It has been suggested that Pusoy dos be merged into this article. (Discuss) Proposed since September 2023.
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Big Two
大老二 or 鋤大弟
OriginHong Kong
Alternative namesBig deuce, deuces, top dog, Chinese poker; dà lǎo èr; sho tai ti, chor dai di, co daai di, dai di; cap sa; ciniza, giappuniza; pusoy dos, chikicha, sikitcha, Filipino (Miguel) poker, Mot Hai Ba
TypeShedding-type
Players2-4
Age rangeall
Cardstwo players: 53 four players: 13
DeckAnglo-American
Rank (high→low)2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3,
Spades, Hearts, Clubs, Diamonds
Playing time1–5 minutes
ChanceModerate
Related games
Zheng Shangyou • dou di zhu • daifugō

Big two (also known as deuces, capsa, pusoy dos, dai di and various other names) is a card game of Cantonese origin. It is similar to the games of Zheng Shangyou, daifugō, president, crazy eights, cheat, and other shedding games. The game is very popular in East Asia and in Southeast Asia (due to overseas Chinese influence), especially throughout mainland China, Hong Kong, Vietnam, Macau, Taiwan, Indonesia, the Philippines, Malaysia and Singapore. It is played both casually and as a gambling game. It is usually played with two to four players, the entire deck being dealt out in either case (or sometimes with only 13 cards per player, if there are fewer than four players). The objective of the game is to be the first to play off all of one's cards.

Names

This card game has many other names, including big deuce and top dog. In Mandarin Chinese it is 大老二, pinyin: dà lǎo èr; in Cantonese, 鋤大弟, sho tai ti (among other transliterations, including chor dai di, and rendered in jyutping tonal notation as co4 daai6 di2), or simply dai di. It is cap sa in Hokkien, 十三, meaning "thirteen" (coming from the number of cards dealt to each player), a name which is commonly used in Indonesia. In Malta, it is often referred to as ciniza ('Chinese') or giappuniza ('Japanese'), due to its East Asian origin. In English, it is sometimes ambiguously called Chinese poker because of its use of poker hands, but this name more often applies to another game of an entirely different nature.

A variant is called pusoy dos in Filipino, or in other Philippine dialects chikicha (also sikitcha).[1][2]

Big two is sometimes confused with tien len (a.k.a. thirteen); the two games differ primarily in that big two involves poker hands, while tien len does not.

Rules

As with many popular card games, there are regional deviations from these rules, the most common of which may be noted below.

Valid combinations

Cards may be played as singles or in groups of two, three or five (var. 1 and 8), in combinations which resemble poker hands. The leading card to a trick sets down the number of cards to be played; all the cards of a trick must contain the same number of cards. The highest ranking card is 2 instead of A. The combinations and their rankings are as follows, mostly based on poker hands:

  • Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie-breaker. Therefore 3-4-5-6-7 < 2-3-4-5-6, since 2 is considered the largest card in the 2-3-4-5-6 straight. The largest straight is A-2-3-4-5, second 2-3-4-5-6, third 10-J-Q-K-A while the smallest straight is 3-4-5-6-7.
  • Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination.
  • Full house (also known as a gourd in Chinese): a composite of a three-of-a-kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen.
  • Four-of-a-kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four-of-a-kind cannot be played unless it is played as a five-card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four-of-a-kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
  • Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie-breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four-of-a-kind)

The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter-clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing.

At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter-clockwise, with normal climbing-game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping-back. (var. 14).

When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities.

It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass.

The game ends when one player runs out of cards. Refer to scoring section.

In most popular variations, ending with a single or double two is not allowed.

Reshuffling

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If a player receives a hand with only 3 points or less, they may declare their cards, and the cards shall be reshuffled and dealt again. Common point counting rules are as follows: J=1, Q=2, K=3, A=4, 2=5, others=0. These point-counting rules may vary from game to game, or may be voided. A variation states that a player holding a hand with no cards with faces on them (namely Jacks "J", Queens "Q", and Kings "K") may request a reshuffle and the cards shall be dealt again. In addition, if a player has four twos, it may be mandatory to have a reshuffle.

