Dou Dizhu: Bidding, Legal Plays and Teamwork
Learn the landlord and farmer roles, bidding and legal card combinations, with worked examples for comparing pairs and reading a settlement.
Dou Dizhu has three players but two teams. The landlord plays alone; the other two players are farmers working together. As a farmer, either teammate going out first wins for both of you. Understanding that shared objective matters more in your first game than memorising every complex combination.
Dealing and bidding
A 54-card deck gives each player 17 cards, with three bottom cards held aside. Bid 1, 2 or 3 above the current bid, or pass. Bidding 3 immediately makes you the landlord. If everyone passes, the cards are redealt. The landlord receives the bottom cards, starts with 20 and leads first.
Before bidding, consider how many combinations your hand needs, which cards might win the lead and what awkward cards remain after breaking up a group. One joker does not make the whole hand easy to finish. The landlord also settles against both farmers.
Match the shape and length
An ordinary response must match the previous combination’s shape and card count, with a higher main rank. If the lead is 7♠ 7♥: a pair of eights can beat it, but a single ace cannot. Four cards of one rank form a bomb that beats ordinary combinations. Both jokers together form the strongest combination, the rocket.
Straights need at least five ranks and pair runs at least three pairs. Runs exclude twos and jokers, so 10-J-Q-K-A works but J-Q-K-A-2 does not. After two consecutive passes, the last successful player leads a new trick and may choose a new shape. That leader cannot pass.
Think as a farmer team
If your partner controls the trick and the landlord cannot respond, do not spend a strong card merely because you can beat your partner. Check both players’ remaining card counts and consider what you could lead next. This is a situational question, not a rule to always pass.
A useful review question is: did overtaking my partner stop the landlord, or only remove my partner’s opportunity to finish? If you cannot explain the choice, watch for that situation in your next game.
Read the settlement
Each farmer settles base × bid × multiplier; the landlord settles twice that amount. With base 10, bid 2 and multiplier 1: a landlord win costs each farmer 20 and awards the landlord 40. A farmer win reverses those amounts. Bombs, the rocket and spring conditions can increase the multiplier. BluffKing caps the doubling component at 16; read the current rules and hand result for the full calculation.
Learning aids on BluffKing
Automatic grouping, rank sorting and drag-to-arrange help you read your hand. Play hints and legal-move validation help you choose a valid action; a hint is not a promise of optimal strategy. Timeouts and disconnections use autoplay, and leaving still settles the current hand.
Practice chips cannot be purchased or redeemed. The server shuffles randomly and membership does not change the deal. Dou Dizhu currently has no per-hand cryptographic verification record; see the fairness scope.
Practise and keep reading
Game features and rules · Open the game lobby · Full rules and scoring
Which of the seven games should you play? · What to check when choosing a platform