President

Also known as: Daifugo / Daihinmin / Japanese President / Scum
2–123CardsRanked playPlay vs CPUNo sign-up, free

President (also called Daifugo) is a card game for 2 to 12 players that takes about 3 minutes per round. Empty your hand first to take the top rank. Free. In-browser. No account.

Play with friendsJust send the invite link. No sign-up for them either
Practice against the computerStart right away. Choose the strength
Players
CPU strength
Find an opponent onlineComing soon (October)
Tutorial (4 min)Learn the rules as you play

What we record

President in 30 seconds

3♠7♥K♦2♣★★WeakStrong
The 3 is the weakest card; the 2 is the highest number and the joker beats it.
  1. Set upShuffle and deal even hands to everyone. Two to twelve players.
  2. Take turnsBeat the cards on the table, or pass.
  3. Empty your handThe order in which players run out sets the ranks, from millionaire down to beggar.
  4. Swap and repeatBefore the next round the beggar hands over their best cards and the millionaire gives back cards of their own choice.

At a glance

The numbers for this game. These match the actual game implementation.
ItemThis game
Players2–12 players
Play timeAbout 3 min
TypeCards
Ranked playYes
Practice against the CPUYes
PriceFree (no account needed)
Rights holderA public-domain classic game
Last updated2026-09-24

How to play President online with friends

  1. Tap "Play with friends"A party is created with a 6-character code. No account is needed.
  2. Send a link or QR codeShare it on LINE, or just read the code aloud.
  3. Everyone opens it in a browserOnce 2–12 players have joined, the host taps "Start".

Rule highlights

Setup, play, winning, and house rules

Setup

  • Two to twelve players. You need a 52-card deck plus jokers — two to start, though a party can set it to 0, 1 or 2.
  • Two number cards are set aside face down, the jokers are mixed in, and everyone gets the same number of cards. Cards left over from an uneven deal sit out — unless one is a joker, in which case it's swapped for someone's number card, so every joker always makes it into a hand.
  • In the first round the player at the top of the seating order leads.

How to play

  • On your turn, play cards that beat what is on the table, using the same number of cards. When the table is empty you may lead with any legal set, or pass and let the next player lead.
  • You can play a single card, two or more cards of the same number, or three or more cards of one suit in a run.
  • If you cannot or do not want to play, you pass. A pass only covers that turn: if someone else plays, you may play again on your next turn. When everyone except the last player to play passes in a row, the table is cleared and that player leads again — or, if they've already gone out, whoever is next in turn order. The same applies whenever the table clears for any other reason, such as an eight cut.
  • When none of your cards can be played, auto pass passes for you (on by default; switch it with the Auto pass button during play). It never passes while you still have a playable card.
  • A play nobody can answer (such as a 2 — a 3 during a revolution — when no joker is left in anyone's hand) clears the table at once, and the same player leads again.
  • The 3 is the weakest card, then 4, 5 … K, A and 2. A joker beats every number.
  • Playing four or more cards of the same number causes a revolution: the order of strength is reversed until the next revolution.
  • Playing a single 8, or a set of 8s, clears the table — but not when the 8 is buried in a run — and the same player leads again (eight cut).
  • A single joker can only be answered by the three of spades, played alone (spade-three counter). Doing so clears the table too, and the returner leads again.
  • If your play repeats the suits of the previous play, those suits are locked for the rest of the trick.

Winning

  • The order in which players empty their hands sets the ranks: millionaire, rich, commoner, poor and beggar (how many steps there are depends on the number of players).
  • The default Common scope makes your final play a foul if it contains a joker or a 2 (a 3 with reversed strength), is a single 8 or set of 8s with Eight cut enabled (not an 8 inside a run), or is a single ♠3 countering a single joker with Spade three counter enabled. A foul finish takes the lowest unclaimed place for the round. Choose Wide to also forbid singles or sets of 7s and 10s when Seven gives or Ten discards is enabled, and any single ♠3 when Spade three counter is enabled, whatever was on the table. Choose None to turn off these foul targets. No revolution finish and No weakest-card finish are separate choices.
  • The moment anyone other than last round's millionaire finishes in first place, that millionaire falls from grace at once and takes last place for the round — even with cards still in hand — above any foul finishers.
  • When the host chooses Finish here, the player with the most points wins (millionaire +2, rich +1, commoner 0, poor -1, beggar -2). A tie on points goes to whoever won more rounds; if that's tied too, they share the same placing — and it's only a draw for the win when the tie is for first place.
  • With Extra titles and at least six players, King and Pauper are added at +3 and −3 points. They exchange one more card than the Millionaire and Beggar.

