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Climbing and Shedding Card Games: Dou Dizhu, Guandan and Durak

All three games ask the same question: how do you turn a hand into zero cards without surrendering the next lead? The table may demand a stronger combination or a complete defence against an attack.

The shared spine: shedding is a fight for the next lead

In every game here, cards remaining are direct endgame pressure. Dou Dizhu ends when the landlord or either farmer empties a hand; Guandan turns finishing order into promotion and tribute; Durak lets empty players leave once the stock is gone and makes the last player with cards the sole loser. A smaller hand is therefore not merely tidy—it is position on the road to the result.

What stays scarce is control. Dou Dizhu and Guandan answer a combination with the same shape at a higher rank, then reset the lead after everyone passes. Durak turns that contest into an attack-and-defence bout: cover every attack or pick up the table. Shedding several cards now matters less if the move leaves no route to lead the next exchange.

Dou Dizhu: one against two under public roles

Dou Dizhu uses one 54-card deck. After point bidding, one player adds the three bottom cards and becomes the landlord with twenty cards against two farmers holding seventeen each. Singles, pairs, straights, pair chains, triples with attachments, airplanes, four-with-two patterns and bombs form a broad vocabulary, capped by the two-joker rocket.

The teams reform every deal and the first empty hand ends it immediately: the landlord wins alone, while either farmer going out wins for both. Because the landlord is public, inference has direction. Farmers judge when to preserve a partner's lead; the landlord must close two possible exit routes at once.

Guandan: fixed partners, level cards and state between deals

Guandan uses two complete decks and fixed partners across the table, dealing twenty-seven cards each. The current level rank jumps above the ace, while its two heart cards can stand in for ordinary cards. Same-rank bombs grow from four through ten cards, a straight flush sits between five- and six-card bombs, and all four jokers cap the ladder. Duplicate faces and wild declarations mean a visible face no longer identifies one physical card or one semantic play.

A deal ends in an order of finish rather than a flat point. That order advances the winning partnership by one, two or three levels and determines tribute, return tribute and the next opening lead. The match climbs from two through ace, so preserving a partner's finishing place can matter more than emptying your own hand at the first opportunity. It extends ordinary hand partitioning into a campaign.

Durak: attack, defence and the cost of picking up

Durak uses a 36-card deck, deals six cards to each of four players and turns one card face up to establish trump. The principal attacker may open one card or several cards of one rank. The defender must cover each attack with a higher card of the same suit or a trump, while other attackers may add ranks already visible on the table. It does not compare matching multi-card shapes, but every defence still answers a specific challenge already in play.

A failed defence does not simply lose points: the defender takes the entire table back into hand. A successful defence discards the bout and earns the next attack, while players refill to six until the talon is empty. Throw-in and Transfer change how pressure can spread around the table, but the finish is shared: empty the hand after the draw supply disappears and do not remain as the Durak.

The 3 games in this family

  • Durak

    Europe · Early modern · Cards

    Attack with matching ranks, defend with higher cards or trumps, and shed every card before the talon empties so you are not the last player left holding cards.

    Rules & StrategyPlay Now

  • Dou Dizhu

    East Asia · Contemporary · Cards

    Dou Dizhu, or Fight the Landlord, is China's classic three-player climbing game: one landlord races two cooperating farmers through combinations, bombs, and the rocket.

    Rules & StrategyPlay Now

  • Guandan

    East Asia · Contemporary · Cards

    Guan Dan, also written Guandan, is a four-player partnership climbing game in which level cards, heart wilds, bombs, tribute, and promotion carry across deals.

    Rules & StrategyPlay Now