Climbing game · Game 20 of 388 ♥
Guandan
Two decks, four jokers and a wild Heart – team up, climb the levels from 2 to Ace and smash your bombs on the table.
- Players
- 4
- Duration
- 60 min
- Age
- 10+
- Difficulty
- tricky
- Cards
- 2 × 52 cards + 4 jokers
- Skill – Luck
- SkillLuck
- Everyone for themselves – Lots of interaction
- Everyone for themselvesLots of interaction
- Simple – Complex
- SimpleComplex
- Quick – Long
- QuickLong
Mood focused
No. 7 in Best for fourNo. 8 in For thinkersNo. 4 in Around the world
Collections: Games for four · Partnership games · Long evening · Two decks
Score pad
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Full rules
- Overview
- Levels and card order
- Setup
- Combinations
- Bombs
- Playing
- End of a hand and levels
- Tribute
- Winning the game
- Tips for beginners
- Variants
Overview
Guandan ("throwing eggs") is a climbing game for two teams of two: each player in turn must beat the previous play with a higher combination of the same kind – or pass. The aim of each hand is to be the first player to get rid of all your cards, and to have your partner finish soon after you. Winning hands moves your team up the levels from 2 to Ace; the first team to win a hand on its Ace level wins the game. Along the way, bombs – four or more cards of the same rank, straight flushes and all four jokers – can beat almost anything.
- Players: 4, in two fixed teams. Partners sit opposite each other.
- You need: two standard 52-card decks with four jokers – two red (big) and two black (small), 108 cards in all – and paper and pen to note each team's level.
Levels and card order
Each team has a level: 2, 3, 4 … 10, J, Q, K, A. Both teams start on 2. The level of a hand is the level of the team that won the previous hand (in the first hand: 2). Cards of that rank are the level cards – on level 7, all eight 7s.
Cards rank from high to low:
red joker – black joker – level cards – A – K – Q – J – 10 – 9 – 8 – 7 – 6 – 5 – 4 – 3 – 2
The level cards leave their normal place and rank just below the black joker. Suits don't matter, except in straight flushes.
Wild cards: the two level cards in hearts (on level 7: both 7♥) are wild. In a combination, a wild card can stand for any card except a joker. Played alone, it is simply a level card.
Setup
- Dealing: shuffle all 108 cards together. Each player gets 27 cards. Play and dealing go anticlockwise.
- First hand: before dealing, the player cutting the deck turns one card face up and puts it back into the deck. Whoever receives this card starts the play. (Traditionally the players draw their cards one at a time from the deck.)
- Later hands: see Tribute below.
Combinations
Every play is one of these combinations:
| Combination | Cards | Example |
|---|---|---|
| Single | any one card | K |
| Pair | two of the same rank | 9 9 |
| Triple | three of the same rank | 5 5 5 |
| Full house | a triple plus a pair | Q Q Q 4 4 |
| Straight | exactly 5 consecutive ranks | 6 7 8 9 10 |
| Tube | exactly 3 consecutive pairs | 3 3 4 4 5 5 |
| Plate | exactly 2 consecutive triples | J J J Q Q Q |
- In straights, tubes and plates the cards take their normal places: level cards count as their own rank, and the Ace can be high (10-J-Q-K-A) or low (A-2-3-4-5). Jokers can't be used, and there is no wrapping round (Q-K-A-2-3 is not allowed).
- A full house is ranked by its triple; the pair doesn't matter.
- A straight, tube or plate is ranked by its highest card.
Bombs
A bomb beats every ordinary combination, whatever its kind. From lowest to highest:
- 4 of a kind (e.g. 8 8 8 8)
- 5 of a kind
- Straight flush – a straight of 5 cards all in one suit
- 6, 7, 8, 9 and 10 of a kind – more cards always beat fewer
- Joker bomb – all four jokers, the highest play in the game
Bombs of the same type are compared by rank in the card order above, so four level cards beat four Aces (straight flushes by their top card, where level cards keep their normal place). A bomb can be beaten only by a higher bomb. Wild cards can be used in any bomb except the joker bomb – with both wild hearts you can even make 10 of a kind.
Playing
- Lead: the player to start puts any combination face up in the middle.
- Beat or pass: going anticlockwise, each player either plays the same kind of combination with the same number of cards that is higher – or a bomb – or passes. Passing doesn't stop you playing later in the same round.
- End of a round: when every other player still holding cards has passed in turn (players who are out are skipped), the last player to play has won the round. The cards are put aside and that player leads any combination.