House rules

Default is this site’s setting. Changeable shows whether the party can change it.
NameDescriptionDefaultChangeable
RunsRunsPlay three or more consecutive cards of one suit together as a run. Turning this off also disables run revolution.Play a run of three or more consecutive cards of one suit.OnYes
RevolutionRevolutionPlaying four or more of the same number at once (jokers may fill in) reverses the order: 3 becomes strongest and 2 weakest. It lasts through cleared tables until the round ends. Another four-or-more set during a revolution flips it back (counter-revolution). Jokers stay the strongest card either way.Four or more of the same number reverse the order of strength.OnYes
Revolution by runRevolution by runA run is consecutive numbers in one suit (e.g. 4-5-6-7 of hearts). When on, a run of four or more also triggers a revolution and reverses the order of strength. It works only while Revolution is on. Revolutions happen more often, so games swing more.A run of four or more also causes a revolution.OffYes
Spade three counterSpade three counterWhen a joker is played on its own, you may answer it with the three of spades played alone. The weakest card beats the joker, and only the joker. The table then clears and you lead again with anything. It does not work against pairs or runs that contain a joker.The three of spades answers a single joker (off when there are no jokers).OnYes
Seven givesSeven givesPlay one 7 and you may pass up to one card to the next player; a pair of 7s lets you pass up to two, and so on. You choose the cards, so you can dump ones you don't want and empty your hand faster. Passing is optional. A 7 inside a run doesn't count. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Playing a 7 lets you choose up to that many cards to pass to the next player.OffYes
Eight cutEight cutPlaying a single 8 or a set of 8s clears the table at once, and you lead again with anything. An 8 still has to beat what is on the table. It is a handy way to keep the lead, but finishing with an 8 is a foul finish (when that rule is on). An 8 inside a run doesn't clear. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Playing an 8 clears the table and you lead again.OnYes
Ten discardsTen discardsPlay one 10 and you may discard up to one card from your hand; a pair of 10s lets you discard up to two, and so on. Discarded cards are out for the rest of the round. Use it to get rid of weak cards. Discarding is optional. A 10 inside a run doesn't count. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Playing a 10 lets you choose up to that many cards to discard.OffYes
Jack backJack backAlso called eleven back. Playing a single jack or a set of jacks makes 3 the strongest and 2 the weakest, but only until the table is cleared. Unlike a revolution, strength returns to normal when the table clears. Played during a revolution, it restores the normal order for that trick.A jack reverses the order of strength until the table is cleared.OffYes
Suit lockSuit lockIf a play repeats the suit of the previous one (a 9 of hearts on a 5 of hearts), only that suit may be played until the table clears. For pairs and larger sets, all the suits must match. A play containing a joker never starts a lock, but a joker may stand in for the locked suit.Repeating the suits of the previous play locks them for the trick.OnYes
Card swapCard swapAt the start of each round from round 2, players swap cards by last round's rank. The beggar gives the millionaire their strongest cards, and the millionaire returns the same number of cards of their choice. The rich and the poor (with four or more players) swap one fewer. It favours the top ranks; "None" starts every round on equal terms. Choose one deal style. Small hands are for two players and may add stock draws. Exchanges always leave at least one card in each hand.How many cards the millionaire and the beggar swap before the next round (rich and poor swap one fewer, but never fewer than one).2Yes
Foul finishFoul finishCommon is the default: a final play containing a joker or 2 (3 when a revolution or Jack back reverses strength), a single 8 or set of 8s with Eight cut enabled, or a ♠3 countering a single joker is a foul. Wide also forbids singles or sets of 7s and 10s with their rules enabled, and any single ♠3 with Spade three counter enabled. None allows any finishing play. The 2/3 restriction uses strength after the play; 7s, 8s and 10s inside runs are allowed. Custom: Choose each restriction separately. It applies only while the related rule is enabled.Choose Common (default), Wide, None or Custom for foul finishes. A foul takes the lowest unclaimed place for the round.CommonYes
JokerJokerA play containing a joker.Finishing with a joker is a foul.OnChangeable
2 (3 with reversed strength)2 (3 with reversed strength)A play containing a 2, or a 3 when Revolution or Jack back reverses strength. Use the direction after the final play.Finishing with the strongest number is a foul.OnChangeable
Eight cut: 8Eight cut: 8A single 8 or set of 8s with Eight cut enabled. An 8 in a run is excluded.Finishing with Eight cut is a foul.OnChangeable
♠3 countering a joker♠3 countering a jokerA ♠3 played on a single joker with Spade three counter enabled.Finishing by countering a joker with ♠3 is a foul.OnChangeable
Any single ♠3Any single ♠3Any single ♠3 with Spade three counter enabled, regardless of the previous play.Finishing with any single ♠3 is a foul.OffChangeable
Seven gives: 7Seven gives: 7A single 7 or set of 7s with Seven gives enabled, including giving away your last cards. Runs are excluded.Finishing by playing or giving with Seven gives is a foul.OffChangeable
Ten discards: 10Ten discards: 10A single 10 or set of 10s with Ten discards enabled, including discarding your last cards. Runs are excluded.Finishing by playing or discarding with Ten discards is a foul.OffChangeable
