French 54
← TraditionsInternational standard · 54 cardsWikipedia ↗
Four suits and two Jokers, for Dou Dizhu, Guandan, Bridge and Texas Hold’em.
Games
Dou Dizhu
StartBid to become landlord or team up as farmers. Use straights, pair runs and bombs to take the lead and get your side’s cards out first.
Rules
3 players · You against 2 AI · Single deal
Objective
- Your side wins by emptying a hand first. The landlord plays alone; the farmers win together as soon as either farmer goes out.
Setup
- Use 54 cards, including the Red Joker (big joker) and Black Joker (small joker): 17 per player and three bottom cards. Choose the first bidder randomly, then take turns passing or bidding 1–3. Each bid must exceed the current bid.
- Bidding ends at 3 or after two consecutive passes following a bid. The highest bidder becomes landlord, takes the publicly revealed bottom cards, and leads. If all three pass without a bid, redeal.
Playing a turn
- A leader must play a valid combination and cannot pass. Followers may pass. A play must normally have the same type and size as the table combination and be higher. After two consecutive passes, the last player who played leads again.
- Ranks, highest first: Red Joker > Black Joker > 2 > A > K > Q > J > 10 > … > 3. Suits do not affect strength. Attachments do not determine strength. Runs and airplanes compare the highest core rank.
- A bomb is four cards of one rank and beats every ordinary combination. Compare rank between bombs. A rocket is the Red Joker together with the Black Joker and beats every combination, including bombs.
Supported combinations
- Basic combinations: single, pair, triple, triple with a single, and triple with a pair.
- Runs: a straight needs at least five cards. A pair run needs at least three pairs. An airplane core needs at least two consecutive triples. None may include 2 or jokers.
- An airplane may have no wings, one single per core triple, or one pair per core triple. Single wings may form pairs, but cannot include triples, bombs, both jokers, or core ranks. Pair wings must use distinct ranks.
- Four with two singles is four of a kind plus two cards. The attachments may be a pair but cannot be both jokers. Four with two pairs needs two distinct pairs. Four of a kind with attachments is not a bomb.
Scoring and ending
- The deal ends immediately when a player goes out. Each bomb or rocket doubles the multiplier. A landlord win before either farmer plays is spring. A farmer win after the landlord has played only once is reverse spring. Either doubles it again.
- Each farmer gains or loses bid × final multiplier. The landlord gains or loses twice that amount. Winners gain points and losers lose them, for a zero-sum result.
Guandan
StartWork with your partner to shed a two-pack hand. Use the Heart level cards as wildcards, finish first, and climb levels according to your partner’s place.
Rules
4 players · You partner the opposite AI · Level-based match
Objective
- Partner with the player opposite. Finishing places are first through fourth; the first finisher’s team wins. That team advances 3, 2 or 1 levels if the partner finishes second, third or fourth.
- Both teams start at 2 and retain separate levels. The next deal uses the previous winners’ promoted level, capped at Ace. To win the match, a team already at Ace must finish first with its partner not last in a deal played at Ace.
Setup
- Use two complete packs, each with a Red Joker (big joker) and Black Joker (small joker): 108 cards, 27 per player. The current level determines the level rank, starting at 2. Hearts of that rank can act as wild cards. The first leader is chosen randomly. Later leaders follow the tribute rules.
Tribute and return
- In later deals, last place gives first place their strongest card excluding heart-level wild cards. If partners finished first and second, both opponents pay tribute: the higher tribute goes to first place. Equal tributes are assigned in turn order starting after first place.
- If the tribute payer or payers jointly hold both Red Jokers, tribute is cancelled and first place leads. Otherwise each recipient returns one non-wild card ranked 2–10. If none exists, return a lowest-strength card. The player receiving first place’s return leads. Tribute is automatic. Return cards require confirmation.
Playing a turn
- Turns run counterclockwise. Leaders must play. Followers may pass. Once all other active players pass, the last player leads again. Finished players are skipped. If the last player has finished, their partner takes the lead, or the next active player if the partner has also finished.
- For singles and matching-rank groups: Red Joker > Black Joker > level rank > A > K > … > 2. Suits have no order. Ordinary responses require the same shape and size with a higher main rank.
Combinations and wild cards
- Supported shapes are singles, pairs, triples, full houses, exactly five-card straights, exactly three consecutive pairs, exactly two consecutive triples, and bombs. A full house may use two identical Jokers as its pair, never mixed Jokers. Triple-plus-single and winged airplanes are excluded.
