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President (Daifugo)

President (Daifugo)

Daifugo by official rules — endless casual fun with chat-while-you-play feel

Players
3–8 players
Play Time
5min-
ABOUT

About President (Daifugo)

The famous trump game also known as Daihinmin (Grand Poor) or Dohinmin. Dokopa's version is based on the Japan Daifugo Association's official rules, designed to play fast and feel casual — "a Daifugo you can chat through for hours." Previous round's rank affects the next, capturing the merciless capitalism of the game.

GAME FLOW

How to Play

  1. 01

    1. Setup

    Toggle ON/OFF for Revolution, 8-stop, Demotion, Suit Lock, and Spade-3 Reversal.

  2. 02

    2. First Round

    Cards are dealt evenly. A random player starts.

  3. 03

    3. Result

    Daifugo: +2 pt, Fugo: +1, Hinmin: -1, Daihinmin: -2. Heimin: no change. The result screen shows this round's points and cumulative totals. "Randomize seats for next game" changes both seating and starting player. "Keep seats" keeps both for the next game.

  4. 04

    4. Round 2+

    The excluded card is re-drawn and cards are dealt evenly. After dealing, cards are exchanged.

  5. 05

    5. Exchange & Game Start

    Daifugo and Daihinmin exchange 2 cards; Fugo and Hinmin exchange 1. Daifugo and Fugo pick the cards they want to discard. Daihinmin and Hinmin can't choose (the app auto-picks their strongest cards). After the exchange, the game begins.

WIN CONDITION

Win Condition

FEATURES

Dokopa's Daifugo Features

RULES

Basic Rules

Basics

  • On your turn, choose to Play a card or Pass
  • After you play, each other player faces the same choice in turn
  • When all players except the last player pass, the round ends (the field clears)
  • The player whose cards were passed can play any new card
  • The first player to empty their hand wins the round and becomes the Daifugo
  • The Daifugo is out — remaining players compete for 2nd
  • 2nd: Fugo. Second-to-last: Hinmin. Last: Daihinmin. Everyone else: Heimin

Card Strength

  • Strength is determined by number
  • 3 is weakest, then 4, 5, 6 … 10, J(11), Q(12), K(13) — increasing
  • After K(13) comes A(1), then 2 — 2 is the strongest number

Joker

  • Played alone, the Joker beats any number
  • You can combine the Joker with other cards
  • Playing the Joker with a 10 counts as playing two 10s

How to Play Cards

  • You can only play cards in the same shape as the field, but stronger
  • When the field is empty, any card in any shape is legal
  • Single: play 1 card
  • Multi: play 2+ cards of the same number
  • Stairs: play 3+ consecutive cards of the same suit
  • Multi and Stairs must match the previous count and beat the previous strength
  • For Stairs, just beat the weakest card the previous player played (e.g., after 4/5/6, both 5/6/7 and 10/11/12 are legal)
CARDS

About Excluded Cards

RULES

Optional Rules

Revolution

  • Triggered by playing 4+ cards of the same number
  • Card strength is reversed
  • 2 is weakest, 3 is strongest, but the Joker is still the strongest overall

Stair Revolution

  • Playing Stairs of 4+ same-suit cards reverses card strength
  • Jokers can fill gaps (up to 2)
  • Special cards like 8 or 7 don't trigger when played within Stairs

Demotion

  • The Daifugo who fails to be 1st next game is demoted to last place
  • If someone other than the Daifugo wins the next game (empties their hand first), the Daifugo drops out

8-Stop

  • Playing an 8 forces the round to end — the field clears
  • 8-Stop doesn't trigger inside a Stairs play

7-Give

  • Playing a 7 lets you pass cards to the next player (optional)
  • Pass however many cards you played; you choose which

10-Discard

  • Playing a 10 lets you discard cards (optional)
  • Discard however many cards you played; you choose which

J-Back

  • Playing a J temporarily reverses card strength
  • The J-Back effect lasts until the field clears

Lock (Shibari)

  • After a card of the same suit as the previous play, only that suit can be played until the field clears
  • Lock can trigger from multi-plays too
  • A hand including the Joker can't trigger Lock, but a Joker-containing play AFTER Lock keeps Lock active

Spade-3 Reversal

  • When a single Joker is played, the Spade 3 beats it
PENALTY

Foul Win

Winning by playing certain cards last is an automatic loss. Only triggers when enabled in settings. Players who foul-win are auto-ranked last. With multiple foul wins, later plays rank lower. If Demotion also applies, the foul win ranks below it.

Foul-Win Rules (only when each setting is ON)

  • Joker (always counted)
  • 8 (8-Stop)
  • Spade 3 (single play)
  • 2 (normal) / 3 (during Revolution)
  • 7 (7-Give)
  • 10 (10-Discard)

Notes

Special-effect cards only qualify as foul wins when their rule is ON. If OFF, no foul.

CREDITS

Credits

App Development
Trickuma & Qdan
PLAY NOW

Let's Play.

Play President (Daifugo) for free on the Dokopa app.

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