The object of the game is to get rid of all of your cards, hence shedding card, to win. Cards can be played seperately or in certain combinations. If a player cannot play a round, the next person sheds a card.
In Daihinmin, the 3 of Diamonds is the starting card. If a player holds it at the beginning of the game, it is their turn. (2)3 is also the lowest card in terms of strength. To play, a person puts down a card of their choice. The next player must play a higher ranking card. 2 is the highest ranking card, save for the joker, which is a wild card. Unlike Pusoy Dos, however, card suite doesn’t matter. Also, if a player decides to play a doubles or triples, the next player must also play the corresponding combination. Furthermore, a player may play what is known as a ‘kaidan’, which is basically a straight of the same suite(can he?). Lastly, if a player plays a 4 card kaidan or hand, the game can be inverted. This is known as ‘Kakume’. If the game enters into kakume, the rules flip. 3 becomes the highest ranking card, and 2 becomes the lowest. Lastly, there are two other rules known as ‘Shibari’, and ‘Geki-Shibari’. Basically, these two terms indicate what a player has to play next. If a player sheds the 4 of hearts, and the next player sheds a 9 of hearts, the other players must also shed hearts. This is shibari. Geki-Shibari, on the other hand, occurs when two consecutive numbered cards of the same suite are played. For example, 4 and 5 of hearts. The next player must then play a 6 of hearts to continue. If you skip a turn, you are not allowed to play until the cards have been wiped and a new round commences.
Daihinmin is a unique game in which certain cards hold certain ‘abilities’. The 8 clears the table and the player that cast it gets another turn. The Jack enables the player to decide whether 3 or 2 is the highest card FOR A TURN (in this one, the deck goes backwards and you have to play lower cards other than higher). The Joker, as formentioned, is a wild card, and can be any card, and the highest. However, if a single Joker is shed, a 3 of Spades may be used to beat it.
Daihinmin ends when a person runs out of cards to play. However, when you end a game, you must exercise caution. Playing an 8, Joker, or highest card at the time (2 without kakume, 3 with) will cause the player to lose instantantly.
In Daihinmin, a player’s expertise can determine their cards in the next game. When playing with 4 or more players, the winner gets to exchange any two card of their choice with the loser. This enables them to acquire any Jokers or high cards the loser may have. The ‘second winner’ is also allowed to exchange a card with the third place player. However, the second winner is only alloted 1 card.