- Sequences use natural ranks, without promoting the level rank. Ace can be low or high but cannot wrap around. Heart-level cards can represent any ordinary card, never a Joker. A single wild card retains its level rank. Choose the intended interpretation before confirming an ambiguous play.
- Bombs contain at least four equal ranks. Compare size before rank. A five-card straight flush beats four- and five-card bombs but loses to bombs of six or more. Two Red Jokers and two Black Jokers form the Four-Joker bomb, the highest combination.
Scoring and ending
- When the third player finishes, the remaining player is last. Advance levels according to the first finisher’s partner’s place. Bombs score no extra points. Next deal continues the match. Restarting the match resets both teams to level 2.
Zheng Shangyou
StartThree players race to empty their hands. You must beat the current play if you can, so plan how to get your last cards out.
Rules
3 players · You and 2 independent AIs · Single deal
Objective
- Empty your hand first to win and end the deal immediately. The three players compete separately, without a landlord, farmers or fixed partners.
Setup
- Use 48 cards from the 54-card pack: omit the Red Joker (big joker), Black Joker (small joker), heart Ace and all twos except the spade two. Deal 16 each with no kitty. The heart-three holder leads and must include it in the first play.
Playing a turn
- Turns run counterclockwise. Ranks descend 2, A, K, Q, J, 10 through 3, without suit ranking. Ordinary responses require the same shape and size with a higher rank. Bombs beat ordinary shapes.
- You must beat the previous play if any legal response exists, including using a bomb. Pass only when unable to beat it. After both opponents pass, the last player leads again. A leader cannot pass.
Supported combinations
- Supported ordinary shapes are singles, pairs, triples, straights of at least five, and runs of at least two pairs. Sequences exclude twos and use Ace high only. Triple attachments, airplanes and four-with-attachments are excluded.
- Four equal ranks form a bomb. Three Aces are also a bomb, above ordinary four-card bombs. All four threes on the opening play form an unbeatable heavenly bomb. Later four-threes are an ordinary lowest bomb.
Scoring and ending
- When a player goes out, each opponent loses one point per remaining card, doubled if they never played. A remaining spade two costs 10 extra. Each unplayed bomb costs 10 extra. The winner receives all these penalties.
- A bomb played over another player’s cards earns 20 points if no stronger bomb beats it in that round. Each opponent loses 10. Led bombs and heavenly bombs earn no such bonus. A finishing response bomb is settled immediately. All settlement scores sum to zero.
Tractor
StartPartner up to capture Fives, Tens and Kings. Declare trumps, bury the kitty, then win tricks with pairs and tractors; 80 points lets the defenders take over.
Rules
4 players · You partner the opposite AI · Double-pack promotion match
Objective
- Team up with the player opposite. The declaring side defends; the opponents need at least 80 points to take over. Both teams start at level 2, and the first beyond Ace wins the match.
Setup
- Use two complete packs, each with a Red Joker (big joker) and Black Joker (small joker): 108 cards, 25 per player and an eight-card kitty. The current level determines the level rank: 2 in the first deal, then the dealer team’s current level. Players declare trumps or pass after dealing. The first declarer becomes the first dealer. Later dealers follow the previous result.
- A level card declares its suit. An identical level pair overcalls a single. Two Black Jokers overcall a level pair, and two Red Jokers overcall Black Jokers. Joker pairs declare no-trump, where level cards and Jokers are still trumps. Equal-strength overcalls are forbidden. There is no extra opportunity to reinforce a declaration outside the turn sequence.
- Three consecutive passes after a declaration finalize trumps. If all four pass without declaring, expose the kitty and use its first non-Joker’s suit, retaining the initial dealer. The dealer takes the kitty, chooses eight cards to bury, and leads.
Playing a turn
- Play counterclockwise, each player contributing the same number of cards. Trumps descend from Red Joker, Black Joker, suited level card, other level cards, then remaining trump-suit ranks A–2. Non-trump suits exclude level cards and rank A–2. Equal strength favors the earlier play.
- Lead a single, two identical cards, or consecutive identical pairs in one effective suit. Removing the level rank closes the gap in ordinary sequences. Off-suit level cards have equal strength and cannot form consecutive pairs with one another.
- Follow the effective suit as far as possible. Level cards and Jokers belong to trumps. Supply as many native pairs as possible when following pairs or tractors. Consecutive pairs are not mandatory. If short, play all cards of that suit and fill freely. When void you may discard or trump. Trumping is optional.
