Dai Fugō (大富豪 - 'very rich man'), which was formerly more often known as Dai Hinmin (大貧民 - 'very poor man') is a Japanese card game of the 'climbing' group. As in all these games, the aim is to get rid of all one's cards before the other players by playing them singly or in combination. Daifugō (大富豪?, Grand Millionaire) or Daihinmin (大貧民?, Extreme Needy) is a Japanese card game for three or more players played with a standard 52-card pack. The objective of the game is to get rid of all the cards one has as fast as possible by playing progressively stronger cards than those of the previous player.
- Etiquette
- Rules Of Card Games: Dai Fugō / Dai Hinmin
- Daifugōis A Japanese Card Game Where Players Seek To Play Stronger Cards Than The Previous Turn, Which Fits With The Card Game-themed Names Of The Beasts Pirates Headliners.
- See Full List On Gambiter.com
- See Full List On Pagat.com
- Daifugo Rules
Japanese schoolchildren are home for over a month due to the COVID-19, the recent 'coronavirus' epidemic. One month without extracurricular activities, malls, game centers, and friends can mean extreme boredom for kids. Mitigate restlessness by taking one of these Japanese indoor kids-friendly games for a spin!
Do you need new indoor games for your kids? Whether it's a global coronavirus crisis, a snowstorm, a typhoon, or a heatwave, sometimes you desperately need those. Before boredom sets in for the family, try learning one of these great indoor Japanese games to keep them entertained during the coronavirus school shutdown!
1. Kakurenbo (かくれんぼ, Hide And Seek)
Hide And Seek is a classic children's game that doesn't need to be played outdoors for maximum fun (needless to say, especially during a coronavirus outbreak). The Japanese version, Kakurenbo, requires a sing-song back and forth between the person who is seeking, and those who are hiding.
How to play
The designated seeker, the おに (oni, demon), covers their eyes and counts to ten while everyone else hides. After reaching ten, they ask 'もういいかい?/ mou ii kai?' or, 'Are you ready?' to the other players. If the others are ready, they can say 'もういいいよ!/ mou ii yo!' or 'I'm ready!' They can also say 'まだだよ!/mada da yo!' if they need more time to find a good hiding place.
Once everyone says 'もういいいよ!' the seeker can begin looking for the others. When the seeker finds someone, they can shout, 'みつけた!/mitsuketa!' or, 'I found you!' The first person found has to be the next demon!
2. Darumasan Ga Koronda (だるまさんがころんだ, Red Light, Green Light)
This game that refers to the daruma doll, a round, red, figurine with a depiction of a bearded man on the front. Darumasan Ga Koronda means, 'The Daruma fell over'. If you wish to play this game indoor with your kids, you will need a somewhat long hallway in your home to have adequate space to play this game.
Real-life Darumas can become beautiful home decorations.
How to play
One person who is 'it'—the Daruma—stands at one end of the hallway while the other players start at the opposite end. The Daruma turns their back to the others and says, 'Darumasan Ga Koronda!'. When the Daruma is speaking, the other players run towards him or her. On the last syllable, the Daruma turns around abruptly to look at the others, who must freeze in place. If the Daruma sees someone moving, they point them out to be sent back to start.
The purpose of this game is for the players who are moving to get close enough to the Daruma to tag her or him. Once the Daruma is tagged, everyone else runs back to the start and the person who is the Daruma switches. Offline poker apps.
Fun Fact
Daruma are the figures behind the inspirational phrase, 'fall down seven times, stand up eight.' They're always falling over and getting right back up!
3. Origami
This classic Japanese activity deserves a spot on this indoor games list because the entertainment possibilities are endless with origami and an imaginative mind.
Origami in Japan dates back to the 6th century when Buddhist monks brought paper from China to Japan. Origami was strictly used for ceremonies and religious purposes back then, but hundreds of years later it is a common hobby among all Japanese kids and adults, and can keep kids entertained for hours.
Some Origami To Try Out
- Families of origami animals of different sizes and colors (cranes and frogs being the simplest to make)
- Origami balls that you can inflate and kick around the house – they're lightweight and can't break much
- Picture frames or paper boxes to put valuable photographs or small items inside. Fun and practical!
- Origami sumo wrestlers, which can be made to fight each other when placed on an upside-down box. Each competitor taps the box behind their wrestler to move them into combat
- Pirate hats (out of newspapers) and take over the seven seas!
Savvy Tip
To avoid nerve crisis during this activity, we highly recommend you to train alone before trying to teach anybody. (believe us, we have been there)
A little practice could lead you to become the queen or king of delicate and impressive origami figures. Best real online casino.
4. Shiritori (しりとり)
Shiritori is a popular Japanese vocabulary game, the ideal brain-picker for Japanese learners or to sharpen little minds. It's perfect for long indoor days or road trips with the family. The word 'Shiritori' can be broken down into two parts which help to explain the rules of the game.
Shiri, or 知り, translates to the backside or rear-end of something. Tori, or とり, is to take. So like the name of the game suggests, the players will take the kana at the rear-end of a word, to come up with a new word.
How to play
2+ players take turns saying words that start with the last kana of the previous word. For example, if the first word is りんご (ringo, or apple), the next person has to say a word that starts with ご, such as ゴリラ (ごりら in hiragana, gorira, or gorilla). The next person then has to come up with a word that starts with ら. You can also use all forms of the kana when thinking of a new word, so if the last word ended with ご, you can start the next word with ご or こ.
How does this game end?
There are no words in the Japanese alphabet that start with the hiragana ん, or the sound 'n'. So to continue the previous example, if someone answered, ライオン (らいおん in hiragana) or lion, their word ends in 'ん', so they would lose the game.
5. Janken (じゃんけん, Rock, Paper, Scissors)
Janken is a universal game that is perfect for settling disagreements or picking who is going to be the 'it' person for another game. Japanese Janken, unlike the English version, can have several parts to it and more phrases to remember than just 'Rock, Paper, Scissors'. The basic phrase to learn is 'じゃんけんぽん/ janken pon'.
How to Play
Every player first chants, 'さいしょはぐー/saisho wa guu', or 'fists first', while they show their fist. Then on 'pon' of 'Janken pon', players show either a ぐー/guu, or rock, ちょき/choki, or scissors, or ぱー/paa, or paper. Rock beats scissors, scissors beats paper, and paper beats rock. If all the players chose the same item, the next phrase is 'あいこでしょ/aiko de sho', which just means the Janken happens again.
Hold 'em definition, a form of poker in which each player is dealt two cards face down and then makes the best five-card hand by combining these with three of five communal cards that are dealt to the. Hold'em or Fold'em, that is the question: a game of intelligence, courage, and luck! We hope to offer a REALISTIC Poker experience to you. Here you can play with millions of players from dozens of. Hold them a little longer. 'The Gambler' is a song written by Don Schlitz and recorded by several artists, most famously by American country music singer Kenny Rogers. Don Schlitz wrote this song in August 1976 when he. To prevent someone or something from advancing or approaching; to keep someone or something at bay. A noun or pronoun can be used between 'hold' and 'off.' We can't hold off the police for much.
