Dou Dizhu rules
Dou Dizhu (fight the landlord) is played by three people with one 54-card deck, jokers included. One player becomes the landlord and plays alone against the two farmers. The first side to play out all its cards wins.
Deal
Each player receives 17 cards and three cards are set aside face down as the bottom. Card order from low to high: 3 4 5 6 7 8 9 10 J Q K A 2, then the small joker and the big joker. Suits do not matter.
Bidding for the landlord
Players take turns to call for the landlord or pass, starting with a different player each deal. After someone calls, each later player who did not pass may rob the landlord once, and if anyone robbed, the first caller may rob back. Every rob doubles the stake. The last player to call or rob becomes the landlord, takes the three bottom cards and shows them to everyone. If nobody calls, the cards are dealt again.
Doubling
Once the landlord is known, every player may double. A farmer's double applies to their own settlement with the landlord; the landlord's double applies to both farmers.
Playing
The landlord leads with any valid combination. Each following player must play a higher combination of the same type and length, or pass. When the other two both pass, the last player to play leads again with anything. Bombs and the rocket may be played on anything.
Winning and the stake
The hand ends when a player plays their last card. If it is the landlord, the landlord wins from both farmers; if it is a farmer, both farmers win from the landlord. Each farmer's result is the base stake times the multiplier times any doubles.
Multipliers
Each rob, each bomb and the rocket double the multiplier. A spring (the landlord wins before either farmer plays a card) and an anti-spring (a farmer wins after the landlord played only the first lead) double it once more.
Chips at the table
You bring Chips to the table within its minimum and maximum. You never lose more than your stack in one hand, and the landlord never wins more from a farmer than the landlord's own stack; when the landlord cannot cover both farmers the stack is shared in proportion.
Timing and auto-play
Each decision has a clock: 15 seconds to bid, 10 to double, 25 to play (30 to lead). When it runs out you pass, or lead your smallest card. Two timeouts in a row turn on auto-play, which you can turn off at any time. Leaving during a hand hands your seat to auto-play until the hand ends, then your stack returns to your balance.
Card combinations
A combination only beats one of the same type and the same number of cards, by its main rank (for a straight, its lowest card). Bombs beat any non-bomb, a higher bomb beats a lower one, and the rocket beats everything.