Scoring

Scoring varies from region to region. The most common version is that after a game, each player with cards remaining valued at one point each, and doubles if they have 10 or more cards, or triple is all 13 cards are intact and not played at all.[3] The points is then paid to the winner. (Example: North player wins, and East, West, and South respectively still had 3, 11, and 8 cards left, then East would score -3, West would score -22, South would score -8, and North would score +33.)

Any unused 2's, or a Four-of-a-kinds or Straight Flushes also doubles the points paid to the winner. If the winner ends the game by discarding a 2, a four-of-a-kind, or a Straight flush, the base points will also be doubled, but does not stack regardless of an ending hand. (Example: North players wins with a 2 as a last discard, and East, West, and South respectively still had 3, 9, and 8 cards left with the West had an unused Straight Flush and South left with an unused 2, then East would score -6, West would score -36, South would score -32, and North would score +74.)

Likewise for a three-player game, a player with 17 cards remaining is deducted triple points. A player with more than 11 cards and less than 17 cards remaining is deducted double points. An alternative scoring method to deduct one point per remaining card, is to double the count for each unused 2's.

Penalty for assistance

If Player B won a game by playing their last card (the case of more than one card played is excluded) after Player A has played theirs and Player A could have prevented this from happening by playing a higher card, Player A deemed to have assisted Player B.

There are several ways to penalize Player A. The most common way is for Player A to be deducted the total points that the other two losers have lost on top of their own so that the other two may win some points.

This rule can vary between styles of play. If the scoring system is based on ranks (e.g. who finishes first, second, third or last), the rule would not apply.

Variations

Big two president variation

The usual rules of big two apply, with the following features borrowed from the game of president:

Team play

It is possible to play in teams of two with four total players. Teammates are positioned on the opposite side of each other, making them face each other. Teammates are not allowed to communicate with each other by any means regarding their cards, preferred combinations or the quality of their hands.

The winning team is determined by the total number of cards held by each team when one of the players runs out of cards. This means that even if a player on a team manages to play their last card, the opposing team can still win by card count. (Ex: Mike and Dave are on one team against Lionel and Brendan. Mike has 4 cards, Dave has 5, and Lionel has 10 by the time Brendan plays his last card. Mike and Dave win the game by having a total of 9 cards in their hands against Lionel's 10.) Any player can ask what the card count is for each team at any point.

If the card count is tied at the end of a game, all players proceed to a five-card shootout. Each player receives five cards and the game is played as normal. The lowest card holder starts and play proceeds with the same team grouping. Further ties lead to further five card hands; this determines the final winner of the original game.

Cheating

Players in collusion with one another have massive advantages over any non-colluding player(s). The basic strategy of colluding players is to preserve the high "control" cards against the non-colluder(s), and not to waste these cards amongst themselves. This strategy is called "holding" or "warrening". Other collusive techniques include signaling (through the played cards, e.g. odd/even as in bridge, or non-verbal cues) where the strength of the hand, number of controls, hand type, exact high cards, and other features of the hands are transmitted to the partner.

Other cheating methods includes false shuffles, kiddening, peeking and cold decking. Cheating, especially collusive techniques, is rampant in online and higher stakes games.[citation needed]

Another method of cheating is practiced in in-person games, and involves concealing the number of cards a player has by stacking their hand tightly together, so that other players will mistake the cheating player for having fewer cards than he or she actually does. This may lead other players to exhaust their higher cards earlier on the assumption that their opponent has almost won.

See also

References

  1. ^ "CHIKICHA (Card game)".
  2. ^ "Sikitcha - Another Variation of Big Two and Pusoy Dos". Archived from the original on 2013-02-26. Retrieved 2015-08-09.
  3. ^ "Rules of Big 2". BIG2.WIN. Retrieved 21 July 2022.