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Two-Player Dou Dizhu is the head-to-head version of Fight the Landlord. The 3s and 4s are removed, leaving 46 cards: 17 for each player, 3 in the kitty and 9 that are never dealt. Each grab for the landlord role doubles the stakes and gives the peasant one card of handicap. The landlord must empty their hand; the peasant only needs to reach the handicap.
At a glance
| Players | 2 |
|---|---|
| Decks | 1 |
| Jokers | Yes |
| Difficulty | Medium |
| Computer opponents | Yes |
How to play
Deck and deal
Take a standard 54-card deck and remove all four 3s and all four 4s. That leaves 46 cards: 44 rank cards from 5 up to 2, plus the small joker and the big joker.
Ranks run, from low to high: 5, 6, 7, 8, 9, 10, J, Q, K, A, 2, small joker, big joker. The 2 beats the ace but stays below both jokers, and suits never matter: the nine of hearts and the nine of spades are equal. There are no wild cards.
After the shuffle, each player receives 17 cards. Three more cards go face down in the middle as the kitty. The last 9 cards are never dealt: nobody holds them, and they are never turned over. This is the big difference from the three-player game. A card that is not in your hand is not necessarily in your opponent's hand.
Calling and grabbing the landlord
A random player speaks first and may call the landlord or pass.
- Once someone has called, the other player may grab or not grab.
- A grab makes the grabber the new landlord candidate, and the turn goes back to the other player, who may grab back or stop. The players keep alternating like this.
- As soon as a player declines to grab, the current candidate becomes the landlord.
- There can be at most 4 grabs in total. Whoever makes the fourth grab becomes the landlord immediately.
- If the first player passes, the second player may call or pass. If both players pass, the cards are not redealt: the first player becomes the landlord with zero grabs.
The kitty is then turned face up for both players to see and added to the landlord's hand. The landlord holds 20 cards, the peasant holds 17, and the landlord leads the first play.
Handicap and multiplier
The number of grabs sets two things.
The handicap equals the number of grabs. With zero grabs the handicap is 0 and the peasant must play out all 17 cards. With one grab the peasant wins with a single card left. With four grabs the peasant wins as soon as they are down to four cards.
Every grab doubles the multiplier. A deal with a call and no grabs is worth 1, one grab makes it 2, two grabs make it 4, and four grabs make it 16.
So every grab trades an easier target for your opponent against higher stakes. The table shows the current handicap and multiplier at all times.
Combinations
The combinations are the same fourteen used in three-player Dou Dizhu:
- Single, pair, triplet (a triplet may be played alone)
- Triplet with a single (4 cards) and triplet with a pair (5 cards)
- Straight: at least 5 consecutive ranks, one card each, from 5 up to A, so the longest straight has 10 cards
- Straight of pairs: at least 3 consecutive pairs
- Airplane: at least 2 consecutive triplets, which may be played without kickers
- Airplane with singles and airplane with pairs: one single or one pair per triplet
- Four with two singles (6 cards) and four with two pairs (8 cards)
- Bomb (four cards of the same rank) and rocket (small joker plus big joker)
The usual limits apply. Straights, straights of pairs and airplanes never include the 2 or the jokers. A kicker may not share the rank of the main body. Four cards of the same rank must be used together in a single play, so you cannot split one off as a kicker. The two jokers cannot both be used as kickers. Four with two singles and four with two pairs are not bombs.
Playing a round
The landlord leads. After that the players take turns, and each play must be the same combination with the same number of cards as the previous play, and higher. Only the main body is compared, never the kickers: KKK + 5 beats QQQ + big joker.
A bomb beats any combination that is not a bomb, and bombs compare by rank. The rocket beats everything and can never be beaten.
With only two players, a single pass ends the round. Whoever made the last play leads again with any combination they like. The player who leads a round may not pass.
Winning and scoring
- The landlord wins by playing all 20 cards.
- The peasant wins as soon as, after one of their plays, the number of cards left is less than or equal to the handicap. With a handicap of 0, the peasant has to play out every card.
- The first player to reach their target ends the deal immediately.
The base score is always 1. The deal is worth:
score = grab multiplier × bomb and rocket multiplier × spring multiplier
Every bomb or rocket doubles the multiplier. A spring happens when the landlord wins and the peasant never played a card. An anti-spring happens when the peasant wins and the landlord played only the opening lead. Either one doubles the score again. There is no cap. The winner gains the score and the loser loses the same amount.
For example, with two grabs and one bomb played, the deal is worth 4 × 2 = 8 points.
About this game
Dou Dizhu for two
The classic game of Dou Dizhu needs three people. Two-Player Dou Dizhu turns it into a one-on-one duel: there is no partner to rely on and nobody to blame, only you against your opponent on every play. It has been a fixture of Chinese online card rooms for years, where it is called 二人斗地主. In English you will also see it described as Two-Player Doudizhu or 1v1 Fight the Landlord.
Playing with the full 54 cards would give each player far too many cards and dilute the effect of the kitty. So the two-player version makes three changes. It removes the 3s and 4s, deals only 37 cards and keeps 9 out of play, and balances the two sides with grabbing and a handicap. The combinations, the comparison rules and the bombs are unchanged, so anyone who knows Dou Dizhu can start right away.
