Home / Rules / Guandan Rules

Guandan Rules

Guandan Rules
Guandan Rules
Guandan Rules

Chapter 1: Definitions

Article 1: Guandan

Guandan is an intellectual competition involving four participants, organized into two teams of two, using two decks of playing cards as the competition tools. Athletes grab cards in a clockwise direction, and after the grabbing phase, play cards in a counterclockwise direction. The order in which players finish playing their entire hand determines the winner of a single round, as well as the number of upgrades. The overall victory or defeat in the game is determined by the total upgrades or reaching a specified level.

Article 2: Terminology

2.1 Partner

The teammate in a match, competing against the other two players at the same table. Players sit opposite their partners during the match.

2.2 Team: Two or more players participating in the competition, each sitting at different tables in different positions. Their match results are combined and calculated (usually allowing more than 4 players per team according to competition rules).

2.3 Self, Partner, Upstairs, Downstairs

  • Self: The player referring to oneself.

  • Partner: The partner of the player in a match.

  • Upstairs: The player sitting to the left of the player.

  • Downstairs: The player sitting to the right of the player.

2.4 Single Round: The entire process from the first card dealt until the end of playing the cards, resulting in the determination of the upper, second, third, and lower (including double lower) positions and the scoring.

2.5 Full Deck

In a single round of the game, the total number of cards grabbed or dealt by four players, consisting of 108 cards.

2.6 Full Hand

After the full deck is grabbed or dealt in a single round, each player should have a total of 27 cards. The order of grabbing and dealing cards is clockwise.

2.7 Single Play

The act of playing cards by a player, which can be a single card or multiple cards at once.

2.8 One Round of Cards

The process where four players play cards in sequence, suppressing each other in levels. The order of playing cards is counterclockwise. A round can have players passing without playing cards (called passing), and if three consecutive players pass, the round ends.

2.9 Leading Card

The first play in each round of cards.

2.10 Levels

Thirteen sequential numbers from 2 to A, including 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A.

2.11 Level Cards

Cards with the same points as the level reached in the previous game by the upper team, totaling 8 cards. Generally, the level cards for the first round of the game are 2. The hearts level card can replace any card (excluding the big and small jokers) in different card combinations.

2.12 Upstairs, Second, Third, Downstairs, and "Double Down"

In a single round of the game, the terms used to describe the order in which players finish playing their entire hand. The team that finishes first is "Upstairs," followed by "Second," "Third," and "Downstairs." If both players on one team finish first and second, the opposing team is considered "Double Down."

2.13 Upgrade

Only the team that finishes first (Upstairs) can upgrade. If the partner finishes second, the team upgrades by three levels; if the partner finishes third, the team upgrades by two levels; if the partner finishes last (Downstairs), the team upgrades by one level. When upgrading, add the required upgrade level to the level reached by the upper team in the previous game to determine the level for the next game.

Example: Upgrading 2 by three levels results in 5, upgrading 7 by two levels results in 9.

2.14 Must Play A and Passing A

  • Must Play A means that A cannot be skipped by upgrading.

  • If the level in the previous game is K, even if upgrading by two or three levels, the level for the next game remains A.

  • If the level in the previous game is Q, even if upgrading by three levels, the level for the next game remains A.

  • After passing A, regardless of the number of upgrades in the current game, the level for the current game is always 2, starting the cycle again. In other words, when the level in the previous game is A, regardless of upgrading by two or three levels, the level for the next game is always 2.

2.15 Round and Turn

In the competition, the teams progress from playing level 2 to playing past A, constituting one round. Each team faces each other once, constituting one turn. A turn can be a round, a set number of rounds, or a set amount of time.

Article 3: Rules and Names of Card Combinations

3.1 Single Card

Any single card in hand.

3.2 Pair

Two cards with the same point value, including two big jokers or two small jokers.

3.3 Three Pairs

Three consecutive pairs of cards, such as 22+33+44.

3.4 Three of a Kind

Three cards with the same point value, such as 222.

3.5 Consecutive Three of a Kind

Two sets of three of a kind with consecutive point values, such as 222+333.

3.6 Three with a Pair

Three of a kind accompanied by a pair, such as 222+33.

3.7 Straight

Five consecutive single cards with different suits, such as 45678.

3.8 Bomb

Four or more cards with the same point value, such as 2222, 33333, 444444, etc.

3.9 Flush Straight

A straight with the same suit, such as hearts 34567.

3.10 Four Big Kings

Two big jokers and two small jokers.

Article 4: Comparison of Card Combinations

4.1 Point Value Comparison

  • Point values are arranged from highest to lowest as follows: big joker, small joker, level cards, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

  • When A is part of a straight, consecutive three pairs, consecutive three of a kind, straight flush, it can be considered as 1. In this case, A is the lowest point value.