Jack back: JJack back: JA single jack or set of jacks with Jack back enabled. Jacks in runs are excluded.Finishing with a jack is a foul while Jack back is enabled.OffChangeable
Five skipFive skipPlay a single 5 or a set of 5s to skip that many turns. Finished players do not count. If the turn returns to you, clear the table and lead again. Runs do not trigger this rule. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Play 5s to skip that many turns.OffYes
Nine reverseNine reversePlay a single 9 or a set of 9s to reverse the turn order while at least three players remain. The direction stays until the next round, even after the table clears. Runs do not trigger it. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Play 9s to reverse the turn order.OffYes
Queen bomberQueen bomberPlay a single Q or a set of Qs, then tap one distinct rank per card played, from A–K or joker. Everyone discards all cards of those ranks. Runs and plays that finish your hand do not trigger it. If several hands empty together, finishes are ordered from the player who played the Qs in the current direction. Other players forced to discard do not commit a foul finish.Play Qs and choose ranks for everyone to discard.OffYes
Down numberDown numberPlay the same suits exactly one strength step weaker. Revolution and back effects reverse the rank direction. No wrapping; established locks remain. Details choose continuation and card count.The same suits may also play exactly one strength step weaker.OffYes
Queen bomber: QQueen bomber: QWith Queen bomber enabled, finishing with a single Q or a set of Qs is a foul, including emptying your own hand with the bomber. Runs are excluded. This restriction is Custom only.Finishing with Queen bomber is a foul.OffYes
Fall from graceFall from graceFrom round 2, the moment anyone other than last round's millionaire finishes first, the old millionaire drops out of the round in last place, even with cards left. The millionaire must keep winning or fall straight to the bottom, so one player rarely stays on top. Choose which reserves a place first; places never overlap. Penalties and city tax require continued play. Lose one extra point per earlier finisher; swap one extra card with each next round.The millionaire from last round takes last place the moment anyone else finishes first.OnYes
JokersJokersChoose zero, one or two jokers. A joker can substitute for another card and is strongest when played alone. With two jokers, expand the details to choose whether playing both clears the table.How many jokers go into the deck.2Yes
SandstormSandstormOn your turn, play three printed 3s to clear any table, regardless of size, shape, strength or locks, and lead again. Jokers cannot substitute. Revolution remains; Jack back ends.On your turn, play three printed 3s to clear any table, regardless of size, shape, strength or locks, and lead again.OffChangeable
AmbulanceAmbulanceA legal pair of printed 9s clears the table and lets you lead again. Strength, suit locks and rank locks still apply; jokers cannot substitute. Nine reverse also takes effect.A legal pair of printed 9s clears the table and lets you lead again.OffChangeable
Double six cutDouble six cutA legal pair of printed 6s clears the table and lets you lead again. Strength, suit locks and rank locks still apply; jokers cannot substitute.A legal pair of printed 6s clears the table and lets you lead again.OffChangeable
Four stopFour stopAfter Eight cut, each other player in turn may pass or play twice as many printed 4s as there were 8s. The 4s ignore locks, clear the table and take the lead; four 4s also cause Revolution. If all pass, the player of the 8s leads. Three or more 8s clear immediately. Requires Eight cut.After Eight cut, each other player in turn may pass or play twice as many printed 4s as there were 8s.OffChangeable
Rank lockRank lockA single or set exactly one rank stronger starts a rank lock. Subsequent plays must be exactly one rank stronger until the table clears. Revolution and Jack back reverse the direction; ranks never wrap. Suit locks also apply. An all-joker play bypasses and ends rank lock; Sandstorm and Four stop bypass it. Rank and suit lock is the separate rule that locks both together.A single or set exactly one rank stronger starts a rank lock.OffChangeable
UprisingUprisingIf the previous round’s beggar finishes first without a foul, end the round and reverse the previous finishing order, including commoners. This takes priority over fall from grace. Players who already made a foul finish keep their bottom places. Not in the first round; works with two players.If the previous round’s beggar finishes first without a foul, end the round and reverse the previous finishing order, including commoners.OffChangeable
UpheavalUpheavalImmediately after dealing, if the beggar has only 3–10, swap their entire hand with the millionaire’s. Skip the usual card exchange between these two; the rich and poor pair still exchange normally. Works with two players and with card exchange off, but not in the first round.Immediately after dealing, if the beggar has only 3–10, swap their entire hand with the millionaire’s.OffChangeable
Double-joker clearDouble-joker clearPlaying both jokers together clears the table and lets you lead again. Single-joker strength, wild cards, locks and foul finishes stay the same. With this off, they are a pair without this extra clearing effect.Playing both jokers together clears the table and lets you lead again.OffChangeable
CounterrevolutionCounterrevolutionDuring Revolution, another revolution combination restores normal strength. Turn this off to keep Revolution for the rest of the round. Jack back and Two back still work separately.During Revolution, another revolution combination restores normal strength.OnYes