Variation
A second, optional part to Japanese Janken is a 'made you look' game. When the Janken match is between two people, whoever has the winning hand says 'あっちむいてホイ'、or 'acchi muite hoi!' while pointing a finger on 'hoi!' to the left, right, up, or down, next to their opponent's face.
The opponent has to move their head on 'hoi' and try to face a direction different from the way the other's finger is pointing. If both the finger and the head are pointing in the same direction, the person pointing wins. If the finger and the head are pointed in different directions, it's a tie and the Janken match starts again.
6. Ayatori (あやとり, Cat's Cradle)
Ayatori, or making shapes using a circle of string with your hands, is considered one of the oldest means of entertaining oneself. Although there is a bit of a learning curve to become quick at making string shapes, once you've mastered the basics it's fun to surprise friends and family with your ayatori creations! This game teaches kids patience and sharpens their perception because with every step you have to make sure the string won't get tangled.
You need at least one string, about 140-160 centimeters long, with the ends tied together to make a circle. Each person can have their own string if they want to make their own creations, or two people can play with one string as well.
How to play
Etiquette
If playing ayatori by yourself, try making one of these common shapes: a witch's broom, the Eiffel Tower, a star, and Jacob's Ladder. Carefully looping the strings around your fingers and palm, and making sure you have enough slack in the string, will help you succeed in ayatori.
Variation
It's best to get the hang of playing ayatori alone before attempting to play with two people. For two people playing ayatori, it becomes a competition. First, player 1 makes a shape with the ayatori, then player 2 has to take the string from player 1 by making it into a new shape. Whoever makes a mistake so the string tangles, loses.
7. Origami Fortune Teller
To make an origami fortune teller, take a square piece of paper and fold one corner to the other to make a triangle. Once this is creased, do the same with the other two corners so there's an X in the middle of the paper. Then fold each of the corners to the center of the X, so you form a smaller square. Then, flip the paper over and fold each of the corners to the middle again. This creates four pockets for your index finger and thumb of both hands to go inside. (Take a look at the video if that doesn't make sense!)
On the top flaps, write a color in each square (the standards are yellow, red, blue, and green). Write the numbers 1 through 8 on the eight triangles that are shown one layer inside. Finally, on the very inside of the origami is where you write fortunes! You can write four or eight fortunes, along the lines of 'You'll be very rich!' or 'You'll find a new boyfriend!'
Rules Of Card Games: Dai Fugō / Dai Hinmin
How to Play
The ‘fortune teller' has their index fingers and thumbs inside the flaps of the origami square, and asks the other person to pick a color. As the fortune teller spells out the color that was chosen, they open the origami one way, then the other. Once the last letter is said, the other person picks one of the numbers that are showing inside the origami. The fortune-teller counts and alternates flapping the origami again. This happens twice before the other person picks their final number, and the fortune teller can open up the origami to read their fortune! 'A pleasant surprise is waiting for you…'
8. Daihinmin or Daifugo (大貧民・大富豪, Presidents)
One of the most popular Japanese card games can be played with a standard deck of 52+2 cards. Daihinmin (very poor man) or Daifugo (very rich man) is a game where you try to move up in rank from low to high during each round. To move up in the game and become Daifugo, you must get rid of all of your cards before your opponents. If you are the last to get rid of your cards, you are Daihinmin.
Rules
The values of the cards from strongest to weakest are as follows: 2-A-K-Q-J-10-9-8-7-6-5-4-3.
2 is the highest card that can never be beaten, and 3 is the weakest card. The jokers, one or both of which can be included in the game, are wild cards that can substitute for any other card.
How to Play
All 52 cards plus the jokers are dealt out evenly to the number of players in the game. Whoever puts their cards down first (choose this person with Janken!), can play either a single card, a pair of the same number cards, or a triple or quadruple card set.
Going clockwise, each player has to put down cards that are higher than the previous one in the middle, and they also have to match the number of cards in the middle. If person 1 puts down a pair of 3's, then person 2 has to put down a pair of any card higher than 3 (or one card plus a joker to make a pair).
Any person can choose to ‘pass' if they do not have any cards higher than the ones already in the middle. Once everyone passes, whoever was the last one to put down a card is the winner of the round and gets to start the next round with their lowest cards. The first person to run out of all of their cards is the Daifugo, and the second is the Fugo. The game continues until two people are left, the Fugo who is second to last, and the loser is Daihinmin.
Before the next round starts, a card exchange takes place. All of the cards are dealt with the players again, then the Daihinmin has to give their two best cards to the Daifugo (without showing the others what they are). The Daifugo gives two unwanted cards to the Daihinmin. Likewise, the Hinmin gives their best card to the Fugo, and the Fugo returns an unwanted card in return. Then the new round starts with the Daihinmin going first.
Strategically, it's better to try and get rid of your lowest cards first. You also aren't required to play a higher card, just because you can… Save those 2's for when you can do some damage!
Any other Japanese indoor games up your sleeves? Tell us in the comments below!
Daifugō(大富豪?, Grand Millionaire) or Daihinmin(大貧民?, Extreme Needy) is a Japanese card game for three or more players played with a standard 52-card pack. The objective of the game is to get rid of all the cards one has as fast as possible by playing progressively stronger cards than those of the previous player. The winner is called the daifugō (the grand millionaire) earning various advantages in the next round, and the last person is called the daihinmin (the extreme needy). In that following round, winners can exchange their one or more unnecessary cards for advantageous ones that losers have.
The game is very similar to the Chinese climbing card games Big Two and Zheng Shangyou, to the Vietnamese game Tien Len, and to Western card games like President, also known as Capitalism and Asshole, and The Great Dalmuti. Like those other games, there are many variations and rules.
Basic rules
The rules described here are based on rules made popular in the U.S. by Tokyopop, in volume two of the manga Fruits Basket. They are fairly basic and attempt to condense the game to its core elements. Since card games like this are taught and evolve by word of mouth, the game play varies according to state of origin.
Special Titles
Daifugōis A Japanese Card Game Where Players Seek To Play Stronger Cards Than The Previous Turn, Which Fits With The Card Game-themed Names Of The Beasts Pirates Headliners.
There are five special titles for players during the game, along with popular North American and European equivalents:
- Daifugō (the grand millionaire) - The winner of the previous round. (President)
- Fugō (the millionaire) - Second place in the previous round. (Vice President)
- Heimin (the commoner) - Average placement in the previous round. (Neutral)
- Hinmin (the needy) - Second to last in the previous round. (Dirt)
- Daihinmin (the extreme needy) - Last place in the previous round. (Lowest Dirt)
Some notes:
- In the first round, everyone is heimin. Decide randomly who will be the dealer.
- Depending on the number of people, multiple players could be heimin, or the game might not have a heimin. In a three player game, there is no fugō or hinmin.