4.2 Size Comparison of Card Combinations

4.2.1 Comparison between the same type of card combinations

  • Single card, pair, three of a kind, three with a pair, three pairs, consecutive three of a kind, straight, and straight flush—these seven types of card combinations are directly compared based on point values.

  • Three with a Pair: Only the point values of the three of a kind are compared, and the pair accompanying it is not considered.

  • Bomb: The one with more cards is larger; if the number of cards is the same, the point values are compared.

  • The size of various card combinations does not consider suits.

4.2.2 Comparison between different types of card combinations

Four Big Kings > Bombs with more than five cards > Straight flush > Bombs with five cards > Bombs with four cards > 7 types of card combinations (single card, pair, three of a kind, three with a pair, three pairs, consecutive three of a kind, straight).

Article 5: Use of Level Cards in Combinations

5.1 Use of Level Cards in Straights, Consecutive Three Pairs, and Consecutive Three of a Kind

Level cards in straights, consecutive three pairs, or consecutive three of a kind can only be inserted according to the original point value of the level cards.

Example: If the level card is 8, 45678 is a straight, and JQKA8 is not a straight.

5.2 When using a hearts level card in combinations, it should be placed in the position of the card it replaces, and if necessary, indicate the type and point value of the combination.

5.3 The maximum number of cards in a bomb is ten, consisting of eight cards of the same point value plus two hearts level cards.

Chapter 2: General Competition Rules

Article 6: Seating

Five minutes before the start of each match, athletes should take their seats according to the announced table numbers and directions, count the cards, and fill in the competition form.

Article 7: Shuffling, Cutting, and Grabbing Cards

7.1 Shuffling, Cutting, and Grabbing

  • After announcing the start of the competition, the cards should be thoroughly shuffled 5-7 times and placed in the center of the table. For subsequent shuffles, 2-3 thorough shuffles should be performed. (If using duplicate cards in the rules of a compound match, ignore this step and the following steps and proceed to (2)).

  • In the first round, the East player shuffles the cards, the South player cuts the cards, and turns over one card. If the turned-over card is a joker or hearts 2, reshuffle and re-cut. Starting from the South player, the first grabber is determined based on the point value of the turned-over card, and the player who grabs the turned-over card starts the first round by leading a card.

  • From the second round onwards, the player sitting to the left of the upper player in the previous round shuffles the cards, the upper player cuts the cards, and the lower player starts the first grab. In the case of a double down, the lower player in the previous round starts the first grab in the next round.

  • When shuffling, the shuffler should not perform unnecessary actions such as cutting or randomly inserting cards. The cutter should cut the cards from the middle section, avoiding the top or bottom five cards, and should not cut cards with point values visible.

  • When grabbing cards, the cards should be face down. Starting from the first grabber, players grab cards in a counterclockwise direction until all the cards are grabbed.

7.2 Using Duplicate Cards in the Competition

In the first round, the East player makes the first move, and from the second round onward, the order of play is counterclockwise according to the marked positions on the score sheet.

7.3 Reshuffling and Recutting

After grabbing all the cards, athletes should count their full hands. If a discrepancy is found, immediately notify the referee to count the full hands and the entire deck for verification. If a discrepancy is confirmed, the cards should be replaced, and reshuffling and recutting are required.

7.4 Penalties

7.4.1 Out-of-turn grabbing: Should be immediately returned, and the grabbing order should be restored.

  • If the cards have been seen, a warning is given.

  • If the cards have been inserted into the hand, the violator should shuffle their hand, and the opponent can draw any card from the violator's hand. Additionally, 1 VP is deducted from the violator's total score.

7.4.2 Grabbing the wrong card, and the total number of cards is correct: Reshuffling and recutting are required.

  • If one side has too many or too few cards, the violator loses the round directly, with a score of double down (following the A-must-play principle: Q, K both upgraded to A, playing A is considered successfully passing A, upgrading to 2). The next round does not contribute cards, and the violator shuffles the cards, the next player cuts, the opponent grabs, and the player after that starts the first round.

  • If one side has too many cards and the other side has too few cards, the violator receives a warning for the first offense, and for the second offense, 1 VP is deducted from the violator's total score.

Article 8: Playing Cards and Methods of Playing Cards

8.1 Playing Cards

  • Play cards in a counterclockwise order. The leading player can play any specified card combination, and the other players must play cards in sequence, continually using cards with higher point values or larger combinations to suppress the previous play.

  • If a player chooses not to play cards, it is called passing. During the competition, players must use a pass card (PASS) to indicate that they are not playing cards.

  • If the other three players all choose to pass, the player who played cards last in the previous round leads the next round.

  • When the full hands of the three players are played out, one match naturally ends. If two players from the same team respectively achieve the upper and second positions, the match naturally ends.

8.2 Methods of Playing Cards

  • When playing cards, the entire play for a turn must be completed at once; playing cards in multiple steps is not allowed.

