| Daihinmin is a traditional Japanese card game in which various rules simulate political and military actions, coups and revolutions, natural disasters and so on. It is probably of Chinese origin, stemming (along with the Vietnamese Tien Len and the Western Asshole or President) from the Chinese Zheng Shangyou. Daihinmin, means literally �big loser.� Daihinmin is a distinctively Japanese game as the winner tends to keep winning and the loser keeps getting pushed further down. Object: To discard all your cards. Play: Moves clockwise. Play stops when none of the players (other than the player who played the original hand) can play. That player sweeps the played cards out of the way and plays again. Players are dealt hands of 11. Value: The lowest value is 3, the highest 2 in this ascending order: 3,4,5,6,7,8,9,10,J,Q,K,A,2, with two exceptions, the first being Jokers and the second being �Rollover.� (see Rollover below) Jokers are more powerful than any other card, so when a joker is played, naturally the hand is finished (with one exception explained below (see sniper assassin). Jokers can be used as a wild card. Example: one King and a Joker= two Kings. Two 10s and a Joker = three 10s. And two Jokers are just two Jokers. Suit is irrelevant to Jokers so they have immunity against the constraints of Shibari (see Shibari below). Kakumei: Four cards of the same value permanantly flip the value system until the next kakumei whether it's the next play or three hours later. An example would be four 6s (or three 6s and a joker; or two 6s and two Jokers). Now the card value flips so that 3 is the highest and in 2 is the lowest. In ascending order: 2,Joker,A,K,Q,J,10,9,8,7,6,5,4,3. Playing Out: You may not play out, finishing with a Joker, a 2 or an 8! In the case of Kakumei or Jack Back (see Jack Back), you may not play out with a Joker, an 8 or a 3. Next Hand: After one player discards his/her last card, play continues until all but one player has played out. And naturally, the Daihinmin must, without complaint, shuffle the deck and deal the next hand, no matter how many times s/he loses. Karma. Paying Tribute: After the cards are dealt, the Daifuugo of the previous hand gives any card to the Daihinmin. The Daihinmin gives his/her best card (excepting Jokers) to the Daifuugo. Optional Rules: Below are some rules, which though not universally known, were taught to me by Japanese Daihinmin players. None of these is what I�d call house rules since I have found them to exist in different regions. Pairs and Three of a Kind: Two cards of the same value must be followed by two other cards of the same value respectively. Example: two Kings; two Aces. Or three 4s; three 7s. Kaidan: �Kaidan� means �stairs� and is simply a Straight, that is three or more cards of the same suit in consecutive ascending (or in the case of Kakumei�see below) descending order. For example: 8,9,10. Note that in a Straight, Jacks and 8s lose their special skills (see blow: Hachi Nagashi and Jack Back). A straight must be followed by another straight, the first card of which must be one or more higher than the first card of the preceding Straight. Shibari: The Japanese infinitive �shibaru� means to bind together. Any two cards of the same suit played in succession, must be followed by a third card of the same suit. A Heart followed by a Heart constitutes SHIBARI! and must be follwed by another Heart. Also, Shibari can be compunded with Multiples. Example: a single play of 7 of Spades and 7 of Hearts must be followed by a pair higher than 7 (one card being of any suit and the second being in the suit of Hearts). For example: 8 of Spades and 8 of Clubs; 10 of Hearts and 10 of Clubs��SHIBARI!� The next play must be two cards of the same value (over 10) where the second card is also a Club. Note that the value of the first card of this hypothetical third hand is irrelevant. It's the second (top) card that counts--UNLESS Double Shibari or Triple Shibari is invoked. Example: 5 of Diamonds and 5 of Clubs followed by 9 of Diamonds and 9 of Spades must be followed by a pair higher than 9 in the suits of Diamonds and Spades. Note that if the suits are played in reverse order (9 of Spades and 9 of Diamonds) then the cards are not in Shibari. Hachi Nagashi: Literally 8 Flush. The word flush should not be confused with the poker term. The Japanese "nagasu" means to flush. It what you (hopefully) when you push the little handle on the toilet. But it also to flood. Hachi Nagashi symbolizes a natural disaster which temporarily disrupts the normal "flow" of events during which time a new regime may come to power or the existing one must at least take measures to preserve their place. When an 8 is played, that hand is concluded and the player of the 8 begins a new hand. In the case of Multiples such as two 6s, two 8s (or, of course, an 8 and a Joker) is also Hachi-Nagashi. Jack Back: When one or more Jacks are played, the order of the values is reversed