One player, three machines
Never played? Watch first
Read it instead
Big Two
Four players. Thirteen cards each. No bidding, no trumps, no partners.
Empty your hand before anyone else and you win the round.
The table
The whole deck goes out — fifty-two cards, thirteen each, nothing left in the middle.
You sit at the bottom. The other three seats are machines, or friends on their phones.
Whoever holds the three of diamonds opens the round, and has to lead it.
Card order
Cards climb from the three.
Four, five, six, seven, eight, nine, ten…
…jack, queen, king, ace…
…and then the two. In Big Two the two is the highest card in the deck.
Which makes the three of diamonds the single weakest card on the table.
It is also the card that has to be led first — you open with your worst.
Suits break ties
Two cards of the same rank still are not equal: the suit breaks the tie.
Diamonds are weakest, then clubs, then hearts, then spades.
So the seven of spades beats every other seven, and no two cards ever tie.
What you may lead
There are only a few shapes you are allowed to put down.
One card on its own.
A pair — two of the same rank.
A triple — three of the same rank.
Or five cards, which is where the game really lives.
Four of a kind on its own is not a legal shape here.
Quads only count as part of a five-card hand, with any fifth card attached.
Whatever shape you lead, everyone else has to answer with the same shape.
Beating the pile
Say a pair of sevens is on the table.
You may answer with a higher pair — nothing else.
Not a single card. Not a triple. Not a lower pair.
A pair is ranked by its higher card, so a pair of nines takes it.
The same idea runs all the way up: match the shape, then beat it.
Five-card hands
Five-card hands have their own ranking. Weakest at the bottom.
A straight: five ranks in a row, any suits.
A flush: five cards of one suit.
A full house: a triple and a pair.
Four of a kind, plus any fifth card.
And a straight flush — five in a row, all one suit — which beats everything.
Two house rules: flushes are compared by suit first, then by rank.
And straights never wrap around, so ace-two-three-four-five is not a straight.
Passing and sweeping
If you cannot beat the pile — or would rather not spend the cards — you pass.
Passing only skips this turn. You are back in as soon as somebody plays again.
When everyone else passes in a row, the pile is swept away.
Whoever played last then leads the next trick, with any shape they like.
That is the moment to unload something awkward.
Chips and multipliers
The round ends the instant one hand is empty.
Everyone else pays a chip for every card they are still holding.
And Hong Kong rules punish a hand you never got going.
Eight or more cards left: the penalty doubles.
Ten or more: it triples.
All thirteen — you never played once — and it is four times.
So spending your big cards early is not cowardice. It is arithmetic.
Playing with people
You can play this alone against three machines, in one browser tab.
Or put a tablet in the middle of a real table: it becomes the table.
Each seat shows a QR code. Scan it and your phone becomes your hand.
The tablet holds the pile and the scores; nobody sees anyone else's cards.
Any seat nobody claims is played by the machine, so three friends is plenty.
Your turn
That is the whole game: lead a shape, beat it or pass, empty your hand.
The rules panel has every detail, and the hint button will always find you a legal play.
Deal yourself in.
Everyone round one table?
Turns this device into the table itself: a QR code for every seat, and a Start game button once people have scanned in. Nothing is dealt until you press it.