- After every hand, players must get up and switch seats so that the daihinmin deals, and everyone is seated clockwise in order of their titles, with daifugō on the dealer's left, and hinmin on the right. (American variants often do not follow this rule).
Dealing
The daihinmin shuffles and deals the cards. All the cards are dealt, until none are left, in clockwise rotation. Jokers, other wilds or extra 2s from another deck are used to ensure the cards can be dealt evenly. Alternately, the deal starts at the point which will allow the richest players to have the fewest cards (e.g. deal starts on the heimin for five players) and therefore be more likely to maintain their domination.
After cards are dealt, the daihinmin must hand over their two strongest cards to the daifugō, while the hinmin must hand over their one strongest card to the fugō. The daifugō and fugō then hand back an equal number of any 'junk' cards they do not want. This process is known as zeikin (taxation).
Playing
Play in Daifugō is organized into tricks, much like Spades or Bridge. However, unlike those games, each trick can involve more than one card played by each player, and players do not have to play a card in a trick.
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The player on the dealer's left begins by leading any number of cards of the same rank (1-4, 5 or more are possible with wilds). The player on the left may then play an equal number of matching cards with a higher face value, or may pass. (In a few variants, it is permitted to play cards with an equal value as the last cards played. Doing so may skip the player next in order.) Note that the same number of cards as the lead must be played. If the leader starts with a pair, only pairs may be played on top of it. If three-of-a-kind is led, only three-of-a-kinds can be played on top of it. (There are notable exceptions among the variants; see below) The next player may do the same, and so on. This continues until all players pass, or until one or more 2s are played; as the 2 is the highest value, nothing can beat it. The last person to play a card leads the next trick.
Notes on game play:
- The ordering of the face values is a little different from most American card games - the deuce (2) is the highest value and is unbeatable. The ace is next highest, the King the next highest, etc. with the 3 being the lowest. A few variants allow a single deuce to be played on top of any other combination, but typically games require the same number of deuces to be played as were originally led. Another variant leaves one-eyed jacks (jacks of hearts and spades) higher than the deuce; the one-eyed jacks can be bested by the suicide king (king of hearts).
- When players pass, this does not limit them in any way from playing later, even during the same trick. In some variants, however, a player cannot play on a trick in which he or she passed previously.
- Players can pass anytime, even if the player has cards that could be played.
- The number of cards that can be led to begin any trick is only dependent on the cards in the player's hand and his/her strategy.
End of a round
When one player runs out of cards, he/she is out of play for the rest of the round, but the other players can continue to play to figure out the titles. A few versions hold that once a player goes out, players count remaining card values to establish titles, or simply count the number of cards remaining in each player's hand.
When playing by traditional rules, once titles are decided, everyone needs to get up and move. The daihinmin is the dealer, and the players must rearrange themselves around them so that they are seated in order of rank, clockwise. Most American variants do not rearrange the seating of the players, so everyone plays in the same order each hand (though the daifugō still leads the first trick).
Winning the game
The winner is usually the player who is daifugō at the end of the game, but a point system can also be used, where the fugō and daifugō earn 1 and 2 points, respectively, every round.
Basic strategy
The basic strategy of Daifugō is very simple; players attempt to get rid of weaker cards first so that only stronger cards are left in the players' hands near the end of a game. If a player is stuck with a low card, it will be very hard to get to play it and empty a hand. However, as winning a trick lets the player lead any card to start the next trick, one weak card can be kept to be played last.
However, when trying to prevent a player who is low on cards from emptying their hand, the player preceding him/her can elect to try to block the next player by playing a high value card or combination even if a lower value combination is available, and thus hopefully prevent the next player from playing as they are unable to top it. Additional elements of strategy can be introduced with optional rules (see below) such as skips and clears, which afford the other players more options in attempting to prevent play by a person about to empty their hand.
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Optional rules
One or more 'house' rules are usually observed when playing a game of Daifugō. Here are a few examples:
- Rule No. 420 -If the losing player finishes his cards first then the 1, 2, 3, 4 order is reversed to 4, 3, 2, 1.
- Strict 52-card - Uneven card count in hands is allowed and the benefit (smaller hand) goes to the richest players. The deal generally starts with the richest heimin (or with the hinmin in a four-player game) and continues clockwise, that is, down the socioeconomic scale. If there is a dummy hand (see below), it is always dealt last and therefore may change who gets the first dealt card. (If there are four players and a dummy hand, then the deal will start with the fugō so that the dummy hand and default daifugō hand both have one less card than the other hands dealt.)
- Dummy Hand - At the outset of every round after the first, one more hand is dealt than the number of players at the table. This last hand, the 'dummy' hand, is ignored unless the daifugō decides he wants to chance swapping his dealt hand with the dummy hand. The swap must occur before taxation. The daifugō may not look at the dummy hand before the optional swap, nor may he change his mind after the swap. The dummy hand is generally taken only if the daifugō feels the cards in his dealt hand are significantly below average.
- Deuce Means Clear - In addition to deuces (2s) being the highest value, a single 2 beats any other combination of cards. Because it can't be beat, a deuce becomes a 'clear' card that allows the holder to 'steal' the lead play from someone who would otherwise have played first. This can be essential when attempting to keep a person who has few cards remaining from going out; playing a 2 on a pile of pairs and starting a new pile of three-of-a-kinds means a person with only two cards left is dead in the water. This is common in Western versions of the game including Asshole.
- Match Means Clear - If a player can match the current active play, the trick is cleared. For instance, if a 7 is played, one can play a 7 on top of this to clear. Or, if two Kings are played, one can play two Kings to clear. This is sometimes known as the Grand Palace Rule.
- Jokers are Wild - Can be played almost any time, as any value, but cannot beat a 2. When a joker is played by itself, it is assumed to be one higher than the card played before it; for instance, a joker played on top of a single 5 is effectively a 6. Jokers played in combination with at least one other card are the same value as the other card(s); a joker and a 7 is equivalent to a pair of 7s.
- Jokers are 2s - Jokers always count as 2s, meaning the number of Deuces in the game is increased.
- Forbidden Last Card - It is forbidden to go out on a specific card or combination of cards. Common examples include going out on a 2, a Joker or a pair.
- Skips - A player who plays the same number of cards of the same rank as the previous player skips the next person who would have played. For example, playing a 7 on top of another 7, or a pair of 4s on another pair of 4s, skips the next player. This variant is rare, though more common in American versions, and adds an extra element of strategy.
- Multi-Skips - If a player has more than one of the card played previously, he/she may play more of that card than is required in the current trick. By doing so, play skips one extra person for each extra card played. For instance, if a single 4 is played and the next player has the other three 4s in the deck, he/she may play two of them and skip the next two people, or play all three and skip the next three people. If two 4s are played and the next player has a 4 and two wild cards, he/she may play all three cards and skip the next two people (two cards required to play and skip, plus one extra).