- Going out: when you play your last card you are out, and your finishing place is fixed. If the round is then won by your last play, your partner leads next.
- Card count: when you have 10 or fewer cards left, you must tell anyone who asks how many you hold.
Example: the level is 5. Anna leads 9 9. Ben plays K K. Carla passes. Dan plays 5 5 – a pair of level cards, higher than Aces. Anna plays a bomb: 7 7 7 7. Ben passes, Carla plays 6 6 6 6 6 – five of a kind beats four. Nobody can beat it; after three passes Carla leads again.
End of a hand and levels
The hand ends when both players of one team are out. The four players finish first, second, third and last. The team of the first player wins the hand and goes up:
| Partner of the first player finishes | Levels gained |
|---|---|
| second (a "1-2" win) | 3 |
| third ("1-3") | 2 |
| last ("1-4") | 1 |
The losing team stays on its level. Levels never go past A: a team on Q that gains 3 goes to A.
Example: both teams are on 2. Anna finishes first, her partner Carla second: their team jumps to level 5, and the next hand is played on level 5.
Tribute
From the second hand on, the losers hand over a good card before play:
- Paying tribute: the player who finished last gives the first player their highest card (not a wild heart). After a 1-2 win, both losers pay: the first player gets the higher card, the second player the other.
- Returning tribute: each player who received tribute gives back any card of rank 10 or lower of their choice. (If they have none, their lowest card.)
- Resisting tribute: if the paying side holds both red jokers – one player with both, or after a 1-2 win each loser with one – no tribute is paid.
- Who leads: the player who paid tribute starts; after a double tribute, the one who paid the higher card. If no tribute was paid (resisted), the first player of the last hand starts. Rule sets differ when two tribute cards are equal; on this site the first player of the last hand then starts too.
Winning the game
Once your team has reached A, every hand after one you have won is played on level A. To win the game, your team must win a hand on its own A level with a 1-2 or 1-3 win. A 1-4 win on level A is not enough – you stay on A and try again. If your team fails three times on its A level, it drops back to level 2.
Tips for beginners
- Plan your hand at the start. Split your 27 cards into as few combinations as possible, and keep your bombs whole.
- Don't waste bombs. Use them to stop the opponents going out or to win the lead back when it counts.
- Help your partner. If your partner is about to go out, let their plays stand; once they're out, try to win a round with your last play so they get the lead.
- Use the wild hearts wisely. They are most valuable for completing a bomb or a straight flush.
- Watch the card counts. An opponent with 1 or 2 cards left needs singles or pairs – lead something else.
Variants
All optional – agree before you start.
- Four levels for a 1-2 win: at some tables a 1-2 win is worth 4 levels, 1-3 is worth 2 and 1-4 is worth 1.
- No A-level limit: at some tables a team keeps trying on A for as long as it takes.
- Equal tributes: if both tribute cards are equal, the winners decide by lot who gets which.
Background & history
- Family: Climbing game (partnership, with levels)
- Origin: China, Huai'an in Jiangsu province, 1960s
- Also known as: 掼蛋 (guàndàn), "throwing eggs", Huai'an Running Fast
- Related games: Dou Dizhu, Zheng Shangyou, Tiến lên, Big Two, Sheng Ji
Guandan comes from Huai'an in Jiangsu province, where, according to both English and Chinese Wikipedia, it was invented in the 1960s; Chinese Wikipedia names Sun Zhaocheng and a few friends as its creators. The name means "throwing eggs": in the local dialect guàn means to throw down hard, and the "eggs" are the bombs that players slam on the table – dàn (egg) sounds like the word for a bomb. Another name, "Huai'an Running Fast", refers to its home town.
Like Dou Dizhu and Tiến lên, Guandan is a climbing game: every play must beat the one before. From the trick-taking game Sheng Ji it borrows the idea of levels – each team climbs from 2 to Ace, and the rank of the current level becomes special. With two decks, bombs can grow to ten cards, and the tribute – the losers handing their best card to the winners – is shared with games such as President.
According to Wikipedia, the game spread from Huai'an to Nanjing and other cities of Jiangsu and to neighbouring Anhui; by 2020 an estimated 20 million people played it in the two provinces, with television programmes and online platforms devoted to it. In 2014 Huai'an listed Guandan as part of its intangible cultural heritage. Standardised competition rules are used in tournaments; the rules on this website follow them (3 levels for a 1-2 win, a returned card of 10 or lower), while pagat.com describes a version with 4 levels for a 1-2 win.