

Front Middle Result Reason
K-9-4 K-9-4-3-2 Legal Both are high card with the same first three cards; the Middle's extra kickers make it higher
9-9-K 9-9-5-4-3 Foul Both are a pair of 9s; comparing kickers, the Front's K beats the Middle's 5
8-8-8 Straight 3-4-5-6-7 Legal A straight beats three of a kind
Q-Q-5 J-J-A-K-9 Foul A pair of Queens beats a pair of Jacks

Scoring

This variant uses scoop scoring (打槍制): winning or losing an individual row scores nothing by itself; points come only from the three items below.

Total score = scoop points + home run points + bonus points

Scoop and Home Run

Item Condition Winner Loser
Scoop Against a given player, none of your three rows loses (wins and ties both count) +1 unit The scooped player −1 unit
Home Run Scooping all three other players in the same hand +6 more units (equal to collecting 2 more units from each of the three) Each scooped player −2 more units

Bonus Points

If you beat a given player's row using one of the hand types in the table below (ties don't count), that player pays you the listed units in addition. This is calculated separately against each of the three players and added up player by player; it is not doubled for a Scoop or Home Run.

Position Hand Per player beaten
Front Front Trips (衝三; three of a kind in the Front) +1
Front Bonus Front Trips (彩金衝三; Bonus Trips in the Front) +2
Middle Bonus Trips +1
Middle Bonus Full House +2
Middle Four of a kind +2
Middle Straight flush +2
Middle Bonus Quads +5
Middle Five of a kind +10
Back Bonus Trips +1
Back Bonus Full House +1
Back Four of a kind +1
Back Straight flush +1
Back Bonus Quads +5
Back Five of a kind +5

Scoring Example 1: Home Run

Player Scoop Home Run Bonus points Total
A +3 (scoops three players) +6 0 +9
B 0 (scooped by A −1, scoops C +1) −2 0 −2
C −2 (scooped by A and B) −2 0 −4
D −1 (scooped by A) −2 0 −3

The four players total 9 − 2 − 4 − 3 = 0.

Scoring Example 2: Bonus Points Added Player by Player

Player Scoop Home Run Bonus points Total
A −1 (scooped by B) 0 −6 (pays C 1 for Front Trips, pays D 5 for Bonus Quads) −7
B +1 (scoops A) 0 −6 (pays C 1 for Front Trips, pays D 5 for Bonus Quads) −5
C 0 0 −2 (Front Trips +1 × 3 players, pays D 5 for Bonus Quads) −2
D 0 0 +14 (Bonus Quads +5 × 3 players, pays C 1 for Front Trips) +14

The four players total −7 − 5 − 2 + 14 = 0. D's +15 is 5 units times 3 players, added player by player, not doubled.

Special Rules and Rulings

The following are rulings on points where the specification text is not clear enough:

  1. Bonus cards are not wild cards. They only upgrade three of a kind, full houses and four of a kind into Bonus hands, and cannot stand in for other ranks or suits.
  2. The Middle and Back can be equal (Front < Middle ≤ Back). The player guide's "Front < Middle < Back" is a simplification; this page is authoritative.
  3. Comparing the Front and Middle includes kickers. "Front K-9-4, Middle K-9-4-3-2" is legal; "Front 9-9-K, Middle 9-9-5-4-3" is a foul.
  4. The condition for a scoop is "not losing"; tied rows count.
  5. Bonus points are not doubled: whether or not there is a Scoop or Home Run, the values in the bonus table are used as is, added player by player. The common house rule of "doubling bonus points on a scoop" is not used.
  6. A Paired Flush is always in spades, and there is no three of a kind flush.
  7. There is never a foul penalty: fouled arrangements cannot be played, so all four players' arrangements are legal every hand.
  8. No whole-hand special hands: "13-card special hands" such as three flushes, three straights, six and a half pairs, five pairs and trips, four sets of trips, all one color, all low, all high, three quads (三分天下), three straight flushes, twelve royals, dragon (一條龍), and supreme dragon (至尊青龍) are not used in this variant; the three rows are always compared normally.
  9. Scoop scoring only, no per-row scoring (比道制): winning or losing an individual row scores nothing.
  10. Units only: there is no base stake, money conversion or rake; your score is simply the number of units.

Rules source: the Douque (鬥雀) platform's "GSCAS-十三支" specification (Chinese Poker with an extra suit, Bonus cards and scoop scoring) and the "彩金十三支 玩法說明" (Bonus Chinese Poker player guide).

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