so that 2 is now the lowest and 3 is the highest. This order is maintained until the end of the hand. Sniper Assassin: This play symbolizes the despotic tendency of the extreme lower classes to resort to terrorism or assassination. The 3 of spades can be used to defeat a Joker. You can only use it against a LONE JOKER. In other words, if someone combines a JOKER with a 10 and says "2 10s", you CAN'T USE IT. But if someone uses a lone Joker, and someone else plays the 3 of spades, then that Joker is killed and the sniper begins the next hand. (No card can be played on top of the sniper). Other than that, though, the sniper is just an ordinary 3 in regular play. In the case of Kakumei, the Sniper Assassin is still the 3 of Spades.According to the expert: "The sniper doesn't lose his Mad Skillz because of some little revolution, and neither can another person (card) gain the Mad Skillz required to be an assassin." In the case of multiple decks, a joker and a 3 of Spades cannot be used against a pair of Jokers. Geki Shibari: The word �geki� has the effect of an intensifier, strengthening the word it precedes. In the case of Geki Shibari, if a card of x value is followed by a card in the same suit of the next consecutive value, then not only must the next card be of the same suit but it must also be of the next consecutive value. For example, a 4 of Diamonds is followed by a 5 of Diamonds. Now the only card that can be played is the 6 of Diamonds and after that the 7 of Diamonds and so on. Note that (when a single deck is being used) and a 10 is followed by a Jack of the same suit, then no other card can be played (except the Joker). In the case that a pair is followed by the next consecutive pair, Geki Shibari can only happen in Double Shibari. There is no Single Geki Shibari in Pairs or Three of a Kind. Rollover: A pair of 3s (and only 3s) may be played on a single 2. The momentum of play then rolls over and only pairs higher than three may be played. In the event that one player discards a pair of twos, the next player may play three 3s (or, of course, a Joker and two 3s). Shibari may or may not carry over into Rollover, depending on the Daifuugo. Hashigo: (Ladder)In the case of five players, for example, Daihinmin and Daifuugo exchange cards two cards and the second place winner and the second to last player also exchange one card. This rule only works if at least four people are playing. In the case of five players, naturally the middle, third place player does not exchange cards with anybody. One way to make this a little more interesting is to say that Ladder exchange only begins after the same person has become Daifuugo twice and as soon as that Daifuugo is deposed the ladder is abolished until the next time a Daifuugo retains his/her title for two hands. Should a player remain Daifuugo for three hands, then s/he and the Daihinmin exchange three cards and the players in the second and fourth place exchange two. Tenraku: (Downfall) Once a player becomes the Daifuugo, that player automatically becomes the Daihinmin if s/he fails to get first place in the next round. Some House Rules: Unless you are a purist, you may find some of our house rules make this great game even better. But who decides what rules to throw into the mix and which ones to leave out? The Daifuugo, of course. Play begins with the standard, traditional rules. Whoever becomes Daifuugo can add one new rule. If someone doesn�t like the rule, too bad. The Daifuugo makes the decisions. Long Hands: The player dealing the cards (usually the Daihinmin) decides how many cards dealt. Between eleven and twenty-five may be dealt, only odd amounts. It is probably in the Daihinmin�s interest to deal more cards. However, if the Daifuugo is trading up to four or five cards, it may not be in the Daihinmin�s interest to deal more cards since having more cards gives the Daifuugo a greater choice of weak cards to discard. If the Daifuugo has only eleven cards then there is a greater chance that s/he must give up strong cards; on the other hand, that may be compensated by his or her receiving the Daihinmin�s strong cards. It is an interesting matter to consider but might require computer analysis to settle. Kaidan: Simply a Straight of three or more cards. To beat a Straight play a higher straight such that the last card of the Straight is higher than the last card of the Straight it follows. Kaidan Nobori: When a Straight is played the next player may continue that Straight with the next consecutive card, climbing atop that Straight or Staircase. One-Eyed Jack Back: When a single One-Eyed Jack is played the direction of play is reversed (for example, form clockwise to counter-clockwise), as well as flipping the value order. The change of direction, like the flipping of the order only lasts until the end of that hand. Slick Sixty-Nine: Sixes and Nines of the same suit (or same color or regardless of suit or color) may be played together as a