- Revolution (kakumei) - Playing four of a kind causes a revolution, which makes the strength of cards reversed until the end of the round (or session), making 3 the highest and 2 lowest. Counterrevolution (kakumei-gaeshi) would restore the power. Revolution could also spark when a set of four or more sequential cards of the same suit is played such as 4-5-6-7 of spade (see kaidan below), or in a row by different players. The one who plays such sets can choose not to have a revolution. It could also make the titles of the players reversed. There even would happen counter-counterrevolution (kakumei-gaeshi-gaeshi).
- Completo, a.k.a. Completion - If a player has the cards to complete a set of four of the current card, they can play them at any time (even if not their turn) to do so. This results in a 'clear,' and the person who completed the set of four goes next.
- Jack-Back - In some variations, playing a Jack or some other combination including a Jack results in a temporary kakumei, which lasts only for the current trick. For example, if a player plays a single J on a 9, the next player can play a lower-ranked card, such as a 3, on the J. After the trick in which the Jack is played ends, previous card strengths are restored.
- Kaidan (sequence) - Three or more cards in sequence (ex. 5-6-7) may be played together (they do not necessarily have to be of the same suit), instead of playing a three-of-a-kind or four-of-a-kind. The highest card must be higher than the highest card of the set just played. Alternatively, sequences of 2 might be allowed, a same-suit restriction could be added (i.e., all cards must be of the same suit), or the lowest card might be required to be higher than the highest of the set just played. Often a five card limit is placed on these straights. Another variant allows 'double straights' where a player plays a pair of straights (ex. 5-5-6-6-7-7).
- Eight Enders - Playing an 8, set of 8s, or straight ending or beginning with an 8, can end the trick immediately, though it must follow the pattern of play (ex. a pair of 8s following a pair of 5's played previously). The player who plays the 8s leads the next trick.
- Deuces Wild, Jokers High - Deuces may be any value and any suit except they are not allowed to be a joker. If the deuce is played as a deuce, then its value trumps anything 3 through K. A deuce played as a deuce may be used as the highest card in a Kaidan when following an ace (ex. Q-K-A-2). Jokers are not wild but will always trump anything including a deuce. Jokers may be played in pairs, but may not be played in a Kaidan.
- Direction of Play - The daihinmin is required to shuffle and deal but, based on the direction of the deal, decides the direction of play. The daihinmin is the first to go after the shuffle and the round starts once the daihinmin places down his first cards. In this variation, individuals never change seats, so they are subject to who will play before and after them based on the daihinmin's strategy.
- People's Revolution - In this variation, if the daihinmin is the first to shed all of their cards, he will take the daifugō position in the next round as normal, but in addition, the daifugō is immediately out of the current round and will become the daihinmin in the next round.
- In some variants, a 'People's Revolution' ends the game immediately with all players swapping rank. Therefore, the fugō and hinmin would also trade places, and if the Despotism variant is used, the various heimin would trade rankings for card-passing purposes.
- Multiple Decks - In multiple deck games, when more than one deck is used, there is generally no limit to the number of cards played in a Kaidan or in a multiple card of a kind hand (ex. in a two deck game, eight 10's may be played; more if there are wild cards). A rule of thumb for determining multiple decks is 1 deck for every four players. For example, a five player game would utilize two decks.
- Despotism - The number of cards traded between the upper and lower ranks strictly depends on the number of players. In a nine player game, the daihinmin and daifugō will trade four cards. The next two opposing ranks will trade three cards; the next two will trade two cards, and the last two will trade one. With an odd number of players, such as nine, the person in the middle will not trade any cards.
- A variant sometimes seen in Western versions of the game is similar, but the middle pair or three players do not exchange cards. So, with 9 players, the daifugō and daihinmin will trade three cards, the fugō and hinmin will trade two, and the top and bottom heimin will trade one.
- Sometimes additional titles for heimin that trade cards are introduced.
- Three of Clubs Start - The person with the three of clubs starts the first round in the game by placing down that card. It may be played in combination with other cards per legal combinations. In multi-deck games, the first person to throw down a three of clubs (or legal combination thereof) starts.
- Daifugō's Choice - A subtle rule where the Daifugō, and no other rank, may choose to ask the daihinmin if the daihinmin has a card(s) of a specified value. This request can happen only after traded cards are given to the daifugō and before the round starts. The Daifugō may only ask once and must take multiple cards of the specified rank (up to the number of cards traded), if the daihinmin has multiples, and must return the same number of high cards given to the daifugō from the daihinmin.
- English Ranking System - This ranking is for a nine player game. Add or subtract ranks depending on the number of players. 1. King 2. Duke 3. Upper Class 4. Upper Middle Class 5. Middle Class 6. Lower Middle Class 7. Poor 8. Very Poor 9. Destitute.
- Extended Trading - After all of the cards are traded and before the round starts, the daifugō may allow for extended trading where individuals can barter their cards with other players. Trades need not be one card for one card. The daifugō may end trading at any time, but when trading is open, cannot control who trades what, and with whom; the daifugō is not allowed to do extended trading without it being open to all. Trading will also end when the first to go places their cards.
- Tight - When cards of the same suit are played consecutively, all subsequent cards in that trick must also be of the same suit. For example, if one player plays a 7 of Clubs, and the next player plays a 9 of Clubs, the third player cannot play a King of Spades (though he could play a King of Clubs). The same rule applies to pairs, threes-of-a-kind, or any other legal play depending on the rules used; so, for example, a pair of 5s (Clubs and Spades) followed by a pair of 7s (Clubs and Spades) would have to be followed by another Club-Spade combination. A variant of this rule allows 'partial tights,' in which any suit pattern between subsequent plays of more than one card must be followed for the rest of the trick: for example, a pair of 5s (Clubs-Spades) followed by a pair of 7s (Clubs-Diamonds) must be followed by a pair containing Clubs. Another tight variant requires that the same suit or combination of suits be played three times in a row in order for the suit(s) to 'take.' In some variants, the suit requirement is not official until a player notices the sequence and declares the suit name(s) out loud. Declaration is a significant part of strategy since only a player who can satisfy the suit requirement will benefit from declaration.
- Poker hands: Straights, flushes, full houses, and straight flushes may be played during five-card tricks. Each hand thus played must beat the previous hand according to standard poker rules (four-of-a-kind beats straight flush beats full house beats flush beats straight).
- Asshole/President - In North America, Daifugō is often played as a drinking game called 'Asshole'. The titles are President, Vice President, Common guy, Poor guy (Vice-Ass or Beer Wench), Asshole. Additional rules govern drinking (Common ones include the players being able to force anyone of a lower title to drink, or that the asshole buys the next round)
Daifugo Rules
Social aspects
Often the titles used in the game can be extended to social interactions. The daihinmin may be required to get up and fetch everyone's snacks and drinks (often this task is given to the hinmin so the daihinmin can shuffle and deal). Also the daifugō may be able to give an order after each round that must be followed, like 'all heimin must bark like dogs', or 'the hinmin must give me a backrub'.
