Chimera Using54
Chimera Using54
Chimera Using54
/ Fight the Landlord / Dou Dizhu (斗地主)
“Chimera” is a variation of “Fight the Landlord” that reforms the game’s scoring, ranking,
and includes a wildcard variation, westernized deal and play rotation, and card passing.
Modified for the use of a standard or Tichu deck
INTRODUCTION
Chimera is a commercial variation (mainly a scoring reform) of Fight the Landlord (Dou Di Zhu)
and is a climbing/shedding game for three players, that is very close in feel to the great four
player game, Tichu. In each hand one player, the “landlord” (chimera, in the commercial version)
plays alone and the others form a team called the “peasants” (or chimera hunters). The landlord’s
aim is to be the first to play out all his cards in valid combinations, and the peasants, forming a
team, win if any one of them manages to play all his cards before the landlord. I personally
prefer the original theme of landlord versus peasants with bombs and nukes as playable
combinations over Chimera’s rebranding of Chimera versus Chimera Hunters with “traps” and
“chimera flights” as playable card combinations. The latter just sounds ridiculous to me, so I
don’t use those terms in this document. Still, the rest of the reforms make a much better game.
OBJECT OF THE GAME
The Chimera variation of Fight the Landlord is a 3player card game of two against one. It is
similar to climbing and shedding based card games like Tichu, President, Haggis, Big Three, and
Big Two. Each hand, one player is designated Landlord and the other two players team up as the
peasants to defeat the landlord. Players compete for points in several hands of play and the
winner is the player who scores the most points once the designated Score Limit is reached by
one or more players. The game is normally played to 400 points, although longer or shorter
games may be played.
THE CARDS
The game is played with a 54card deck. You may use either a Tichu deck with the Dog and the
Mah Jong cards removed, or a 54card standard deck including two jokers, colorful and black.
However, you’ll probably want Bridge sized cards (Tichu cards are Bridge sized) rather than the
wider Poker sized cards, as you’ll initially be holding between 17 and 20 cards in your hand.
The cards rank from high to low:
Dragon (colorful joker), Phoenix (black joker), A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
Suits are irrelevant and have no effect on game play.
Eight of these cards are “treasure cards” and provide points to the player who takes them in a
trick. These are: 3’s, worth 10 points each; and Queens, worth 5 points each.
Aces rank higher than the cards ranked 2 King, but have no numerical value and cannot be
played in ranked sequences (except as added cards).
The Phoenix (black joker) outranks all other single cards except the Dragon (colorful joker) and
can optionally be used to substitute for any ranked card 2King to assist in making a straight. For
example, 8910PhoenixQueen.
The Dragon (colorful joker) outranks all single cards.
PREPARATION AND THE DEAL
Any player may deal each hand. The dealer shuffles the cards and presents them to another
player to cut near the middle of the deck. After the cut, the dealer takes the top card from the
bottom half of the cut and places it face up on the top half of the cut. The dealer then completes
the cut by placing the bottom half of the deck on top of the face up card and deals the hand.
Next, deal the first three cards face down in the middle of the table, this is called the kitty. Then
deal out the remaining cards to the players (17 cards to each player).
THE BID
The player who receives the face up card starts the Bid.
● In clockwise order, players may pass or bid.
● Legal Bids are: Pass, 20, 30, or 40.
(The bidding can start at any of these bid options.)
● For example, a player may want to preemptively bid 40, the maximum, to shut out other
players and automatically win the Bid.
(Each Bid must be higher than the last Bid.
Players may reenter the bidding after passing.)
● Bidding continues until a player bids 40 or there are two consecutive passes after a Bid.
(If all players pass without any bid, then the hand is thrown in. Shuffle and deal again. On
the redeal, if all three players pass again, the player with the most points automatically
bids 20. Other players are free to bid as normal from that point on. If there is a tie for
player with the most points, the person who received the face up card during the deal
automatically bids 20.)
PREPARATION OF THE HAND
The winner of the bid becomes the Landlord. The landlord picks up the kitty of three cards and
adds them to his hand, bringing his total card count to 20. The landlord does not discard or pass
any cards!
The other two players will now play as a team, the peasants, against the Landlord.
