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Dai Hin Min
A Japanese Card game for any number of players
Dai Hin Min or Daifugo/Daihinmin (in English, "Rich Man Poor Man") is a Japanese card game for three or more players played with a standard 52-card pack. The jokers may be used as wild cards. The objective of the game is to be the first person to have no cards by playing stronger cards than the person before. Each round, the previous round's winner will be the "daihugo" (or "daifugo", rich man) and will earn various advantages as defined by the rules. The last person to have no cards is the "daihinmin" (poor man).
The unique point of this game is that winners of the previous round will be at an advantage by being able to take one or more cards from losers. Significant numbers of variant rules exist, most of which aim to better the chances for losers of previous rounds.
The game is actually very close to many popular Western card games like President, A-hole, and The Great Dalmuti. However, practically almost all aspects of this game vary from one player group to the next, so figuring out your own ruleset beforehand is strongly encouraged.
There are many different variations of Dai Hin Min, and since card games like this are taught and evolve by word of mouth, none can be called definitive. The rules described here are based on rules made popular in the US by Tokyopop, in volume 1 of the manga Fruits Basket. They are fairly basic and attempt to condense the game to its core elements. However, every group of players will have one or more optional rules that they like to use.
The object of each round is to rid yourself of all the cards in your hand and become "daihugo".
There are 5 special titles for players during the game:
DAIHUGO(very rich man) - The winner of the previous round.
HUGO (rich man) - Second place in the previous round.
HEIMIN (common man) - Average placement in the previous round.
HINMIN(poor man) - Second to last in the previous round.
DAIHINMIN (very poor man) - Last place in the previous round.
*In the first round, everyone is "heimin". Decide randomly who will be the dealer.
*Depending on the number of people, multiple players could be "heimin", or the game might not have a "heimin". In a three player game, there is no "hugo" or "hinmin".
*After every hand, players must get up and switch seats so that the "daihinmin" deals, and everyone is seated clockwise in order of their titles, with "daihugo" on the dealer's left, and "hinmin" on his right.
The "daihinmin" shuffles and deals the cards. All the cards are dealt, until none are left, in clockwise rotation.
After cards are dealt, the "daihinmin" must hand over his two strongest cards to the "daihugo", while the "hinmin" must hand over his strongest card to the "hugo". The "daihugo" and "hugo" then hand back an equal number of cards they don't want. This process is known as "zeikin" (taxation).
Play in Dai Hin Min is organized into "tricks", much like Hearts or Bridge.
The player on the dealer's left begins by leading any card, or set of matching cards. The player on his left may then play an equal number of matching cards with a higher face value, or may pass. Note that you must play the same number of cards as the lead. If the leader starts with a pair, only pairs may be played on top of it. If three-of-a-kind is lead, only three-of-a-kinds can be played on top of it. The next player may do the same, and so on. This continues until all players pass. The last person to play cards leads the next trick.
A few notes during gameplay:
*The ordering of the face values is a little different from most American card games - the deuce is high. This means that 2 is the highest card, the ace is next highest, the King the next highest, and the 3 is the lowest.
*When players pass, this does not limit them in any way from playing later, even during the same trick.
*You can pass anytime you want, even if you have cards that could be played.
End of a Round:
When one player runs out of cards, he is out of play for the rest of the round, but the other players can continue to play to figure out the titles. Alternatively, once a player goes out, you can end the round and count remaining card values to establish titles, or simply count the number of cards remaining in each player's hand.
With titles decided, everyone needs to get up and move. The "daihinmin" is the dealer, and the players must rearrange themselves around him so that they are seated in order of rank, clockwise.
Winning the Game:
The winner is usually the player who is "daihugo" at the end of the game, but a point system can also be used, where the "hugo" and "daihugo" earn 1 and 2 points, respectively, every round.
The key to winning is getting rid of weaker cards first so that you have only stronger cards near the end of a game. If you're stuck with a low card, it will be very hard to get to play it and finish clearing your hand. However, as winning a trick lets the player lead any card to start the next trick, one weak card can be kept to be played last.
One or more 'house' rules are usually observed when playing a game of Dai Hin Min. Here are a few examples:
*Jokers are Wild - Can be played almost any time but cannot beat a 2. When a joker is played by itself, it is assumed to be one higher than the card played before it. For instance, if you play a five, and the next player plays a joker, that joker effectively becomes a six. If you are playing a pair, and you play a joker and a seven, the joker is effectively a seven.
*Forbidden Last Card - Could be that 2 is banned from being your last card played, or players are not allowed to go out by playing a pair, or not allowed to go out using a joker, or any number of other possibilities.
*Kakumei ("Revolution") - Playing four of a kind causes a "revolution". Card strengths are reversed until the end of the round, making three the highest, and two lowest. "Kakumei gaeshi" ("Counterrevolution") would restore the power. Revolution could also spark if four sequential cards of the same suit (ex. 4-5-6-7 of spade) are played, together (see "Kaidan" below), or in a row by different players. The player who plays or completes a revolution can choose not to have a revolution.
*Kaidan ("Sequence") - Three or more cards that are in sequence with same suit (ex. 5-6-7 of spade) may be played together, instead of playing a three-of-a-kind or four-of-a-kind. The highest card must be higher than the highest card of the set just played. Alternatively, sequences of 2 might be allowed, the same-suit restriction could be lifted, or the "lowest" card might be required to be higher than the highest of the set just played.
Often the titles used in the game can be extended to social interactions. For instance, the "daihinmin" may be required to get up and fetch everyone's snacks and drinks. Also the "daihugo" may be able to give an order after each round that must be followed, like "all "heimin" must bark like dogs", or "the "hinmin" must give me a backrub".
Flags: Very Short (0-60 mins), With a Friend, With a Group, Children, Teens, Adults, Seniors, Indoors, Outdoors, At Home, Morning, Day, Night, Sunny, Snowy, Rainy