The daifugō - can also add rules related to the game itself, such as the rules in the list above, or any rule that suits him. It is often a good idea to impose limitations on such rule-making before the game starts, such as a maximum number of additional rules (requiring rules to be repealed when new ones are added), and allowing other players to override a new rule by unanimous vote (or a sufficiently large percentage).
Popular culture
- In Fruits Basket, a popular manga and anime series, the characters in the story often play the card game with each other, emphasizing the fun social aspects of the game. Score Entertainment recently released a Fruits Basket card game that contains a set of rules to Daifugō (in addition to an original game developed by Score).
- In volume 6 of Ouran High School Host Club, Haruhi Fujioka and Tamaki Suou (very poor man and poor man, respectively) were made to obey Kyoya Ootori (rich man) after a game of Daifugō.
- There is also a card game called The Great Dalmuti, which is similar in concept and play.
- In the PC Game 'Katawa Shoujo', Misha and Shizune challenge Hisao to play Daifugō against them.
- In Germany, there is a similar game by the name of 'Arschloch' (Asshole in German).
- In Belgium, the loser is called 'Stront' (shit in Dutch)
- In Albania, there is also a game called 'Murlan', similar to Dai Hin Min and President and Asshole. It is very popular among children and teenagers, if not the most popular card game.
- In Sweden, a common name for this game is 'neger och president' which means Negro and President. This title reflects the injustice and hierarchy of slave-age USA. New, less controversial titles have since been devised in the name of political correctness.
- Similar to the Swedish and German versions, there is also a Greek variant of Daifugō called 'Νίγκα' (Greek imitation of US-pronounced 'nigga'). The original game play features 5 ranks (Masta, Half-Masta, Swiss, Half-Nigga, Nigga). Each player gets 6 cards and cards utilized are only sevens and up, with aces being the most powerful (No deuces are used). The remaining 2 cards (4*8 equals 32 whereas 5*6 equals 30) are called 'the Swiss cards', because it's at the Swiss' discretion to swap at the start of each round 2 cards of his for these 2 'Swiss cards' as a one-time option. Also, the Kakumei-Revolution rule is standard. Other differences from the original Daifugō: There is no seat rearrangement at each round and no wild cards are being used.
A little practice could lead you to become the queen or king of delicate and impressive origami figures. Best real online casino.
4. Shiritori (しりとり)
Shiritori is a popular Japanese vocabulary game, the ideal brain-picker for Japanese learners or to sharpen little minds. It's perfect for long indoor days or road trips with the family. The word 'Shiritori' can be broken down into two parts which help to explain the rules of the game.
Shiri, or 知り, translates to the backside or rear-end of something. Tori, or とり, is to take. So like the name of the game suggests, the players will take the kana at the rear-end of a word, to come up with a new word.
How to play
2+ players take turns saying words that start with the last kana of the previous word. For example, if the first word is りんご (ringo, or apple), the next person has to say a word that starts with ご, such as ゴリラ (ごりら in hiragana, gorira, or gorilla). The next person then has to come up with a word that starts with ら. You can also use all forms of the kana when thinking of a new word, so if the last word ended with ご, you can start the next word with ご or こ.
How does this game end?
There are no words in the Japanese alphabet that start with the hiragana ん, or the sound 'n'. So to continue the previous example, if someone answered, ライオン (らいおん in hiragana) or lion, their word ends in 'ん', so they would lose the game.
5. Janken (じゃんけん, Rock, Paper, Scissors)
Janken is a universal game that is perfect for settling disagreements or picking who is going to be the 'it' person for another game. Japanese Janken, unlike the English version, can have several parts to it and more phrases to remember than just 'Rock, Paper, Scissors'. The basic phrase to learn is 'じゃんけんぽん/ janken pon'.
How to Play
Every player first chants, 'さいしょはぐー/saisho wa guu', or 'fists first', while they show their fist. Then on 'pon' of 'Janken pon', players show either a ぐー/guu, or rock, ちょき/choki, or scissors, or ぱー/paa, or paper. Rock beats scissors, scissors beats paper, and paper beats rock. If all the players chose the same item, the next phrase is 'あいこでしょ/aiko de sho', which just means the Janken happens again.
Hold 'em definition, a form of poker in which each player is dealt two cards face down and then makes the best five-card hand by combining these with three of five communal cards that are dealt to the. Hold'em or Fold'em, that is the question: a game of intelligence, courage, and luck! We hope to offer a REALISTIC Poker experience to you. Here you can play with millions of players from dozens of. Hold them a little longer. 'The Gambler' is a song written by Don Schlitz and recorded by several artists, most famously by American country music singer Kenny Rogers. Don Schlitz wrote this song in August 1976 when he. To prevent someone or something from advancing or approaching; to keep someone or something at bay. A noun or pronoun can be used between 'hold' and 'off.' We can't hold off the police for much.
Variation
A second, optional part to Japanese Janken is a 'made you look' game. When the Janken match is between two people, whoever has the winning hand says 'あっちむいてホイ'、or 'acchi muite hoi!' while pointing a finger on 'hoi!' to the left, right, up, or down, next to their opponent's face.
The opponent has to move their head on 'hoi' and try to face a direction different from the way the other's finger is pointing. If both the finger and the head are pointing in the same direction, the person pointing wins. If the finger and the head are pointed in different directions, it's a tie and the Janken match starts again.
6. Ayatori (あやとり, Cat's Cradle)
Ayatori, or making shapes using a circle of string with your hands, is considered one of the oldest means of entertaining oneself. Although there is a bit of a learning curve to become quick at making string shapes, once you've mastered the basics it's fun to surprise friends and family with your ayatori creations! This game teaches kids patience and sharpens their perception because with every step you have to make sure the string won't get tangled.
You need at least one string, about 140-160 centimeters long, with the ends tied together to make a circle. Each person can have their own string if they want to make their own creations, or two people can play with one string as well.
How to play
Etiquette
If playing ayatori by yourself, try making one of these common shapes: a witch's broom, the Eiffel Tower, a star, and Jacob's Ladder. Carefully looping the strings around your fingers and palm, and making sure you have enough slack in the string, will help you succeed in ayatori.
Variation
It's best to get the hang of playing ayatori alone before attempting to play with two people. For two people playing ayatori, it becomes a competition. First, player 1 makes a shape with the ayatori, then player 2 has to take the string from player 1 by making it into a new shape. Whoever makes a mistake so the string tangles, loses.
7. Origami Fortune Teller
To make an origami fortune teller, take a square piece of paper and fold one corner to the other to make a triangle. Once this is creased, do the same with the other two corners so there's an X in the middle of the paper. Then fold each of the corners to the center of the X, so you form a smaller square. Then, flip the paper over and fold each of the corners to the middle again. This creates four pockets for your index finger and thumb of both hands to go inside. (Take a look at the video if that doesn't make sense!)