  • When playing a straight, flush straight, consecutive three pairs, and consecutive three of a kind, the cards must be arranged in order of point values from small to large, from left to right. The cards must be played all at once without mixing them up. When playing a three with a pair combination, arrange the three of a kind on the left and the pair on the right, playing all the cards at once without mixing them up.

  • Each time cards are played, they must be placed in the player's playing area. After a round is complete, the played cards should be placed face down in the discard area in sequence. Players are not allowed to view the cards.

  • When the full hands of the three players are played out, one match naturally ends. If two players from the same team respectively achieve the upper and second positions, the match naturally ends.

8.3 Penalties

  • Out-of-turn declaration: Violators are not allowed to follow suit in this round.

  • Out-of-turn playing cards:

    • Restore the order of play. The violator takes back the out-of-turn cards played and loses the right to lead or follow cards for one round. If the violator's partner gains the right to lead cards in the next round, they cannot play the exposed card type, but they can follow. Unless the exposed card type is a single card, and their partner has only one card left. If the right to lead is retained, playing the exposed card type is still not allowed when leading, but it is allowed when following, unless the exposed card type is a single card, and their partner has only one card left.Different bomb sizes are not considered the same card type.

    • If the violator's next player has already followed cards, the out-of-turn play is not valid.

  • Playing the wrong card: Take back the cards played and lose the right to lead or follow cards for one round. If the violator loses the right to lead, their next player gains the right to lead. If the next player has played all their cards, their upper player gains the right to lead.

  • Violation of the card-playing method: First offense receives a warning; second offense deducts 1 level difference point (VP).

  • Leaving the seat without referee permission: First offense receives a warning; second offense deducts 1 level difference point (VP).

Article 9: Taking Advantage of the Wind to Play Cards

When the upper or second player completes the last play, and the remaining players do not play higher cards, their partners take the lead in the next round of playing cards.

Article 10: Contributing Cards and Returning Cards

10.1 When contributing cards and returning cards, the cards must be placed in the player's reminder area.

10.2 Single Contribution and Returning Cards

Starting from the second round of the competition, before playing cards, the lower player from the losing side in the previous round contributes the highest-ranked card (excluding the hearts level card) from their full hand to the upper player. The upper player can choose any card with a point value not exceeding 10 from their full hand to return to the lower player. Both contribution and return cards are revealed. The player who made the contribution leads the first round of playing cards.

10.3 Double Contribution and Returning Cards

In the case of double down in the previous round, both lower players contribute to the opposing team. The upper player chooses the contributor with the higher point value, and the partner chooses the contributor with the lower point value. They correspondingly return cards. If the point values are the same, contributions are made in a counterclockwise direction, and returns are made accordingly. Contribution cards are revealed. After returning cards, the player who made the contributions leads the first round of playing cards.

10.4 Resisting Contribution

When making a single contribution, if the contributor draws two big jokers, they resist contribution and no longer contribute cards. However, they must display the two big jokers in their team's reminder area. The first round is led by the upper player.

In the case of double contribution, if one contributor draws two big jokers or both contributors draw one big joker each, they resist contribution, and the first round is led by the upper player. In the case of one contributor drawing two big jokers, they must display the two big jokers in their team's reminder area. In the case of both contributors drawing one big joker each, they must display their respective big jokers in their team's reminder area.

Article 11: Declaring Cards

11.1 After playing cards once, if a player has fewer than 10 cards left in their hand, they must immediately place the corresponding number of declaration cards in their team's reminder area.

11.2 The organizing unit may decide on additional rules for the use of declaration cards.

Article 12: Determination of Victory or Defeat in Different Match Formats

12.1 Pass-A System

The match ends when one side plays an A, and the player who played the A wins.

12.2 Accumulated Rounds System

The match ends after playing the specified number of rounds, and the team with a higher level wins.

12.3 Timed System

The match ends when the specified time is up, and the team with a higher level wins.

12.4 Timed and Accumulated Rounds System

The match ends when the specified time or number of rounds is reached, and the team with a higher level wins.

Unite, Compete & Triumph

Together, We Reshape the World of Card Games

Unite, Compete & Triumph

Together, We Reshape the World of Card Games

Unite, Compete & Triumph

Together, We Reshape the World of Card Games

IMSA Logo

FCG

Competition

FCG World Cup 2025

Athletes

World Rankings

Clean Sport

Athletes Community

Youth Mind Sports Development

Contacts

Copyright © 2017-2024, All Rights Reserved

IMSA Logo

FCG

Competition

FCG World Cup 2025

Athletes

World Rankings

Clean Sport

Athletes Community

Youth Mind Sports Development

Contacts

Copyright © 2017-2024, All Rights Reserved

IMSA Logo

FCG

Competition

FCG World Cup 2025

Athletes

World Rankings

Clean Sport

Athletes Community

Youth Mind Sports Development

Contacts

Copyright © 2017-2024, All Rights Reserved