- Only a matching shape and size can win. Two unmatched high cards cannot beat a pair. Disconnected pairs cannot beat a tractor. When void, a matching all-trump shape can win. The trick winner leads next.
Scoring and ending
- Each five is worth 5 points. Tens and kings are worth 10 each, for 200 total. If attackers win the last trick, add kitty points multiplied by twice the number of cards per play in that trick. No kitty bonus is awarded if defenders win it.
- With 0 attacking points, defenders rise 3 levels. With 5–35, they rise 2. With 40–75, they rise 1. The dealer’s partner deals next. At 80–115 attackers take over without promotion. From 120 they rise one level for each additional 40 points. The old dealer’s next player deals.
Texas Hold’em
StartMake your best five-card hand from two hole cards and five community cards. Call to see the next card, raise, or fold before it costs more.
Rules
4 players · You against 3 AI opponents · Virtual-chip match
Objective
- Win pots and keep your stack alive. Each of the four players is eliminated at zero chips; the last one standing wins. Equal hands split the pots they are eligible for.
Setup
- Use 52 standard French-suited cards, removing the Red Joker (big joker) and Black Joker (small joker). Each player starts with 1000 chips. Blinds stay at 10 / 20 with no ante. Each receives two private hole cards.
- The dealer button starts with you, then moves clockwise to the next remaining player. Small and big blinds follow it clockwise. Heads-up, the button posts the small blind. Pre-flop action starts after the big blind, or with the button heads-up.
- On the first heads-up hand, adjust the button if needed to avoid giving the same player consecutive big blinds.
Playing a turn
- Act clockwise. Check when you owe nothing. Otherwise call or fold. Calling matches the round’s highest bet, or uses your remaining chips all-in if you cannot cover it. Folding forfeits your claim to all pots this hand.
- The minimum opening bet is 20. Enter a raise as your total bet this round. Its increase must match or exceed the last full bet or raise increment, up to your available chips. An all-in may be below the minimum.
- A short all-in does not automatically reopen raising for players who have acted. Raising reopens only when the cumulative increase they face reaches a full raise. You cannot raise when no other player can continue betting.
- When all players who can bet have acted and matched the wager, reveal the three-card flop, one-card turn and one-card river in successive rounds, burning one card before each street. Post-flop action starts with the first player who can act clockwise from the button. The big blind retains the option to check or raise an unraised pot.
Hand rankings
- Use any five of your two hole cards and the five community cards, including zero, one or two hole cards. Rankings descend from straight flush to four of a kind, full house, flush, straight, three of a kind, two pair, one pair and high card. Ace is high or low in A–2–3–4–5.
- Compare the ranks forming the hand, then its kickers in order. Suits are equal. A royal flush is an ace-high straight flush. Identical five-card hands tie. Sixth and seventh cards never break a tie.
Scoring and ending
- The last player who has not folded wins immediately, with no further cards revealed. Show down after river betting, or automatically complete the board if further betting is impossible. Return uncalled excess chips.
- All-in players contest only pots covered by their contribution. Larger contributions form side pots. Folded chips stay in the pot, but folded players cannot win. Settle each pot separately. Award indivisible chips to tied winners clockwise from the button’s left.
- Continue with a fresh shuffle and the settled stacks. Eliminated players receive no cards. If eliminated, you may watch the AI continue or restart. Restarting restores all four stacks to 1000.
One Poker
StartChoose one of two cards and bet on it. High usually wins, but a Two beats an Ace; the card you keep carries into the next deal.
Rules
2 players · You against AI · Virtual-chip match
Objective
- Win the pot by making your opponent fold or by winning the one-card showdown. Both players start with 20 virtual chips; the match ends when one stack reaches zero.
Setup
- Mix two French packs for 104 ordinary cards, excluding both Red Jokers (big jokers) and Black Jokers (small jokers). Deal two cards per player and pay a one-chip ante each deal. You lock a card and act first in the opening deal. The previous winner starts the next deal. After a tie, the first player switches.
- Only rank groups are public: 8, 9, 10, J, Q, K and A are UP. 2–7 are DOWN. Signals show the counts in each group, without identifying the card backs or revealing the group of the locked card.
Playing a turn
- On your turn, select one of your two cards and confirm to lock it face down. Betting starts only after both players have locked a card. Locked cards cannot be changed.
- Check or bet when nothing is owed. Otherwise call, raise or fold. The minimum bet is one chip, and a raise must increase the wager by at least the last full bet or raise increment. Enter your total wager for this betting round, excluding the ante.
