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Taiwanese Big Two Rules

Overview

Big Two (大老二, also known as Deuces or Chor Dai Di) is a four-player shedding card game played with a standard 52-card deck, hugely popular in Taiwan, Hong Kong and across the Chinese-speaking world. Each player gets 13 cards and takes turns playing singles, pairs, straights, full houses and other combinations to beat the previous play, with 2 as the highest rank. The first player to get rid of all their cards wins, and the other three pay according to the cards left in their hands.

These Taiwanese Big Two rules (the Douque platform specification) differ from the common house versions in a few ways. Please pay attention to these on your first game:

  1. There are only six combinations: single, pair, straight, full house, four of a kind and straight flush. There is no "flush", and you cannot play a triple or two pair.
  2. Four of a kind and straight flush are called Monsters (怪物) and can beat any combination, including singles and pairs.
  3. Straights have their own ranking: 2-3-4-5-6 is the highest and A-2-3-4-5 the lowest.
  4. The player holding the 3 of clubs starts, but the first play does not have to include the 3 of clubs.
  5. A player who has passed can still play when their turn comes around again in the same round.

Cards and Dealing

How to Play

  1. Who starts: The player holding the 3 of clubs plays first. The first play can be any legal combination and does not have to include the 3 of clubs.
  2. Direction of play: Turns pass counterclockwise.
  3. Leading: In each round (trick), the leader may play any combination they like. The leader cannot pass and must play.
  4. Following: On your turn you have two choices:
    • Play a combination of the same type that is higher than the one on the table, or play a Monster (four of a kind or straight flush);
    • Pass (play nothing). You may pass even if you could beat the table.
  5. Passing does not lock you out: After passing, you can still play the next time your turn comes, as long as the round is not over.
  6. End of a round: When someone plays and the other three players then all pass in a row, the round ends and the player who played last leads freely.
  7. End of a hand: As soon as anyone plays their last card, the hand ends immediately and is scored; the other three do not play on for places.

Combinations and Ranking

The Six Combinations

Combination Cards Made of How to compare the same type
Single 1 Any card Rank first, then suit
Pair 2 Two cards of the same rank Rank first; if equal, compare the higher suit in each pair (the pair with the spade wins)
Straight 5 Five consecutive ranks, not all the same suit By the "Straight Ranking" below; for the same straight, compare the suit of the highest-ranked card
Full house 5 Three of a rank + a pair Compare only the rank of the three
Four of a kind 5 Four of a rank + any one card Compare only the rank of the four
Straight flush 5 Five consecutive ranks in the same suit By the "Straight Ranking" below; for the same straight, then compare suit

Anything that is not one of these combinations cannot be played: a triple (three of a rank), two pair, a flush (five cards of the same suit that are not consecutive), three loose cards, or four loose cards (four of a kind must always include a fifth card) are all illegal.

Straight Ranking

There are only these 10 straights (and straight flushes), from lowest to highest:

Order Straight Notes
1 (lowest) A-2-3-4-5 Special case, the lowest straight
2 3-4-5-6-7 —
3 4-5-6-7-8 —
4 5-6-7-8-9 —
5 6-7-8-9-10 —
6 7-8-9-10-J —
7 8-9-10-J-Q —
8 9-10-J-Q-K —
9 10-J-Q-K-A —
10 (highest) 2-3-4-5-6 Special case: it contains a 2, so it is the highest straight

What Beats What

Dragon and Flush Dragon

Name Made of Effect
Dragon (一條龍) Your 13 cards are exactly one each of A through K (any suits) On your turn, play all 13 cards at once and win immediately
Flush Dragon (一條青龍) Your 13 cards are A through K of a single suit Same as above, with a higher winner multiplier (see Scoring)

Legal Plays and Fouls

Scoring

This scoring follows the Douque platform's Big Two specification.

There is only one winner per hand. Each of the three losers separately works out what they owe with the formula below; the winner's score is the sum of the three payments, and the four scores add up to zero.

Loser Multipliers (based on the loser's own remaining cards; multiply all that apply)

Item Condition Multiplier
Cards left 13 cards left ×4
Cards left 10–12 cards left ×3
Cards left 8–9 cards left ×2
Cards left 7 cards or fewer left ×1
Unplayed 2s For each 2 still in hand ×2 per card (1 card ×2, 2 cards ×4, 3 cards ×8, 4 cards ×16)
Unplayed Monster Your remaining cards can still form a four of a kind, straight flush, Dragon or Flush Dragon ×2 (counted once, however many types or sets you could form)

Only one "cards left" tier applies; tiers never multiply together.

Winner Multipliers (based on the winner; applied to every loser; multiply all that apply)

Item Condition Multiplier
Grand Slam (大滿貫) The winner was the first player to play this hand, and the other three never played a single card all hand ×2
Finish with the 3 of clubs The winner's last play includes the 3 of clubs ×2
Finish with 2s For each 2 in the winner's last play ×2 per card
Finish with a Monster The winner's last play is a four of a kind, straight flush or Dragon ×2
Flush Dragon The winner's last play is a Flush Dragon ×20 (replaces the ×2 for finishing with a Monster; not multiplied again)

Worked Example

Base stake 10. The winner's last play is a pair of 2s (♠2, ♥2); it is not a Grand Slam and does not include the 3 of clubs:

Loser Cards left Loser multiplier Pays
A 3 cards left, no 2s, no Monster ×1 10 × 3 × 1 × 4 = 120
B 9 cards left, one of them a 2 ×2 (8–9 cards) × 2 (one 2) = ×4 10 × 9 × 4 × 4 = 1,440
C 10 cards left, still holding a four of a kind ×3 (10–12 cards) × 2 (unplayed Monster) = ×6 10 × 10 × 6 × 4 = 2,400

The winner scores 120 + 1,440 + 2,400 = +3,960 points for this hand; A, B and C score −120, −1,440 and −2,400 points respectively.

Special Rules and Rulings

Rules source: Douque platform Big Two specification. For the two points where the specification contradicts itself (the Ding Da rule and the pass restriction), see "Special Rules and Rulings" above.

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