On the top flaps, write a color in each square (the standards are yellow, red, blue, and green). Write the numbers 1 through 8 on the eight triangles that are shown one layer inside. Finally, on the very inside of the origami is where you write fortunes! You can write four or eight fortunes, along the lines of 'You'll be very rich!' or 'You'll find a new boyfriend!'
Rules Of Card Games: Dai Fugō / Dai Hinmin
How to Play
The ‘fortune teller' has their index fingers and thumbs inside the flaps of the origami square, and asks the other person to pick a color. As the fortune teller spells out the color that was chosen, they open the origami one way, then the other. Once the last letter is said, the other person picks one of the numbers that are showing inside the origami. The fortune-teller counts and alternates flapping the origami again. This happens twice before the other person picks their final number, and the fortune teller can open up the origami to read their fortune! 'A pleasant surprise is waiting for you…'
8. Daihinmin or Daifugo (大貧民・大富豪, Presidents)
One of the most popular Japanese card games can be played with a standard deck of 52+2 cards. Daihinmin (very poor man) or Daifugo (very rich man) is a game where you try to move up in rank from low to high during each round. To move up in the game and become Daifugo, you must get rid of all of your cards before your opponents. If you are the last to get rid of your cards, you are Daihinmin.
Rules
The values of the cards from strongest to weakest are as follows: 2-A-K-Q-J-10-9-8-7-6-5-4-3.
2 is the highest card that can never be beaten, and 3 is the weakest card. The jokers, one or both of which can be included in the game, are wild cards that can substitute for any other card.
How to Play
All 52 cards plus the jokers are dealt out evenly to the number of players in the game. Whoever puts their cards down first (choose this person with Janken!), can play either a single card, a pair of the same number cards, or a triple or quadruple card set.
Going clockwise, each player has to put down cards that are higher than the previous one in the middle, and they also have to match the number of cards in the middle. If person 1 puts down a pair of 3's, then person 2 has to put down a pair of any card higher than 3 (or one card plus a joker to make a pair).
Any person can choose to ‘pass' if they do not have any cards higher than the ones already in the middle. Once everyone passes, whoever was the last one to put down a card is the winner of the round and gets to start the next round with their lowest cards. The first person to run out of all of their cards is the Daifugo, and the second is the Fugo. The game continues until two people are left, the Fugo who is second to last, and the loser is Daihinmin.
Before the next round starts, a card exchange takes place. All of the cards are dealt with the players again, then the Daihinmin has to give their two best cards to the Daifugo (without showing the others what they are). The Daifugo gives two unwanted cards to the Daihinmin. Likewise, the Hinmin gives their best card to the Fugo, and the Fugo returns an unwanted card in return. Then the new round starts with the Daihinmin going first.
Strategically, it's better to try and get rid of your lowest cards first. You also aren't required to play a higher card, just because you can… Save those 2's for when you can do some damage!
Any other Japanese indoor games up your sleeves? Tell us in the comments below!
Daifugō(大富豪?, Grand Millionaire) or Daihinmin(大貧民?, Extreme Needy) is a Japanese card game for three or more players played with a standard 52-card pack. The objective of the game is to get rid of all the cards one has as fast as possible by playing progressively stronger cards than those of the previous player. The winner is called the daifugō (the grand millionaire) earning various advantages in the next round, and the last person is called the daihinmin (the extreme needy). In that following round, winners can exchange their one or more unnecessary cards for advantageous ones that losers have.
The game is very similar to the Chinese climbing card games Big Two and Zheng Shangyou, to the Vietnamese game Tien Len, and to Western card games like President, also known as Capitalism and Asshole, and The Great Dalmuti. Like those other games, there are many variations and rules.
Basic rules
The rules described here are based on rules made popular in the U.S. by Tokyopop, in volume two of the manga Fruits Basket. They are fairly basic and attempt to condense the game to its core elements. Since card games like this are taught and evolve by word of mouth, the game play varies according to state of origin.
Special Titles
Daifugōis A Japanese Card Game Where Players Seek To Play Stronger Cards Than The Previous Turn, Which Fits With The Card Game-themed Names Of The Beasts Pirates Headliners.
There are five special titles for players during the game, along with popular North American and European equivalents:
- Daifugō (the grand millionaire) - The winner of the previous round. (President)
- Fugō (the millionaire) - Second place in the previous round. (Vice President)
- Heimin (the commoner) - Average placement in the previous round. (Neutral)
- Hinmin (the needy) - Second to last in the previous round. (Dirt)
- Daihinmin (the extreme needy) - Last place in the previous round. (Lowest Dirt)
Some notes:
- In the first round, everyone is heimin. Decide randomly who will be the dealer.
- Depending on the number of people, multiple players could be heimin, or the game might not have a heimin. In a three player game, there is no fugō or hinmin.
- After every hand, players must get up and switch seats so that the daihinmin deals, and everyone is seated clockwise in order of their titles, with daifugō on the dealer's left, and hinmin on the right. (American variants often do not follow this rule).
Dealing
The daihinmin shuffles and deals the cards. All the cards are dealt, until none are left, in clockwise rotation. Jokers, other wilds or extra 2s from another deck are used to ensure the cards can be dealt evenly. Alternately, the deal starts at the point which will allow the richest players to have the fewest cards (e.g. deal starts on the heimin for five players) and therefore be more likely to maintain their domination.
After cards are dealt, the daihinmin must hand over their two strongest cards to the daifugō, while the hinmin must hand over their one strongest card to the fugō. The daifugō and fugō then hand back an equal number of any 'junk' cards they do not want. This process is known as zeikin (taxation).
Playing
Play in Daifugō is organized into tricks, much like Spades or Bridge. However, unlike those games, each trick can involve more than one card played by each player, and players do not have to play a card in a trick.
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The player on the dealer's left begins by leading any number of cards of the same rank (1-4, 5 or more are possible with wilds). The player on the left may then play an equal number of matching cards with a higher face value, or may pass. (In a few variants, it is permitted to play cards with an equal value as the last cards played. Doing so may skip the player next in order.) Note that the same number of cards as the lead must be played. If the leader starts with a pair, only pairs may be played on top of it. If three-of-a-kind is led, only three-of-a-kinds can be played on top of it. (There are notable exceptions among the variants; see below) The next player may do the same, and so on. This continues until all players pass, or until one or more 2s are played; as the 2 is the highest value, nothing can beat it. The last person to play a card leads the next trick.
Notes on game play:
- The ordering of the face values is a little different from most American card games - the deuce (2) is the highest value and is unbeatable. The ace is next highest, the King the next highest, etc. with the 3 being the lowest. A few variants allow a single deuce to be played on top of any other combination, but typically games require the same number of deuces to be played as were originally led. Another variant leaves one-eyed jacks (jacks of hearts and spades) higher than the deuce; the one-eyed jacks can be bested by the suicide king (king of hearts).
- When players pass, this does not limit them in any way from playing later, even during the same trick. In some variants, however, a player cannot play on a trick in which he or she passed previously.