CoupCoupOn your turn, a legal set of three printed 9s causes Revolution. No joker substitutes. Shape, count, strength and locks still apply; Nine reverse also works.On your turn, a legal set of three printed 9s causes Revolution.OffYes
Great revolutionGreat revolutionA legal set of all four printed 2s causes Revolution and lets you finish even with cards left. Strength and locks apply; no joker substitutes. This overrides the usual strongest-card foul, but the custom ban on revolution combinations still applies.A legal set of all four printed 2s causes Revolution and lets you finish even with cards left.OffYes
EmperorEmperorFour consecutive ranks, one card of each suit, such as ♠4 ♥5 ♦6 ♣7. No jokers or wrapping from 2 to 3. Lead on an empty table or beat a weaker Emperor; this also causes Revolution. It is separate from ordinary runs and follows locks.Four consecutive ranks, one card of each suit, such as ♠4 ♥5 ♦6 ♣7.OffYes
Joker revolutionJoker revolutionA legal pair of jokers causes Revolution. With Double-joker clear also on, reverse strength before clearing the table. Requires two jokers in the deck.A legal pair of jokers causes Revolution.OffYes
Spade two counterSpade two counterWhile strength is reversed by Revolution, Jack back or Two back, play ♠2 on a single joker to clear the table. It replaces the ♠3 counter during that time. Only on your turn; bypasses locks.While strength is reversed by Revolution, Jack back or Two back, play ♠2 on a single joker to clear the table.OffYes
Three sevensThree sevensPlay a legal set of three printed 7s. If every other player then passes, you finish even with cards left. No joker substitutes. Any reply cancels it. Seven gives still works normally. Three printed 7s cause Revolution. This replaces Lucky seven when both are on; Seven gives follows the revolution.Play a legal set of three printed 7s.OffYes
Two backTwo backA single 2 or a set of 2s reverses strength until the table clears. Not in runs. During Revolution it temporarily restores normal strength; Jack back can reverse it again.A single 2 or a set of 2s reverses strength until the table clears.OffYes
After playingAfter playingReturn to normal allows stronger cards or another down-number after a down-number. Continue down requires the same suits exactly one rank lower until the table clears. Pass if unable. Sandstorm, Four stop and joker counters remain exceptions.Return to normal allows stronger cards or another down-number after a down-number.Return to normalYou can change this
Card countCard countChoose single cards only, or allow sets with exactly the same suits and card count, such as ♥6♠6 on ♥7♠7. Jokers and runs cannot be used for down-number.Choose single cards only, or allow sets with exactly the same suits and card count, such as ♥6♠6 on ♥7♠7.Singles onlyYou can change this
First round startsFirst round startsChoose first and later-round starters separately, then exclude the fallen player. If the named 3 is absent, use the usual starter.Choose who leads the first round.RandomYou can change this
Time per turnTime per turnNo limit, 15, 30 or 60 seconds per turn. The server passes for you when time runs out. Card exchange and extra card choices such as Seven gives are untimed. CPUs act as usual; play continues without the host while another human is connected.No limit, 15, 30 or 60 seconds per turn.No limitYou can change this
Revolution combinationsRevolution combinationsCustom only: finishing with a revolution combination is a foul, including Coup, Great revolution, Emperor and Joker revolution. The combination is still banned when Counterrevolution is off.Custom only: finishing with a revolution combination is a foul, including Coup, Great revolution, Emperor and Joker revolution.OffYes
Two back twosTwo back twosCustom only: with Two back on, finishing with a single 2 or a set of 2s is a foul. Runs are excluded.Custom only: with Two back on, finishing with a single 2 or a set of 2s is a foul.OffYes
♠2 countering a joker♠2 countering a jokerCustom only: with Spade two counter on, finishing by playing ♠2 on a single joker while strength is reversed is a foul.A ♠2 counter to a joker cannot finish.OffYes
444 also clears the table. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.4 also clears the table.OffChangeable
666 also clears the table. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.6 also clears the table.OffChangeable
101010 also clears the table. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.10 also clears the table.OffChangeable
QQQ also clears the table. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Q also clears the table.OffChangeable
66Skip one player per 6 played. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Skip one player per 6 played.OffChangeable
1010Skip one player per 10 played. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Skip one player per 10 played.OffChangeable
KKSkip one player per K played. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Skip one player per K played.OffChangeable
55Give up to one card per 5 to the next player. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Give up to one card per 5 to the next player.OffChangeable
1010Give up to one card per 10 to the next player. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Give up to one card per 10 to the next player.OffChangeable
77Discard up to one card per 7 from your own hand. Q discard is separate from Twelve bomber. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Discard up to one card per 7 from your own hand. Q discard is separate from Twelve bomber.OffChangeable
QQDiscard up to one card per Q from your own hand. Q discard is separate from Twelve bomber. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Discard up to one card per Q from your own hand. Q discard is separate from Twelve bomber.OffChangeable
777 also reverses turn order. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.7 also reverses turn order.OffChangeable
