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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