Playing on this site
The game runs in your browser with no download and no sign-up, in portrait or landscape on a phone and on a computer. Your opponent is the computer, at one of three difficulty levels.
- Hint suggests a legal play when you are unsure.
- Card counter (the card tracker) shows how many cards of each rank have not been seen yet. That count includes the 9 undealt cards, so a card on the tracker is not necessarily in your opponent's hand.
- Handicap display: next to your opponent you can see how many cards they hold and the card count at which they win, so you always know how close they are.
- Autosave: if you reload the page or rotate your phone, the deal continues exactly where you left it.
There is no kitty doubling, no open hand, no double or super double and no coins or beans. The multiplier comes only from grabs, bombs, rockets, springs and anti-springs, and the result screen lists each one.
Strategy tips
Count the handicap before you grab. As the peasant, a bigger handicap means fewer cards to play. As the landlord, every extra grab lets your opponent stop one card earlier. After four grabs the peasant needs to play only 13 cards while the landlord still has to get rid of all 20. With a scattered hand and few high cards, letting your opponent grab is often the better choice.
As the landlord, control the lead. Your edge is the kitty and the opening lead. Use long straights, straights of pairs and airplanes to shed many cards at once, and keep your 2s, jokers and bombs for winning the lead back. With two players, one pass from your opponent hands you a fresh lead, so a high card they cannot beat often turns into several plays in a row.
As the peasant, watch the handicap line. You never need to empty your hand, only to get down to the handicap. Your last few cards can be awkward singles. Focus first on playing the cards that form combinations. When the display shows the peasant is only a play or two away from the handicap, the landlord needs to stop them with high cards.
Remember the 9 undealt cards. In the three-player game, if all four 2s are still missing, someone is holding them. In the two-player game, 9 cards never come into play, so a rank may never form a bomb at all. Before assuming your opponent has a bomb or the rocket, check the tracker and think about which plays they declined to beat.
Choose your bombs carefully. Every bomb doubles the score. Bombing from a weak position can simply double what you lose. A bomb is at its best when winning the lead lets you run out your hand, or when it stops your opponent from reaching the handicap.
Two-Player Dou Dizhu · FAQ
Why does Two-Player Dou Dizhu remove the 3s and 4s?
To give each player a sensible number of cards. Removing 8 cards leaves 46, enough for 17 each, a 3-card kitty and 9 cards that are never dealt. Hand sizes match the three-player game, and because some cards stay out of play, nobody can work out the opponent's hand by elimination.
How does the handicap work in Two-Player Dou Dizhu?
The peasant wins as soon as the number of cards left in their hand is no greater than the handicap. On this site the handicap equals the number of grabs, from 0 to 4. Some tables give the peasant one card of handicap as soon as the landlord is called; this site does not. A call with no grabs means a handicap of 0, and the peasant must play out all 17 cards.
How many times can you grab the landlord in Two-Player Dou Dizhu?
Four times at most, counting both players. After the call, the players alternate between grabbing and not grabbing. When either player declines, the last player who called or grabbed becomes the landlord. After the fourth grab, the player who made it becomes the landlord immediately.
How is the multiplier calculated in Two-Player Dou Dizhu?
Each grab doubles it: one grab is 2, two grabs are 4, three grabs are 8 and four grabs are 16. Some tables use their own grab multiplier chart. This site simply doubles for every grab, which keeps the result easy to follow. Bombs, rockets, springs and anti-springs each double it again.
What happens in Two-Player Dou Dizhu if both players pass?
The cards are not redealt. The first player becomes the landlord with no grabs, so the handicap is 0, the multiplier is 1 and the peasant has to play out all 17 cards to win. Keep this in mind when you speak first: if you pass and your opponent passes too, you are still the landlord.
What is the longest straight in Two-Player Doudizhu, and can it include a 2?
Ten cards: 5, 6, 7, 8, 9, 10, J, Q, K, A. With no 3s or 4s in the deck, straights start at 5 at the lowest. The 2 and the jokers can never appear in a straight, a straight of pairs or an airplane.
How do bombs and the rocket score in 1v1 Fight the Landlord?
Every bomb or rocket played doubles the multiplier for the deal. Four with two singles and four with two pairs are not bombs and do not change the multiplier. The rocket beats everything; bombs compare by rank, so four 2s are the highest bomb.
What are spring and anti-spring in Two-Player Dou Dizhu?
A spring is when the landlord wins and the peasant never played a card. An anti-spring is when the peasant wins and the landlord played only the opening lead. Either doubles the score, and at most one of them can happen in a deal.
Are the cards on the Two-Player Dou Dizhu tracker all in my opponent's hand?
No. The tracker shows cards that have not appeared yet, and that includes the 9 undealt cards. Your opponent holds at most 17 or 20 cards, so some of the ranks still on the tracker may never have been dealt. Four missing cards of one rank do not prove your opponent has a bomb.
Can I undo a move in Two-Player Dou Dizhu?
No. Your opponent has already seen every card you played, so this site has no undo. If you are unsure, tap Hint to see a legal play before you commit.