- Players can pass anytime, even if the player has cards that could be played.
- The number of cards that can be led to begin any trick is only dependent on the cards in the player's hand and his/her strategy.
End of a round
When one player runs out of cards, he/she is out of play for the rest of the round, but the other players can continue to play to figure out the titles. A few versions hold that once a player goes out, players count remaining card values to establish titles, or simply count the number of cards remaining in each player's hand.
When playing by traditional rules, once titles are decided, everyone needs to get up and move. The daihinmin is the dealer, and the players must rearrange themselves around them so that they are seated in order of rank, clockwise. Most American variants do not rearrange the seating of the players, so everyone plays in the same order each hand (though the daifugō still leads the first trick).
Winning the game
The winner is usually the player who is daifugō at the end of the game, but a point system can also be used, where the fugō and daifugō earn 1 and 2 points, respectively, every round.
Basic strategy
The basic strategy of Daifugō is very simple; players attempt to get rid of weaker cards first so that only stronger cards are left in the players' hands near the end of a game. If a player is stuck with a low card, it will be very hard to get to play it and empty a hand. However, as winning a trick lets the player lead any card to start the next trick, one weak card can be kept to be played last.
However, when trying to prevent a player who is low on cards from emptying their hand, the player preceding him/her can elect to try to block the next player by playing a high value card or combination even if a lower value combination is available, and thus hopefully prevent the next player from playing as they are unable to top it. Additional elements of strategy can be introduced with optional rules (see below) such as skips and clears, which afford the other players more options in attempting to prevent play by a person about to empty their hand.
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Optional rules
One or more 'house' rules are usually observed when playing a game of Daifugō. Here are a few examples:
- Rule No. 420 -If the losing player finishes his cards first then the 1, 2, 3, 4 order is reversed to 4, 3, 2, 1.
- Strict 52-card - Uneven card count in hands is allowed and the benefit (smaller hand) goes to the richest players. The deal generally starts with the richest heimin (or with the hinmin in a four-player game) and continues clockwise, that is, down the socioeconomic scale. If there is a dummy hand (see below), it is always dealt last and therefore may change who gets the first dealt card. (If there are four players and a dummy hand, then the deal will start with the fugō so that the dummy hand and default daifugō hand both have one less card than the other hands dealt.)
- Dummy Hand - At the outset of every round after the first, one more hand is dealt than the number of players at the table. This last hand, the 'dummy' hand, is ignored unless the daifugō decides he wants to chance swapping his dealt hand with the dummy hand. The swap must occur before taxation. The daifugō may not look at the dummy hand before the optional swap, nor may he change his mind after the swap. The dummy hand is generally taken only if the daifugō feels the cards in his dealt hand are significantly below average.
- Deuce Means Clear - In addition to deuces (2s) being the highest value, a single 2 beats any other combination of cards. Because it can't be beat, a deuce becomes a 'clear' card that allows the holder to 'steal' the lead play from someone who would otherwise have played first. This can be essential when attempting to keep a person who has few cards remaining from going out; playing a 2 on a pile of pairs and starting a new pile of three-of-a-kinds means a person with only two cards left is dead in the water. This is common in Western versions of the game including Asshole.
- Match Means Clear - If a player can match the current active play, the trick is cleared. For instance, if a 7 is played, one can play a 7 on top of this to clear. Or, if two Kings are played, one can play two Kings to clear. This is sometimes known as the Grand Palace Rule.
- Jokers are Wild - Can be played almost any time, as any value, but cannot beat a 2. When a joker is played by itself, it is assumed to be one higher than the card played before it; for instance, a joker played on top of a single 5 is effectively a 6. Jokers played in combination with at least one other card are the same value as the other card(s); a joker and a 7 is equivalent to a pair of 7s.
- Jokers are 2s - Jokers always count as 2s, meaning the number of Deuces in the game is increased.
- Forbidden Last Card - It is forbidden to go out on a specific card or combination of cards. Common examples include going out on a 2, a Joker or a pair.
- Skips - A player who plays the same number of cards of the same rank as the previous player skips the next person who would have played. For example, playing a 7 on top of another 7, or a pair of 4s on another pair of 4s, skips the next player. This variant is rare, though more common in American versions, and adds an extra element of strategy.
- Multi-Skips - If a player has more than one of the card played previously, he/she may play more of that card than is required in the current trick. By doing so, play skips one extra person for each extra card played. For instance, if a single 4 is played and the next player has the other three 4s in the deck, he/she may play two of them and skip the next two people, or play all three and skip the next three people. If two 4s are played and the next player has a 4 and two wild cards, he/she may play all three cards and skip the next two people (two cards required to play and skip, plus one extra).
- Revolution (kakumei) - Playing four of a kind causes a revolution, which makes the strength of cards reversed until the end of the round (or session), making 3 the highest and 2 lowest. Counterrevolution (kakumei-gaeshi) would restore the power. Revolution could also spark when a set of four or more sequential cards of the same suit is played such as 4-5-6-7 of spade (see kaidan below), or in a row by different players. The one who plays such sets can choose not to have a revolution. It could also make the titles of the players reversed. There even would happen counter-counterrevolution (kakumei-gaeshi-gaeshi).
- Completo, a.k.a. Completion - If a player has the cards to complete a set of four of the current card, they can play them at any time (even if not their turn) to do so. This results in a 'clear,' and the person who completed the set of four goes next.
- Jack-Back - In some variations, playing a Jack or some other combination including a Jack results in a temporary kakumei, which lasts only for the current trick. For example, if a player plays a single J on a 9, the next player can play a lower-ranked card, such as a 3, on the J. After the trick in which the Jack is played ends, previous card strengths are restored.
- Kaidan (sequence) - Three or more cards in sequence (ex. 5-6-7) may be played together (they do not necessarily have to be of the same suit), instead of playing a three-of-a-kind or four-of-a-kind. The highest card must be higher than the highest card of the set just played. Alternatively, sequences of 2 might be allowed, a same-suit restriction could be added (i.e., all cards must be of the same suit), or the lowest card might be required to be higher than the highest of the set just played. Often a five card limit is placed on these straights. Another variant allows 'double straights' where a player plays a pair of straights (ex. 5-5-6-6-7-7).
- Eight Enders - Playing an 8, set of 8s, or straight ending or beginning with an 8, can end the trick immediately, though it must follow the pattern of play (ex. a pair of 8s following a pair of 5's played previously). The player who plays the 8s leads the next trick.
- Deuces Wild, Jokers High - Deuces may be any value and any suit except they are not allowed to be a joker. If the deuce is played as a deuce, then its value trumps anything 3 through K. A deuce played as a deuce may be used as the highest card in a Kaidan when following an ace (ex. Q-K-A-2). Jokers are not wild but will always trump anything including a deuce. Jokers may be played in pairs, but may not be played in a Kaidan.