101010 also reverses turn order. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.10 also reverses turn order.OffChangeable
OmenOmenThree printed 6s cause Revolution and freeze strength for this round. Later card effects and locks stop; finishing, passing and clearing still work. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Three printed 6s cause Revolution and freeze strength for this round. Later card effects and locks stop; finishing, passing and clearing still work.OffChangeable
Three-seven effectThree-seven effectThree printed 7s cause Revolution. This replaces Lucky seven when both are on; Seven gives follows the revolution. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Three printed 7s cause Revolution. This replaces Lucky seven when both are on; Seven gives follows the revolution.Lucky sevenChangeable
Religious revolutionReligious revolutionFour Ks, including three Ks and a joker, change rank order to A through K. Replies must match odd/even parity. All-joker replies are forbidden; runs have no parity restriction. A later revolution reverses this order. K answers odd ranks up to J. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again. Runs follow printed order from A through K.Four Ks, including three Ks and a joker, change rank order to A through K. Replies must match odd/even parity. All-joker replies are forbidden; runs have no parity restriction. A later revolution reverses this order. K answers odd ranks up to J. Runs follow printed order from A through K.OffChangeable
Choose revolutionChoose revolutionAfter playing a revolution combination, choose whether to activate it. Choose, register immediate or delayed revolution, then clear. Omen and Religious revolution always activate. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.After playing a revolution combination, choose whether to activate it. Choose, register immediate or delayed revolution, then clear. Omen and Religious revolution always activate.OffChangeable
Jokers weaken tooJokers weaken tooDuring permanent Revolution, jokers become weakest and may finish. Jack back or Two back alone does not weaken jokers. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.During permanent Revolution, jokers become weakest and may finish. Jack back or Two back alone does not weaken jokers.OffChangeable
Delayed revolutionDelayed revolutionRegister the reversal and apply it after the table clears. Counterrevolutions can also be delayed. Revolution clears causes an immediate clear and then applies it. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Register the reversal and apply it after the table clears. Counterrevolutions can also be delayed. Revolution clears causes an immediate clear and then applies it.OffChangeable
Revolution clearsRevolution clearsEvery chosen revolution clears the table after hand effects finish, then applies any delayed reversal. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Every chosen revolution clears the table after hand effects finish, then applies any delayed reversal.OffChangeable
Extended Jack backExtended Jack backThree printed Js reverse strength through the end of the next table. Ordinary Jack back and Two back replace this with their new back effect. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Three printed Js reverse strength through the end of the next table. Ordinary Jack back and Two back replace this with their new back effect.OffChangeable
Rank and suit lockRank and suit lockConsecutive stronger ranks in matching suits lock both rank and suits. Rank lock alone ignores suits. Established locks remain after a down-number. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Consecutive stronger ranks in matching suits lock both rank and suits. Rank lock alone ignores suits. Established locks remain after a down-number.OffChangeable
Plays to lockPlays to lockChoose two or three consecutive matching plays to establish suit, rank or combined locks. Clearing resets the count. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Choose two or three consecutive matching plays to establish suit, rank or combined locks. Clearing resets the count.2 playsChangeable
Run comparisonRun comparisonAllow overlapping runs, or require every card to be stronger than the strongest card on the table. Revolution reverses the comparison. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Allow overlapping runs, or require every card to be stronger than the strongest card on the table. Revolution reverses the comparison.Overlap allowedChangeable
Removal orderRemoval orderTwelve bomber removes all named ranks together, in call order, or weakest rank first. Each stage awards places from the player who called, in turn order. All effects on the same rank apply: give, self-discard, Twelve bomber, reverse, skip, clear. A Four stop response does not trigger Four cut again.Twelve bomber removes all named ranks together, in call order, or weakest rank first. Each stage awards places from the player who called, in turn order.TogetherChangeable
Next round startsNext round startsChoose first and later-round starters separately, then exclude the fallen player. If the named 3 is absent, use the usual starter.Choose who leads from round two onward.Previous lastYou can change this
Fallen player cannot leadFallen player cannot leadChoose first and later-round starters separately, then exclude the fallen player. If the named 3 is absent, use the usual starter.Exclude the fallen player from leading the next round.OffYou can change this
Leftover cardsLeftover cardsDeal leftovers in order in round one; later choose turn order or lower titles first.Choose whether to leave or deal leftover cards.Leave face downYou can change this
Leader must playLeader must playThe leader must play on an empty table. Passing is allowed when cards are on the table.The leader cannot pass on an empty table.OffYou can change this
