Are the opponents computer-controlled?
The solo round has one player and two computer-controlled characters, divided into a landlord and two farmers.
Quanmin Dou Dizhu pits you against two computer players in a three-seat card game. The landlord plays alone against two farmers. The landlord wins by playing all their cards first; either farmer doing so wins for both. Learn the combinations, when to keep the lead and when to let a partner play.
A standard three-player deal uses 52 ordinary cards and two jokers, totaling 54. Each seat gets 17, with three bottom cards going to the selected landlord for a hand of 20. The two farmers keep 17 each and share a side.
The landlord plays first. To follow, play a higher combination of the same type and card count, or pass. After two consecutive passes, whoever last played cards can lead with a new combination.
Common combinations include singles, pairs, triples, triples with an extra card or pair, runs, consecutive pairs, consecutive triples (planes) and four-with-two groups. Runs need at least five consecutive ranks; consecutive pairs need at least three pairs. Both exclude twos and jokers. A six-card run cannot beat a five-card run.
Four cards of the same rank played alone form a bomb, which beats ordinary combinations. A higher bomb beats a lower one, and the two jokers together form the highest combination, the rocket. Suits do not affect rank. This guide covers three players with one deck; four-player and wild-card games have different rules.
The solo round has one player and two computer-controlled characters, divided into a landlord and two farmers.
Everyone initially receives 17. The selected landlord takes three bottom cards for 20, while the farmers keep 17 each. The deck contains 54 cards including both jokers.
Standard runs use consecutive ranks from three through ace, with at least five cards. Twos and jokers are excluded; pair-runs also exclude them and need at least three consecutive pairs.
An ordinary response needs a matching type and card count as well as a higher rank. Those runs have different lengths.
It is a separate combination. Four equal ranks alone form a bomb; adding attached cards makes a four-with-two type rather than a bomb.
Passing this turn does not bar later responses. When your turn returns, you can follow legally; after two consecutive passes, the last successful player takes a new lead.