- Going all-in commits your remaining chips and may fall short of the minimum raise. A short all-in does not reopen raising for a player who has already acted. Against an all-in opponent you may only call or fold. If you cannot cover a call, commit your remaining chips. Unmatched excess is refunded.
Hand rankings
- Compare only the two locked cards: A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3 > 2, with the sole exception that 2 beats A. Suits do not matter. Equal ranks tie.
Scoring and ending
- Reveal both locked cards after betting. The stronger card wins the pot. Ties split it. If one player folds, the other wins the pot, but both locked cards are still revealed. Their ranks do not change the fold result.
- For the next deal, discard the two played cards, keep the other card in each hand, draw one replacement each and pay the next ante. When fewer than two cards remain in the stock, reshuffle the discards and remaining stock while keeping held cards aside. Running out of chips loses the match. Restarting restores 20 chips each.
Bridge
StartBid a contract with your partner, then try to make it. Declarer plays both their own hand and the exposed dummy; the defenders work together to defeat the contract.
Rules
4 players · You partner the opposite AI · Single deal
Objective
- You sit South with North as your partner against East–West. Declarer must take six tricks plus the contract level; defenders try to stop them. A made contract scores its points and bonuses; a defeated contract gives undertrick penalties to the defenders.
Setup
- Use the 52 ordinary French 54 cards, excluding the Red Joker (big joker) and Black Joker (small joker). Deal 13 each, one at a time clockwise from West, to the left of the fixed South dealer. South calls first.
- Before dealing, choose neither side, North–South, East–West or both sides vulnerable. Vulnerability affects game and slam bonuses, doubled overtricks and undertrick penalties, and stays fixed throughout the deal.
Bidding and contracts
- Call clockwise. Pass or bid levels 1–7 in clubs, diamonds, hearts, spades or no trump (NT). At the same level, clubs < diamonds < hearts < spades < NT. Any higher level outranks every lower level. Each new bid must exceed the previous highest bid.
- Only opponents can double an undoubled bid. The bidding side can redouble that double. Passes preserve the doubling status. A higher bid cancels any double or redouble. A double or redouble also resets the consecutive-pass count.
- Four passes with no bid end the deal with zero for both sides. Three consecutive passes after a bid, double or redouble end the auction. The highest bid becomes the contract. The first player on the winning side to bid that denomination is declarer. Their partner is dummy. The target is six plus the level: 4 spades requires ten tricks.
Playing a turn
- Every suit ranks A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3 > 2. Declarer’s left-hand opponent makes the opening lead, then all dummy cards become public. Declarer plays both their own hand and dummy. If you are dummy, the North AI declarer plays your cards.
- Play one card each clockwise. Follow the led suit if possible. Otherwise play any card, with no obligation to trump or overtrump. The highest trump wins a suit-contract trick. Without trumps, the highest card of the led suit wins. At NT only the led suit can win. The winner leads next. Select a card and confirm. Choose from the exposed dummy when playing dummy.
Scoring and ending
- After all 13 tricks, settle the raw duplicate score for this deal. North–South and East–West display equal and opposite scores. Scores do not accumulate and are not converted to IMPs or matchpoints. A passed-out deal is a zero-score tie.
- For a made contract, each bid trick above the first six earns 20 in clubs or diamonds, or 30 in hearts or spades. NT earns 40 for the first bid trick and 30 thereafter. Double multiplies these points by two. Redouble by four. At least 100 contract trick points earns a game bonus of 300 non-vulnerable or 500 vulnerable. Otherwise the partscore bonus is 50. Overtricks cannot turn a partscore into game.
- Bid and make level 6 for an additional small-slam bonus of 500 non-vulnerable or 750 vulnerable. Level 7 earns 1000 or 1500 for grand slam. Taking twelve or thirteen tricks without bidding a slam earns no slam bonus. Making a doubled contract adds 50. A redoubled contract adds 100.
- Undoubled overtricks earn 20 each in clubs or diamonds and 30 otherwise. Doubled overtricks earn 100 each non-vulnerable or 200 vulnerable. Redoubling doubles these amounts. Defeated contracts earn no trick points or bonuses: undoubled undertricks cost 50 each non-vulnerable or 100 vulnerable.
- Doubled, non-vulnerable undertricks cost 100 for the first, 200 each for the second and third, and 300 each thereafter. Vulnerable, the first costs 200 and each subsequent one 300. Redoubling doubles these penalties. Records show all calls, trick winners and the scoring breakdown.
