OFFICIAL RULES · ENGLISH
Daifugō — How to Play
Japan Daifugō League
Cards & Strength
A standard 52-card deck plus 2 Jokers (54 cards total) is used. Suits are Spades, Hearts, Diamonds, and Clubs.
NORMAL
3 < 4 < 5 < 6 < 7 < 8 < 9 < 10 < J < Q < K < A < 2 < Joker
3 is the weakest, Joker is the strongest.
REVOLUTION (inverted)
2 < A < K < Q < J < 10 < 9 < 8 < 7 < 6 < 5 < 4 < 3
Joker remains the strongest even during Revolution. Suits are never compared for rank; they matter only for Suit Lock and Steps.
How to Play
- The goal is to be the first player to play out all your cards. Players are ranked in the order they finish (1st = Daifugō, last = Daihinmin).
- On your turn you must either play a valid hand or pass.
- Empty field (new trick): you cannot pass — you must play.
- Cards on the field: match the same formation with a stronger combo, or pass.
- Once you pass, you cannot play again until the field clears.
- The field clears when all other active players have passed (or by a special effect — see §6). The last player to drop cards becomes the new leader.
Valid Formations
| Formation | Description | Example |
|---|---|---|
| Single | 1 card of any rank | ♠7 |
| Pair | 2 cards of the same rank | ♥Q + ♦Q |
| Triple | 3 cards of the same rank | ♠5 + ♥5 + ♦5 |
| Quad+ | 4 or more cards of the same rank → triggers Revolution | ♠K + ♥K + ♦K + ♣K |
| Step | 3+ consecutive ranks, same suit (Joker may substitute) | ♠3–♠4–♠5 |
When replying to a field play you must match the same formation type and count with a strictly stronger combo. Equal strength is not allowed.
Joker (JK)
- Played as a single: the strongest single card.
- Used as a substitute in pairs, triples, quads, or steps to fill a missing card of the required rank.
- You cannot beat a Joker-only field by playing another Joker alone (double-Joker blocking rule). Exception: ♠3 counter (see §6).
Steps (Staircase)
- Three or more consecutive ranks of the same suit.
- A Joker may fill one or more gaps (or extend an end).
- When multiple Joker placements are possible, the player declares the interpretation.
- To reply to a step you must play a step of the same lengthwith a higher base rank.
- 8-Reset does not trigger inside a step — even if the step contains an 8.
Special Effects
Joker — 2 cards (Double Joker)
Playing both Jokers at once clears the field instantly. The player who played them leads the next trick.
8-Reset
Any non-step play that contains at least one real 8 clears the field immediately. The player who played it leads next. (An 8 inside a step does not trigger this.)
Spade 3 Counter (Supe-San Gaeshi)
A single ♠3 can beat a single Joker — field clears. This is the only exception to the double-Joker blocking rule. ♠3 cannot be used as your final card (see Illegal Finish).
Revolution
Playing 4 or more cards of the same rank (Joker substitution allowed) inverts the card-strength order for the rest of that game. A second Revolution cancels the first, restoring normal order. Joker remains the strongest in both states.
Suit Lock
When a player replies with the same suit as the field, all subsequent plays in that trick must also match that suit (Joker + locked-suit combinations are allowed). Suit Lock is released when the field clears.
Strongest Steps (field-clearing)
In normal order: a 3-card step of A–2–JK clears the field.
During Revolution: a 3-card step of 3–4–JK clears the field.
(These are the top-rank steps; no suit lock is generated.)
Six-of-a-Kind
A non-step play of 6 cards of the same rank(e.g. 4 real cards + 2 Jokers) clears the field. In a 54-card deck, no stronger six-of-a-kind can be played in reply, so this is effectively unbeatable.
Illegal Finish (Foul)
Finishing the game with certain cards as your last play is illegal.
| Last card(s) | Illegal? | Notes |
|---|---|---|
| 2 | Yes (normal order) | In Revolution, 3 is the illegal finisher instead. |
| 8 (non-step) | Yes — triggers 8-Reset | 8 inside a step is fine. |
| Any Joker | Yes | Single, pair, step — all illegal. |
| ♠3 (single) | Yes | Only as a single. ♠3 in a pair/step may be allowed. |
An illegal finish is invalid. The first offender is placed last; the second offender is placed second-to-last.
Card Exchange
After each game (from game 2 onward) players exchange cards according to rank.
| Pair | Cards | Who chooses? |
|---|---|---|
| Daifugō ↔ Daihinmin | 2 each | Lower rank gives their 2 strongest. Upper rank gives any 2. |
| Fugō ↔ Hinmin | 1 each | Lower rank gives their strongest. Upper rank gives any 1. |
Strength priority: Joker > 2 > A. If multiple cards share the top rank, the lower-rank player may choose which suit to give.
Knock-Down (Miyakoochi)
If the previous game's Daifugō does not finish first in the current game (someone else finishes before them), the game ends immediately and the former Daifugō is demoted to Daihinmin (last place). An illegal-finish penalty ranks below even a Knock-Down.
Rank Names (4-player)
| Place | Japanese | English |
|---|---|---|
| 1st | 大富豪 (Daifugō) | Billionaire |
| 2nd | 富豪 (Fugō) | Millionaire |
| 3rd | 貧民 (Hinmin) | Poor |
| 4th | 大貧民 (Daihinmin) | Beggar |