Based on the winning bid, the peasants secretly and simultaneously exchange 0, 1, or 2 cards
according to the following:
● If the Bid is 20, the peasants do not exchange cards.
● If the Bids is 30, the peasants must exchange one card.
● If the Bid is 40, the peasants must exchange two cards.
PLAY OF THE HAND
Players are attempting to play out all of their cards in their hand first. The landlord begins the
round of play for the hand by playing one or more cards to the table corresponding to one of the
14 possible card combinations described below. This is called leading the trick.
In clockwise order, players may either play to the trick or pass. Subsequent plays to the trick
must match the combination led and must be higher in rank.
● For example, if a 3 is led, the only legal play is a single card higher than 3. If pairs are
led, the only legal play is higher ranked pairs, and so on.
● Players may also choose to play a bomb or a nuke instead of the led combination.
● If a bomb is played, now only a bomb of higher rank or a nuke can be played.
● A nuke is the highest possible play in a trick.
Note: Bombs and nukes cannot be played out of turn!
Players may pass even if they have a legal play and players who pass may reenter play unless
the trick is won before their next opportunity.
Play continues until two consecutive players pass.
The player who played the last cards to the trick wins all the played cards and places them into a
face down pile in front of him. This pile is called his Tricks. The player then leads the next trick
for the hand. And Treasure cards (3’s and Queens) taken will be scored at the end of the
hand.
The hand is over as soon as one player has played all his cards. This player takes all the cards
played to the last trick and the hand is scored. Any cards remaining in other players’ hands are
not counted and placed aside.
SCORING THE HAND
The score is calculated based on the Bid and who played all of their cards first, the Landlord or
one of the peasants. Then all players score their Tricks. Each player has a separate score.
IF THE LANDLORD PLAYED OUT ALL OF HIS CARDS FIRST:
The Landlord scores double the amount of the Bid (40, 60, or 80)
The Landlord scores an additional 25 points for each Bonus.
BONUSES:
Each of the following instances counts as a Bonus of 25 points.
● A Bonus is applied for each bomb played.
Note: Four of a Kind with attached single cards or pairs are NOT bombs!
● A Bonus is applied if a nuke is played.
● A Bonus is applied if either or both of the peasants did not play any cards.
IF EITHER OF THE PEASANTS PLAYED ALL OF THEIR CARDS FIRST:
● The Landlord loses points equal to the amount of his bid (20, 30, or 40). It is possible
to get below 0.
● The Landlord does not score any bonus.
● Each peasant scores 20 points.
ALL PLAYERS SCORE:
TREASURES:
All players score for any Treasures they took in their Tricks.
● There are eight Treasure Cards: four 3’s, worth 10 points each; and four Queens, worth
5 points each.
Note: Since the hand is over once one player has played all his cards, any Treasure cards
remaining in other players’ hands will not count for this hand.
EXAMPLES OF SCORING
Example 1:
● The Bid is 20, the Landlord goes out first,
● 1 Bomb was played,
● Peasants played no cards.
The Landlord scores 40 (for 2 x his bid of 20)
+25 (for 1 bomb bonus)
+25 (for the no cards played bonus)
For a total of 90 points.
● In addition, each player scores points for any Treasure Cards they won in their Tricks.
Example 2:
The Bid is 40, one of the peasants goes out first and the nuke was played.
● The Landlord loses 40 points (for his missed Bid) and no bonus is scored for the nuke.
● The Peasants each score 20 points (for defeating the Landlord).
● In addition, each player scores points for any Treasure cards they won in their Tricks.
WINNING THE GAME
Play continues until at least one player has scored 400 or more points. The player with the
highest score is the winner. If there is a tie for highest score, play continues until there is a single
highest score. (This means the untied third player could still win!)
If desired, players may change the Score Limit for a longer or shorter game. Recommended
Score Limits are 300, 500, or 750 points.
Continue to the next page for the 14 legal combinations that can be played.
In this game, there are fourteen types of combinations that can be played:
Note: Some Card images do not work with our standard/Tichu deck variation. For example, you
cannot make a sequence of AAA222, as Aces cannot be used in any sequence. The lowest
possible sequence of at least two sets of triplets would be 222333.