pair, three of a kind or even Kakumei. The Suicide King: The King of Hearts is such a despondent despot, that he has driven a sword straight through his skull over presumably over woman troubles, thus placing the Queen in a compromising position as everyone will naturally blame her for the death of her melencholic mate. The player who can discard the Suicide King on top of the Queen of Hearts automatically becomes Daifuugo and the player of the Queen of Hearts becomes Daihinmin. Game over. New hand. In the case of Kakumei, the reverse applies in the case that a Queen of Hearts were played on the King of Hearts. Jokah Ratchi: It is possible to kidnap the joker. If the joker is played in a combination (i.e. Pair, Three of a Kind, Straight, etc.) anyone who has the card of the same value (and suit when applicable) may break in and snatch up the joker, replacing it with the appropriate card. This is not a turn and does not actually disrupt the order of play. After Jokah-Ratchi whoever�s turn it was beforehand may play as usual. Nottori: The word �Nottori� is a combination the of two words, �noru,� meaning �to ride� and �toru,� meaning �to take.� �Nottori� means �hi-jack.� A player may hi-jack the preceding play of a hand by playing a cards of the next consecutive value in an amount one more than the preceding play. For example, if 6 a six is played, then the next player may hi-jack the hand with two 7s. Likewise two Kings could be hi-jacked with three Aces. The next player would then have to beat three Aces. The Daifuugo may restrict Nottori to the opening play of each hand or open it so that it can occur anytime. Kisu and Gusu Shibari: Odd and even cards followed by odd and even cards, respectively, if of the same suit must be followed by a likewise odd or even card. For example, a 4 of Hearts is followed by a 6 of Hearts. Now only an 8 of Hearts can be played. And yes, the 8 would flush the table. Kisu and Gusu Straights: Straights three or more of odd or even cards can be played as an even or odd straight and must be followed by a likewise even or odd straight, respectively. Double and Triple Kaidan (Consecutive): Straight Pairs and Straight Three of a Kind, for example, two 4 of Hearts, two 5 of Hearts and two 6 of Hearts. Same rules as single card Straights applies here. Kisu and Gusu Kaidan: Same rules as in consecutive Double and Triple Kaidan applies to odd and even Straights. Straight (Multiples): Straights may be played in multiples of a given number, for example, a 3, 6 and 9 of Hearts; or a 4,8 and Queen (12) of Diamonds. These are very hard to follow up and this rule is not often used. Prime Straights: Straights in runs of prime numbers, for example, the 3, 5 and 7 of Spades; or a 7, Jack and King of Clubs. Also very hard to play on and not often used. Sabetsu: Prejudice. One color outranks the other for any single card or any combination. One color Joker outranks the other. Suits can also be designated to outrank others. Delete a Rule: The Daifuugo may delete a rule s/he doesn�t like rather than add one provide that the change is not to his or her benefit. For example deleting Kaidan, does nothing to perpetuate the Daifuugo�s reign. However, banning Kakumei does help the Daifuugo since it keeps the high cards high, maintaining the standing order or hierarchy. Penalty: A player who makes an error in playing (i.e. forgets which order the cards are running in, fails to notice the cards are in Shibari or that the one-eyed Jack has been played or skips another player or spills his/her drink or does anything else stupid must draw one card off the top of the deck or skip a turn. Groups of Five or More: With hands of 11 cards, only four people can play. For groups of five, choose to limit hands to ten cards, use two decks, or command the Daihinmin of the previous game to sit out and do something useful like mix more drinks or get some ice while the fifth player plays. Then, in the next hand, s/he returns to his/her lowly post and the new Daihinmin sit outs one hand. Gambling: (House Rules for Gambling): In the first game played, no one gains any money. The Daihinmin of the first game must throw in an amount of money relative to the cards s/he is still holding. This could be one penny for each point. For example, a hand of a 5, a 9 and a King would incur a penalty of 5 cents 9 cents and 13 cents for a total of 27 cents. Or a higher stakes game might simply penalize the Daihinmin one dollar per card held, that in the case of the previous example, the Daihinmin would simply throw 3 dollars into the pot. The Winner of the next hand takes the pot that is in turn replenished by the Daihinmin. Players in the middle who neither win nor lose receive nothing and are penalized nothing. Players should be forewarned that the game can be a little taxing for the Daihinmin, since (because of the high card-low card exchange between winner and loser) the loser tends to lose again and again. But this is karma. |