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Big Two

Card games · Climbing games

Also Big 2, Big Deuce, Deuces, Chor Dai Di, Choh Dai Di, Dai Di, Da Lao Er, Pusoy Dos, Bu Bu Gao Sheng

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Summary — 2–4 players

Big Two is the climbing card game where you shed thirteen cards in poker hands, each play beating the last, and the first player out wins the deal. Twos are the highest cards. The winner scores nothing; everyone else takes a point per card left, doubled at ten and trebled at thirteen. Also called Deuces and Dai Di.

Scored by
the first player to shed all thirteen cards scores nothing and everybody else takes a penalty point per card left in hand, doubled with ten or more and trebled with all thirteen; fewest points wins
Origin
Probably coastal China around 1980, and the everyday card game of Hong Kong, Taiwan, Shanghai, Singapore and the Philippines since.

Rules

How to play

Players and equipment

Big Two is a game for four, each playing for themselves, with a standard 52-card pack and no jokers. Two and three can play with the changes under Variations, but four is the game: every card is dealt, everybody holds thirteen, and nothing is hidden except what is in other people's hands. It goes by Big Deuce and Deuces in English, Choh Dai Di or Dai Di in Cantonese, Da Lao Er in Mandarin, Pusoy Dos in the Philippines and Bu Bu Gao Sheng in Taiwan, and the rules drift a little from one table to the next, so agree the house rules before the first deal.

The two is the highest card, which is where the name comes from. Cards rank two, ace, king, queen, jack, ten, nine, eight, seven, six, five, four, three — the three is the lowest card in the pack and the two the highest. Suits rank too, and the order matters whenever two cards or two combinations are of the same rank.

Spades
Beats hearts, clubs and diamonds
The highest suit
Hearts
Beats clubs and diamonds
Second
Clubs
Beats diamonds
Third
Diamonds
Beaten by every other suit
The lowest suit

So the two of spades is the best single card in the game and the three of diamonds the worst, and the three of diamonds is also the card that starts the first deal. Some tables rank the suits differently; see Variations.

SquareScores keeps the score. It deals nothing and never sees a card. Every deal ends with a number against each player, and that is what goes into the app.

The deal

Thirteen each, one at a time, the whole pack. Deal and play go to the right, anticlockwise, at most Chinese tables; plenty of western tables deal and play to the left, and it makes no difference so long as everybody goes the same way. The dealer shuffles and the player on the dealer's right cuts.

Deal from the player on your right. Some tables turn up a card first and count its rank round the table to pick who gets the first card; most do not bother. The winner of each deal deals the next.

Play

Whoever holds the three of diamonds leads, and the three of diamonds must be in that first play — on its own, in a pair of threes, or as the low card of a five-card hand. After that, each player in turn either passes or plays a combination that beats the one on the table. A play can only be beaten by a combination of the same number of cards: a single by a higher single, a pair by a higher pair, a five-card hand by a stronger five-card hand. You can never answer a pair with three cards or a single with a pair.

The legal plays are these, and nothing else. There is no two pair, and a three of a kind cannot carry extra cards.

A single card
Higher rank wins, then higher suit
Any one card
A pair
Higher rank wins, then the pair holding the higher suit
Two cards of one rank
A triple
Higher rank wins
Three cards of one rank
A five-card hand
Stronger type wins, then as below
A poker hand of five cards

Five-card hands rank from the weakest type to the strongest, and any hand of a stronger type beats any hand of a weaker one, so the lowest full house beats the highest flush.

Straight
Highest card decides, then its suit
Five cards in sequence, mixed suits
Flush
Higher suit wins, then the highest card
Five cards of one suit, not in sequence
Full house
The rank of the triple decides
A triple and a pair
Four of a kind
The rank of the four decides
All four of a rank plus any one card
Straight flush
Highest card decides, then the suit
Five cards in sequence in one suit

In a straight the ace can be high, as in ace-king-queen-jack-ten, or low, as in five-four-three-two-ace, but never in the middle, and the two counts as the lowest card in a straight rather than the highest. The ace-high straight flush in spades is the best hand in the game. Tables differ on exactly which straights are allowed and how they rank, and that is the first house rule to settle; see Variations.

Passing costs you nothing. When your turn comes round again you may play if you can, and you are never obliged to beat a play just because you are able to. When everybody else has passed in turn, the last player to put cards down has won the trick: the cards are turned face down and set aside, and that player leads again with any legal combination of any size. The lead is the moment to switch — from singles to pairs, from pairs to a five-card hand — because the others must answer in kind or pass.

You may ask anybody how many cards they hold, at any time, and they have to tell you. A player down to one card is the whole table's problem, and knowing it is part of the game.

The deal ends the instant one player plays their last card. Nobody gets to beat that final play. The player who went out has won the deal, and everybody else counts the cards still in their hand.

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