LEGAL COMBINATIONS
1.
SINGLE CARD Ranking from low to high: 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A,
Phoenix (black joker), Dragon (colorful joker).
2. PAIR Two cards of the same rank, from 2(low) up to Ace (high)
3. SEQUENCE OF PAIRS Three or more pairs of consecutive ranks, from 2 up to King.
Aces and jokers (Dragon & Phoenix) cannot be used. For example: 1010JJQQKK.
4. TRIPLET Three cards of the same rank from 2 (low) to Ace (high)
5. SEQUENCE OF TRIPLETS Two or more triplets of consecutive ranks from 2 to
King. Aces and jokers (Phoenix & Dragon) cannot be used.
6. TRIPLET WITH AN ATTACHED CARD A triplet with any single card added, for
example 6668. The rank is determined by the rank of the triplet; so for example:
9993 beats 888A.
7. TRIPLET WITH AN ATTACHED PAIR A triplet with a pair added, like a full
house in poker. The rank is determined by the rank of the triplet for example QQQ66
beats 101010KK. Jokers (Dragon & Phoenix) cannot be used as an attached pair.
8. SEQUENCE OF TRIPLETS WITH AN ATTACHED CARD EACH An extra card
is added to each triplet. For example 77738886. The attached cards must be
different from the triplets and from each other. Although triplets of Aces cannot be
included, an Ace or a joker or one of each can be attached, but not both jokers together.
9. SEQUENCE OF TRIPLETS WITH AN ATTACHED PAIR EACH An extra pair is
attached to each triplet. Only the triplets have to be in sequence, for example:
88899944JJ. The pairs must be different in rank from each other. Aces can be
attached as a pair, but cannot be used as triplets. Jokers may not be used.
10. STRAIGHT OF FIVE OR MORE At least five cards of consecutive rank from 2 up
to king for example 8910JQ. Aces and the Dragon (colorful joker) cannot be used,
but the Phoenix (black joker) may be used as a wildcard in a straight.
11. QUAD WITH ATTACHED CARDS Four of a kind with two single cards of different
ranks attached, such as 666689. The quad determines the rank. Aces may be used as
the quad. Aces and jokers can be attached, but you cannot use both jokers in the set.
12. QUAD WITH ATTACHED PAIRS Four of a kind with two pairs of different ranks
attached, such as JJJJ99QQ. The quad determines the rank. Aces can be used (all
four as a quad or two as one of the attached pairs.
Note: Quads with Attached Cards or Pairs are not bombs and can be beaten by a bomb
or nuke.
13. BOMB Four of a kind. Bombs can be played on any combination except the nuke and a
higher ranked bomb beats a lower ranked one. The four Aces are the highest bomb.
14. NUKE The Dragon and Phoenix (or both jokers) played together. A nuke can be played
on any combination and beats everything.
GENERAL NOTES
● Suits do not matter. They only provide variety and assist in remembering which cards
have been played.
● The Aces are regarded as higher than any of the ranked cards 2King. However, they
have no actual rank, and thus cannot be used in any type of sequence.
● The Phoenix and Dragon (colorful and black joker) together are the Nuke that can be
played to win any trick. They can only be played together for this purpose.
● Bombs and the nuke cannot be played out of turn.
● Passing does not prevent you from playing on a future turn.
Example Player A (the landlord) leads 3339 to get rid of some low cards, player B passes,
player C plays 5557, player A plays QQQJ and player B plays KKK3. C and A pass, so B
can start again with anything. He leads a single 4.
Note: B could have played his kings on his the first turn, but preferred to pass to give his partner
a chance to get rid of some cards. C will now play if possible, so as not to give the landlord (A) a
free chance to lead again. Having beaten A's second play, B leads a low card to give C the choice
of playing another unwanted card or putting the landlord under pressure by playing a high card.
Remember:
Aces are ranked higher than kings and lower than the jokers (Dragon & Phoenix), but you can't
use them in straights or sequences of pairs and trips.
Suits don't matter in Chimera or its predecessor Fight the Landlord and are included only to
assist you in remembering which cards have been played.