Strength for foulsStrength for foulsExempt special winning hands first. Revolution and weakest-card bans use strength at the chosen time.Judge finish fouls using strength before or after the play.After playYou can change this
No revolution finishNo revolution finishExempt special winning hands first. Revolution and weakest-card bans use strength at the chosen time.Finishing with a revolution is a foul.OffYou can change this
No weakest-card finishNo weakest-card finishThe weakest card is normally 3, or 2 during revolution. Exempt special winning hands first. Revolution and weakest-card bans use strength at the chosen time.Finishing with the weakest rank is a foul.OffYou can change this
After fallingAfter fallingChoose which reserves a place first; places never overlap. Penalties and city tax require continued play. Lose one extra point per earlier finisher; swap one extra card with each next round.Choose how the fallen player leaves or continues.Leave at onceYou can change this
Late finish penaltyLate finish penaltyChoose which reserves a place first; places never overlap. Penalties and city tax require continued play. Lose one extra point per earlier finisher; swap one extra card with each next round.A continuing fallen player loses more points for finishing later.OffYou can change this
City taxCity taxChoose which reserves a place first; places never overlap. Penalties and city tax require continued play. Lose one extra point per earlier finisher; swap one extra card with each next round.Next round, the fallen player swaps extra cards with everyone who finished earlier.OffYou can change this
Fall / foul priorityFall / foul priorityChoose which reserves a place first; places never overlap. Penalties and city tax require continued play. Lose one extra point per earlier finisher; swap one extra card with each next round.Choose the ranking priority when falling and fouling coincide.Foul firstYou can change this
Extra titlesExtra titlesWith 6+ players, add King and Pauper: +3/−3 points. The King exchanges one more than the usual maximum. Choose one deal style. Small hands are for two players and may add stock draws. Exchanges always leave at least one card in each hand.Add King and Pauper with six or more players.OffYou can change this
Deal styleDeal styleChoose one deal style. Small hands are for two players and may add stock draws. Exchanges always leave at least one card in each hand.Choose normal dealing, two decks, or small hands for two.As beforeYou can change this
Starting handStarting handChoose one deal style. Small hands are for two players and may add stock draws. Exchanges always leave at least one card in each hand.Start two-player small hands with 3–7 cards each.5You can change this
Draw from stockDraw from stockChoose one deal style. Small hands are for two players and may add stock draws. Exchanges always leave at least one card in each hand. Draw at most once per turn, then play or pass.Allow one stock draw per turn in two-player small hands.OffYou can change this
No return after passingNo return after passingAfter passing, sit out until the table clears. Clearing resets every pass.Pass until the table clearsOffYes
Kyoto fallKyoto fallDisqualify the Rich. With City fall, only when the Grand Rich finishes first. Uprising cancels both falls.The Rich falls to last titleOffYes
Triple-six effectTriple-six effectChoose Omen, Damian or Satan for three printed 6s. Damian makes passing lose until clearing, later passers rank lower. Satan retrieves one discard.Choose the three-sixes effectOmenYes
Absolute monarchyAbsolute monarchyWithout Upheaval, Grand Rich exchanges 1, 2 and 3 cards with Rich, Poor and Grand Poor in order. Apply Antitrust last.The Grand Rich exchanges with all titlesOffYes
AntitrustAntitrustAfter tribute, if Grand Rich holds at least five 2s and jokers combined, exchange the 2s with other players.Prevent hoarding 2s and JokersOffYes
Adding matching ranksAdding matching ranksChoose one addition: Fusion reaches four cards, revolts, skips the previous player twice and you once; Pursuit adds a matching pair and revolts; Catapult adds under the previous owner and lets you play again; Guerrilla discards more matching cards than the table without effects.Add cards of the same rankOffYes
Freeze revolution atFreeze revolution atSuper revolution freezes further revolutions after the first revolution of 5+ cards; Nuclear bomb uses 6+. Resolve that revolution first. Choose one.Fix strength after a large revolutionOffYes
Eight revolution clearsEight revolution clearsA revolution containing 8 clears immediately, before Four stop, Seven counter or Ten return can respond.Eight revolution also clearsOffYes
Rich leisureRich leisureGrand Rich must pass on their first turn of each round, including when Leader must play is enabled.The Grand Rich passes firstOffYes
Seven strengthSeven strengthBlack seven beats numbered cards during revolution; Red seven does so normally. Choose one. Black-seven retrieval remains separate.Strengthen red or black sevensOffYes
DEATHDEATHThree printed 4s make every opponent discard their strongest card. Each player chooses ties in turn. Four cut follows.Three fours make opponents discardOffYes
Five cutFive cut5 clears only during revolution, excluding a four-5 revolution. Redistribute, give, skip, color-lock, then clear.Five clears during revolutionOffYes
Seven cutSeven cut7 clears only during revolution, excluding a four-7 revolution. Give/discard, retrieve for black 7, clear, then finish.Seven clears during revolutionOffYes
Six cut conditionSix cut conditionSix cut works always or only during revolution. The latter excludes a four-6 revolution. Reset Jack back, skip, then clear.When six clears the tableAlwaysYes
DignityDignityA suited J-Q-K run clears after all hand effects finish.Suited J–Q–K clears the tableOffYes
