Kickball
Symetric Do Dizhu
Players: 4.
Special Rules
- 2 teams of 2. Teammates sit across from each other.
- Deal 13 cards to each player. (No Jokers.)
- After dealing, a player can boast that they will go out first.
- Person with 3♣︎ leads first.
End-of-hand Scoring
- +100 points for a sucessful boast. -100 for a failed boast.
- If both members of a team went out before either member of the other,
- then +200 points for that team.
- Otherwise,
- The last to go out gives the rest of their hand to the other team.
- The last to go out gives their taken cards to the first to go out.
- Each team scores +5 points for each taken 5, +10 for each 10, and +10 for each K.
Standard Patterns
- Single: A, Double: AA, or Triple: AAA
- Full House: AAAJJ or Three-and-One: AAAJ
- Runs of any of the above.
- Runs must have at least 5 cards. (5+ singles, 3+ pairs, etc.)
- Ex: 555J 666Q
- Bombs: Four of a Kind: AAAA
Individual Cards are ranked 2AKQJT98765432, highest-to-lowest.
Scoring variant for Do Di Zhu. Inspired by “Tichu”, by Urs Hostettler