4 players · Two decks

Guandan

Also known as: Guan Dan, Throwing Eggs

Play Guandan online with friends or bots.

Guandan (Guan Dan) is a four-player partnership card game played with two decks. Opposite seats stay on the same team, with 27 cards each. Use heart-level wildcards, finish your hand and advance through levels together. Play in your browser with friends or bots, and learn combinations, tribute and passing Ace below.

Automatic grouping and drag-to-arrangeWild-card declarations, hints and partner leadsTeam levels, tribute, returns and match results
Players
4 players
Ways to play
Friend rooms · Play with bots
Clubs
Club rooms supported
Chips & scoring
Team levels and match results
Category
Team play
Platforms
Web · Telegram · iOS · Android
Guandan · Gameplay
Guandan · Gameplay

Fair play in Guandan, without exploitation

New deals use shared encrypted-deck, shuffle and decryption proofs with a fixed game-specific manifest: 36 cards for Short Deck, 52 for standard decks, jokers for Dou Dizhu, and distinct physical identities for Guandan and Color Clash. After completion, choose Verify dealing in the table menu for your proofs; Guandan provides each deal, while Color Clash chains discard reshuffle epochs. Only your permitted cards and public cards are opened; secret seeds are never published. The browser checks the proof against the commitment and visible cards saved on this device; missing visible-card observations are explicitly reported as incomplete verification. New deals lock the deck and seats before player commitment and reveal; each Guandan deal and Color Clash reshuffle has a fresh exchange. Full device verification requires your contribution and no withheld commitments; missing own contributions, withheld reveals or missing device evidence produce incomplete verification. Verification does not exclude operator aborts or prove every action, settlement rule or off-table behaviour. The server still knows the cards. Older deals keep their original verification protocol.

Fair play without exploitation: funded by memberships, not player losses. No manufactured hands or advantages for sale. Membership never changes the deal, rules, or outcome. No real-money play.

See fairness mechanisms and verification scope →

Learn the basics. Then take a seat.

  1. 01

    Each player gets 27 cards; opposite seats partner and play runs counterclockwise. Beat matching shapes, with bombs and straight flushes ranked by the rules.

  2. 02

    Heart level cards can substitute for non-jokers in combinations. Choose a hand declaration when needed before playing.

  3. 03

    The first finisher’s team advances according to the partner’s place, with tribute and returns when required. Start at level 2; passing A or reaching 24 deals ends the match.

Guandan · Rules and scoring

These are the rules used by BluffKing. Regional variants can differ; check the game settings before playing.

How results are settled

Results track team levels and the match outcome. The first finisher’s team advances according to their partner’s place. Passing A or reaching the deal limit determines the match result. Level gains and the passing-A condition are below; this game records levels and results only.

Playing rules

  1. Based on the trial Competitive Guandan Rules approved by the national board and card games administration, using round scoring and the online provisions below.
  2. Start at level 2 and play up to 24 deals. Passing A ends the match early; otherwise the higher level wins. Equal levels draw.
  3. Four players, two decks, 27 cards each. Opposite seats partner; play runs counterclockwise. Plays include singles, pairs, triples, full houses, five-card straights, three consecutive pairs, two consecutive triples, bombs, straight flushes and four jokers. A can be low in sequences; K-A-2 wrapping is invalid.
  4. Ranks: red joker, black joker, level rank, then A down to 2. Four jokers beat bombs of six or more cards, then straight flushes, five-card bombs, four-card bombs and ordinary plays. Equal-sized bombs compare rank; full houses compare the triple.
  5. Heart level cards substitute for non-jokers in combinations; alone they remain level cards. Choose a declaration after selecting cards. Sequences use natural rank. If a player finishes and everyone passes, their partner leads the next trick.
  6. Last place gives their highest non-wild card to first place. After a team takes first and second, both opponents give tribute; the higher card goes to first place, with ties assigned clockwise. Two red jokers held by the owing player or pair cancel tribute and first place leads. Otherwise, the donor to first place leads.
  7. Return a card no higher than 10; level cards rank above ordinary cards. If none qualify, return the lowest card. Double returns are revealed simultaneously after both recipients choose.
  8. The first finisher’s team advances 3, 2 or 1 levels when their partner finishes second, third or last. A must be played: the team playing A passes it by taking first place with its partner not last. There is no three-failures-reset rule.
  9. Online provisions: 30 seconds per action. Timeouts and disconnected seats use auto play. Matches pause when everyone is offline. Hints use only your hand and the public trick. Card counts are always shown. Leaving an active match hands your seat to auto play.

Before you play