Red fiveRed fiveA single red 5 mixes your hand with a chosen opponent and deals halves. Any odd extra goes to the originally larger hand.Mix and redeal two handsOffYes
Six resetSix reset6 removes Jack back and its remaining duration, preserving Two back. Apply before Six cut.Six cancels Jack backOffYes
Black-seven drawBlack-seven drawA play containing black 7 draws one random discard per played card, after giving/discarding and before clearing.Black seven retrieves a discardOffYes
Seven counterSeven counterOn your turn, diamond 7 cancels a single-8 cut. It cannot answer Eight revolution clears.Diamond seven counters Eight cutOffYes
Nine shuffleNine shuffleWith two printed 9s, choose a new seat order. Places stay with players. Reorder, reverse, Nine gives back, then clear.Two nines reorder the seatsOffYes
Triple-queen effectTriple-queen effectThree printed Qs force two strongest discards: Bloody Mary 1 targets all opponents; Joan of Arc 1 targets the next. Resolve choices in turn, then Twelve bomber.Three queens make opponents discardOffYes
ArthurArthurThree printed Ks put joker strength between 10 and J, before whole-hand swapping, Pastor King and skipping.Joker moves between 10 and JOffYes
Dark marketDark marketThree printed As exchange any two of your cards for the strongest two of a chosen opponent. The opponent chooses ties on their turn. Temporary empty hands do not finish.Exchange for an opponent’s strongest twoOffYes
Partial suit lockPartial suit lockRepeated suits in part of a multi-card play become required suits. Combine with color lock.Lock only repeated suitsOffYes
DokanDokanBefore card effects, players whose hand face-value total equals the entire table total finish, in order from the current turn.Matching hand and table totals winsOffYes
SalvageSalvageAfter a table containing your 3 clears, retrieve one chosen discard, then check finishing.Retrieve a card after a three clearsOffYes
King skip countKing skip countKing skip uses the number of cards or always one player. Never skip twice.Players skipped by kingsPer cardYes
Five color lockFive color lockA single 5 locks red/black, excluding other lock families. Details also offers the less common suit-lock variant.Five locks color or suitOffYes
Required opening cardRequired opening cardThe first-round leader must include the diamond/spade 3 used to choose the leader in their opening play. Without that card, play normally.Lead the first round with the named threeOffYes
TaepodongTaepodongFour printed matching ranks plus two jokers cause revolution and an immediate finish, exempt from general revolution/weakest finish bans.Six-card set revolution wins immediatelyOffYes
Arithmetic runArithmetic runPlay 3+ same-suit cards with equal rank gaps. If also a normal run, the player chooses the form.Play equally spaced cards of one suitOffYes
King privilegeKing privilegeThree printed Ks swap entire hands with either neighbor, after Arthur and before Pastor King and King skip.Swap entire hands with a neighborOffYes
Next aceNext aceThe last ace player still holding cards leads after clearing. Resolve Dark market and finishing first.The last ace leads the next tableOffYes
Color lockColor lockConsecutive plays of one matching color lock red or black until clearing. Combine with partial suit lock.Repeated red or black locks colorOffYes
Two-card runsTwo-card runsSame-suit runs may start at two cards, using normal run strength and comparison.Runs may start with two cardsOffYes
Final countdownFinal countdownGrand Poor sets a count of at least 4 with a single 4. The pass that reduces it to zero loses. Resolve Damian first.Passing at zero losesOffYes
Seven attachSeven attachDiscard one chosen card per 7 without effects, after Seven gives. Do not duplicate Seven discard.Discard one card per sevenOffYes
Ten returnTen returnAnswer Eight cut with matching suits and count of 10s, clear and lead. Details also offers the one-10 variant.Matching-suit ten counters Eight cutOffYes
Nine gives backNine gives backGive one card per 9 to the previous player after Nine shuffle and reversal.Give one card per nine backwardsOffYes
Queen unlockQueen unlockQ first establishes any locks, then clears all locks and restarts their counters.Queen removes every lockOffYes
Queen reverseQueen reverseQ reverses turn order until clearing; only this temporary reversal resets. Other rank reversals remain.Queen reverses until clearingOffYes
Joan of Arc 2Joan of Arc 2Multiple Qs lift only Bloody Mary 2 suspension, never Omen. Bloody Mary 2 is outside this rule set.A queen group lifts effect suspensionOffYes
Pastor KingPastor KingOn K, each player chooses one card on their turn. Transfer to the next seat only after all choices; add received cards afterwards.Each player passes one chosen cardOffYes
Effects within runsEffects within runsRanks within runs also trigger card effects: hand operations, reversal, skipping, then clearing.Ranks in runs trigger effectsOffYes
Five lock typeFive lock typeChoose the majority red/black lock or the less common same-suit lock.Choose color or suitRed / blackYes
Ten return countTen return countChoose matching count (majority) or one matching-suit 10 (less common).Choose matching count or one tenMatch 8 countYes
Red five extra cardRed five extra cardGive the odd card to the originally larger hand (majority), or to the player who played the 5 (less common).Who receives the extra cardLarger handYes
Only after consecutive winsOnly after consecutive winsLimit Absolute monarchy to consecutive wins. Off: the previous Grand Rich exchanges 1, 2 and 3 cards every round.Use Absolute monarchy after repeat winsOffYes
Nuclear needs one color + JokerNuclear needs one color + JokerLimit Nuclear to six or more cards of one color including a Joker. Off: any revolution of six or more fixes revolution.Color and Joker requirements for NuclearOffYes

