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Joker Chinese Poker (Extra Suit) Rules

Overview

Joker Chinese Poker is a four-player variant of Chinese Poker (Shisanzhi, 十三支): each player receives 17 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. An extra set of spades and 3 wild Jokers make five of a kind and the Paired Flush possible; scoring is by scoops (not losing any row to a player) plus bonuses for big hands.

This variant differs from ordinary Chinese Poker in two ways:

Item Details
Players 4
Deck 68 cards: a standard 52 + an extra set of 13 spades + 3 Jokers
Cards per player 17: use 13, discard 4
Goal Make your three rows "not lose" to each opponent, scoop opponents and earn bonus points
Scoring unit units

Hand: From the 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. Deal: Each player receives 17 cards, visible only to themselves.
  2. Arrange: Choose 13 of your 17 cards and split them into three rows:
    • Front: 3 cards
    • Middle: 5 cards
    • Back: 5 cards
    • The remaining 4 cards are discarded and not compared.
  3. Check the order: Your three rows must satisfy "Front < Middle ≤ Back" (see "Legal Arrangements and Fouls"). An arrangement that doesn't cannot be played.
  4. Compare: Once all four players have arranged, the rows are revealed simultaneously 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.
  5. 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 Natural Five of a Kind (正五枚) Five real cards of the same rank (no Jokers) Rank
2 Joker Five of a Kind (鬼五枚) Five of the same rank, including Jokers (4 real cards + 1 Joker, 3 real + 2 Jokers, 2 real + 3 Jokers) Rank only, regardless of the number of Jokers
3 Straight flush A straight all in one suit Straight rank
4 Four of a kind Four cards of the same rank + any kicker Four of a kind first, then the kicker
5 Full house Three of a kind + a pair Three of a kind first, then the pair
6 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
7 Flush Five cards of the same suit Card by card, starting from the highest
8 Straight Five cards of consecutive ranks Straight rank
9 Joker Trips (鬼三條) Three Jokers (only possible in the Front) There are only 3 Jokers, so at most one player can have this in a hand; no comparison needed
10 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
11 Two pair Two pairs + one kicker Higher pair, then lower pair, then the kicker
12 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
13 High card No made hand Card by card, starting from the highest

Notes:

How Jokers Are Counted

  1. A Joker can represent any rank and suit.
  2. You do not choose what a Joker represents: it is always counted automatically as "the best hand that row can make".
  3. Except for five of a kind, a hand of a given type is equally strong with or without Jokers. For example, 9-8-7-6-5 ties "Joker + 8-7-6-5" (Joker as 9); "Joker + 9-8-7-6" (Joker as 10) beats 9-8-7-6-5.
  4. Only five of a kind distinguishes natural from Joker: a Natural Five of a Kind always beats a Joker Five of a Kind. A Natural Five of a Kind in 2s beats a Joker Five of a Kind of "three Aces + two Jokers".
  5. Joker Five of a Kind hands are compared by rank only: "four Aces + 1 Joker" beats "three Queens + 2 Jokers".

Examples of automatic counting:

Cards in the row Counted as Explanation
5, 7, Joker Pair of 7s The Joker pairs with the highest card
A, Joker, Joker (Front) Three Aces Both Jokers count as Aces
4, 5, 6, 7, Joker Straight 4-5-6-7-8 Completed as the highest possible straight
2, 3, 4, Joker, Joker Straight 2-3-4-5-6 Completed as the highest possible straight
A, A, K, K, Joker Aces full (A-A-A-K-K) Completed as the highest possible full house
A, K, 5, 2 of one suit + Joker Paired Flush (A-A-K-5-2) A flush with a Joker always counts as the highest possible Paired Flush, never just a flush
A♠, K♠, 9♠ + Joker, Joker Two-pair Paired Flush (A-A-K-K-9) It does not become "three Aces", because there is no three of a kind flush
6, 6, 6, Joker + any card Four 6s Beats four 5s
Joker, Joker, Joker, K, 8 Four Kings with an 8 Beats "K-K-K-K-7" (same four of a kind; kicker 8 > 7)
A♠, K♠ + Joker, Joker, Joker Straight flush 10-J-Q-K-A The best possible hand is a straight flush, not four of a kind
A♠, 9♠ + Joker, Joker, Joker Four Aces with a 9 A and 9 can't fit in the same straight, so four of a kind is the best
A♠, 7, 7, 5 + Joker Paired Flush (two pair A-A, 7-7) Beats a two-pair Paired Flush of "8-8, 6-6, A", because the highest pair is compared first

As long as a row contains a Joker and at least one real card, the Joker can always make at least a pair, so a row with a Joker is never high card.

Legal Arrangements and Fouls

Your three rows must satisfy:

Front < Middle ≤ Back

Examples:

Front Middle Result Reason
A-A-A A, Joker, Joker + two kickers Legal Both are three Aces; 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
K-9-4 K-9-4-3-2 Legal The first three cards are the same; the Middle's extra kickers make it higher

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 +9 more units (equal to collecting 3 more units from each of the three) Each scooped player −3 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 Joker Front Trips (鬼衝三; Joker Trips in the Front) +5
Middle Four of a kind +2
Middle Straight flush +2
Middle Joker Five of a Kind +3
Middle Natural Five of a Kind +12
Back Four of a kind +1
Back Straight flush +1
Back Joker Five of a Kind +2
Back Natural Five of a Kind +5

Scoring Example

Four players, A, B, C and D, compare their rows with these results:

Player Scoop Home Run Bonus points Total
A +3 (scoops three players) +9 +6 (Middle four of a kind +2 × 3 players) +18
B 0 (scooped by A −1, scoops C +1) −3 −2 −5
C −2 (scooped by A and B) −3 −2 −7
D −1 (scooped by A) −3 −2 −6

The four players total 18 − 5 − 7 − 6 = 0.

Special Rules and Rulings

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

  1. The bonus for a Natural Five of a Kind in the Middle is +12. An older version of the specification said +7, which was the value before an adjustment; the current value is +12.
  2. Comparing the Front and Middle includes kickers. "Front 9-9-K, Middle 9-9-5-4-3" is a foul; "Front A-A-A, Middle A + Joker + Joker + two kickers" is legal.
  3. The Middle and Back can be equal, while the Front must be strictly lower than the Middle.
  4. A Joker used as a kicker counts as the highest card it can legally stand in for, never higher than a real Ace. In practice a row with a Joker is always at least a pair, so this almost never comes up.
  5. Joker Trips do not count as Front Trips. They are two mutually exclusive items; Joker Trips in the Front score only Joker Front Trips +5.
  6. "A and K of one suit + three Jokers" counts as a straight flush (10-J-Q-K-A), because Jokers always make the best possible hand. Only when a straight flush is impossible (for example, A, 9 + three Jokers) is it four of a kind.
  7. There is no three of a kind flush: the same card can count at most twice, and a Joker cannot become a third copy.
  8. The condition for a scoop is "not losing"; tied rows count.
  9. 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.
  10. No whole-hand special hands: "13-card special hands" such as three flushes, three straights, six and a half pairs, dragon (一條龍) and supreme dragon (至尊青龍) are not used in this variant; the three rows are always compared normally.
  11. 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-鬼牌十三支加一色" specification (Joker Chinese Poker with an extra suit) and the "鬼牌十三支 玩法說明" (Joker Chinese Poker player guide).

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