How to Play Guandan (掼蛋)

How to Play Guandan (掼蛋)

Guan Dan card-game rules: learn the basics in five minutes, then explore the full reference.

Home — Guandan Cards
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New here? Read top to bottom — about five minutes. Already know the basics? Switch to Full Rules.

1. The goal

Guandan, also written Guan Dan (掼蛋), is a Chinese partnership climbing card game. On your turn you either beat the last play or pass, and the first player to empty their hand each deal is the "head". You and your partner share a level — and you race that level up from 2 to Ace, then win at Ace under the endgame rules.

2. The table

Four players in two teams: you sit across from your partner, with an opponent on each side. The game uses 108 cards — two full decks plus four jokers — dealt 27 to every player. Nothing is left over.

Partner
Opponent
108🂠
Opponent
★ You

3. How a turn works

Someone leads any legal combo. Going around the table, each player either beats it with a bigger combo of the same shape (or a bomb) — or passes. When everyone else passes, the trick is cleared and whoever played last leads a fresh combo of their choice.

Lead any combo
Beat it (same shape, higher) or pass
Everyone passes → trick clears
Last to play leads again
Partner
pass
Opponent
pass
Opponent
pass
★ You
pass

An opponent leads a pair of 6s.

When you go out, your partner picks up the lead next — so finishing early hands them control. That teamwork is the soul of Guan Dan.

4. The level card — Guan Dan's big twist

Every deal has a level rank: your team's current level. Those cards get superpowers. The level rank leaps above the Ace (just under the jokers), so a pair of your level cards beats a pair of Aces. And the level card in hearts is wild — it can stand in for any card except a joker.

>
ranks above Ace
WILD
= 5

On its own, this is just the 2♥ — your wild card.

5. What you can play

You can only beat a combo with a bigger one of the same shape — a pair answers a pair, a straight answers a straight. (Bombs are the exception; they're next.) Here are the shapes:

Single — One card.
Pair — Two of the same rank.
Triple — Three of the same rank.
Full House — A triple plus a pair (3 + 2).
Straight — Five ranks in a row, any suits (no wrap-around).
Tube — Three pairs in a row, e.g. 7-7-8-8-9-9.
Plate — Two triples in a row, e.g. 10-10-10-J-J-J.

6. Bombs

A bomb beats almost anything — any normal combo, and any weaker bomb. They're your trump cards, and the four-joker bomb is the strongest play in the game. Spend them wisely; you rarely get them back.

1
Bomb
2
Straight Flush
3
Six of a kind
4
Four Jokers

7. Climbing & winning

After each deal your team climbs, based on where your two players finished. The further apart the losers are, the more you climb. You must reach Ace and then win one more deal from there to take the game.

1st + 2nd+3 levels
1st + 3rd+2 levels
1st + 4th+1 level

8. Tribute

Because the winners lead the next deal, the losers "pay tribute": last place hands their single highest card (never a wild) to the head, who returns a low card in exchange. If the losing side holds both red jokers, tribute is cancelled.

= Tribute cancelled

You're ready to play!

That's enough to sit down and hold your own. The finer points — exact combo rankings, every bomb, the Ace endgame, the tribute details — are all in Full Rules whenever you want them.