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FAQ

How many players?

Two to twelve. Four is the easiest number to play with.

How many rounds does a game last?

After each round, the host chooses Next round or Finish here. Finishing ranks everyone by their total points. Tables with new opponents finish after five rounds.

Which card is the strongest?

The joker, then the 2, then A, K, Q and so on down to the 3, which is the weakest.

Can I practise alone?

Yes. Press Play vs CPU to play against three computer players.

Can the others see my hand?

Normally others see only your card count; your cards are sent only to you. With Reveal and leave, everyone can see the fallen player’s remaining hand.

Can I play at school or work (unblocked)?

Yes. President runs entirely in your browser, with nothing to download or install, so it works on most school and work networks that block app stores or game downloads. If your network blocks the whole site, ask an administrator to allow boardgamejoin.com.

Is there a 2 player mode?

Yes. Two players can use the usual deal, or start with three to seven cards each and optionally draw from the stock. Choose Small hands for two in Deal style.

Can I play against the computer?

Yes. Press “Play vs CPU” on the President page to start right away against a computer opponent — no waiting for other players.

Can I play on a phone?

Yes. No app is needed — just open it in a browser. You can join the same party as people on a PC or tablet.

Can I play online with friends far away?

Yes. Start a party and send its invite link. Friends can join in their browsers without signing up.

Is there an app?

This is a free app that runs in your browser. No installation is needed.

Rights holder and physical edition

This is a public-domain classic game. The rules follow the President rules of Dokopa, Qdan's party-game app.

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Last updated 2026-09-24 · Run by Qdan, Inc.