- Direction of Play - The daihinmin is required to shuffle and deal but, based on the direction of the deal, decides the direction of play. The daihinmin is the first to go after the shuffle and the round starts once the daihinmin places down his first cards. In this variation, individuals never change seats, so they are subject to who will play before and after them based on the daihinmin's strategy.
- People's Revolution - In this variation, if the daihinmin is the first to shed all of their cards, he will take the daifugō position in the next round as normal, but in addition, the daifugō is immediately out of the current round and will become the daihinmin in the next round.
- In some variants, a 'People's Revolution' ends the game immediately with all players swapping rank. Therefore, the fugō and hinmin would also trade places, and if the Despotism variant is used, the various heimin would trade rankings for card-passing purposes.
- Multiple Decks - In multiple deck games, when more than one deck is used, there is generally no limit to the number of cards played in a Kaidan or in a multiple card of a kind hand (ex. in a two deck game, eight 10's may be played; more if there are wild cards). A rule of thumb for determining multiple decks is 1 deck for every four players. For example, a five player game would utilize two decks.
- Despotism - The number of cards traded between the upper and lower ranks strictly depends on the number of players. In a nine player game, the daihinmin and daifugō will trade four cards. The next two opposing ranks will trade three cards; the next two will trade two cards, and the last two will trade one. With an odd number of players, such as nine, the person in the middle will not trade any cards.
- A variant sometimes seen in Western versions of the game is similar, but the middle pair or three players do not exchange cards. So, with 9 players, the daifugō and daihinmin will trade three cards, the fugō and hinmin will trade two, and the top and bottom heimin will trade one.
- Sometimes additional titles for heimin that trade cards are introduced.
- Three of Clubs Start - The person with the three of clubs starts the first round in the game by placing down that card. It may be played in combination with other cards per legal combinations. In multi-deck games, the first person to throw down a three of clubs (or legal combination thereof) starts.
- Daifugō's Choice - A subtle rule where the Daifugō, and no other rank, may choose to ask the daihinmin if the daihinmin has a card(s) of a specified value. This request can happen only after traded cards are given to the daifugō and before the round starts. The Daifugō may only ask once and must take multiple cards of the specified rank (up to the number of cards traded), if the daihinmin has multiples, and must return the same number of high cards given to the daifugō from the daihinmin.
- English Ranking System - This ranking is for a nine player game. Add or subtract ranks depending on the number of players. 1. King 2. Duke 3. Upper Class 4. Upper Middle Class 5. Middle Class 6. Lower Middle Class 7. Poor 8. Very Poor 9. Destitute.
- Extended Trading - After all of the cards are traded and before the round starts, the daifugō may allow for extended trading where individuals can barter their cards with other players. Trades need not be one card for one card. The daifugō may end trading at any time, but when trading is open, cannot control who trades what, and with whom; the daifugō is not allowed to do extended trading without it being open to all. Trading will also end when the first to go places their cards.
- Tight - When cards of the same suit are played consecutively, all subsequent cards in that trick must also be of the same suit. For example, if one player plays a 7 of Clubs, and the next player plays a 9 of Clubs, the third player cannot play a King of Spades (though he could play a King of Clubs). The same rule applies to pairs, threes-of-a-kind, or any other legal play depending on the rules used; so, for example, a pair of 5s (Clubs and Spades) followed by a pair of 7s (Clubs and Spades) would have to be followed by another Club-Spade combination. A variant of this rule allows 'partial tights,' in which any suit pattern between subsequent plays of more than one card must be followed for the rest of the trick: for example, a pair of 5s (Clubs-Spades) followed by a pair of 7s (Clubs-Diamonds) must be followed by a pair containing Clubs. Another tight variant requires that the same suit or combination of suits be played three times in a row in order for the suit(s) to 'take.' In some variants, the suit requirement is not official until a player notices the sequence and declares the suit name(s) out loud. Declaration is a significant part of strategy since only a player who can satisfy the suit requirement will benefit from declaration.
- Poker hands: Straights, flushes, full houses, and straight flushes may be played during five-card tricks. Each hand thus played must beat the previous hand according to standard poker rules (four-of-a-kind beats straight flush beats full house beats flush beats straight).
- Asshole/President - In North America, Daifugō is often played as a drinking game called 'Asshole'. The titles are President, Vice President, Common guy, Poor guy (Vice-Ass or Beer Wench), Asshole. Additional rules govern drinking (Common ones include the players being able to force anyone of a lower title to drink, or that the asshole buys the next round)
Daifugo Rules
Social aspects
Often the titles used in the game can be extended to social interactions. The daihinmin may be required to get up and fetch everyone's snacks and drinks (often this task is given to the hinmin so the daihinmin can shuffle and deal). Also the daifugō may be able to give an order after each round that must be followed, like 'all heimin must bark like dogs', or 'the hinmin must give me a backrub'.
The daifugō - can also add rules related to the game itself, such as the rules in the list above, or any rule that suits him. It is often a good idea to impose limitations on such rule-making before the game starts, such as a maximum number of additional rules (requiring rules to be repealed when new ones are added), and allowing other players to override a new rule by unanimous vote (or a sufficiently large percentage).
Popular culture
- In Fruits Basket, a popular manga and anime series, the characters in the story often play the card game with each other, emphasizing the fun social aspects of the game. Score Entertainment recently released a Fruits Basket card game that contains a set of rules to Daifugō (in addition to an original game developed by Score).
- In volume 6 of Ouran High School Host Club, Haruhi Fujioka and Tamaki Suou (very poor man and poor man, respectively) were made to obey Kyoya Ootori (rich man) after a game of Daifugō.
- There is also a card game called The Great Dalmuti, which is similar in concept and play.
- In the PC Game 'Katawa Shoujo', Misha and Shizune challenge Hisao to play Daifugō against them.
- In Germany, there is a similar game by the name of 'Arschloch' (Asshole in German).
- In Belgium, the loser is called 'Stront' (shit in Dutch)
- In Albania, there is also a game called 'Murlan', similar to Dai Hin Min and President and Asshole. It is very popular among children and teenagers, if not the most popular card game.
- In Sweden, a common name for this game is 'neger och president' which means Negro and President. This title reflects the injustice and hierarchy of slave-age USA. New, less controversial titles have since been devised in the name of political correctness.
- Similar to the Swedish and German versions, there is also a Greek variant of Daifugō called 'Νίγκα' (Greek imitation of US-pronounced 'nigga'). The original game play features 5 ranks (Masta, Half-Masta, Swiss, Half-Nigga, Nigga). Each player gets 6 cards and cards utilized are only sevens and up, with aces being the most powerful (No deuces are used). The remaining 2 cards (4*8 equals 32 whereas 5*6 equals 30) are called 'the Swiss cards', because it's at the Swiss' discretion to swap at the start of each round 2 cards of his for these 2 'Swiss cards' as a one-time option. Also, the Kakumei-Revolution rule is standard. Other differences from the original Daifugō: There is no seat rearrangement at each round and no wild cards are being used.