DALMUTITABLETOP
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Opening the court…

A place at court

Climb the ranks

For 4–8 players. Empty your hand first to become Greater Dalmuti. The order players go out becomes the next hand’s seating: Greater Dalmuti, Lesser Dalmuti, Merchants, Lesser Peon, Greater Peon. Initial titles are drawn at random. All 80 cards are dealt, starting with the Greater Dalmuti.

Play a set

The leader plays one or more cards of the same rank. Clockwise, each player plays the same number of cards at a lower rank, or passes. Passing does not keep you out: you can play when your turn comes around again. When all other remaining players pass consecutively, the trick clears and the last player to play leads again. If that player has gone out, the next player clockwise leads.

The deck & Jesters

Ranks run from 1 (Great Dalmuti) to 12 (Peasant). Each rank appears that many times: one 1, two 2s, through twelve 12s. Two Jesters complete the deck. Played without other ranks, Jesters are rank 13. Added to a set, they adopt its rank.

Taxes

Before every hand, the Greater Peon gives their two lowest-numbered cards to the Greater Dalmuti, who returns any two cards. The Lesser titles exchange one card. Jesters are the worst cards for taxes. Dalmutis choose their returns before receiving taxes; all exchanges happen together.

Revolution

Anyone dealt both Jesters may cancel taxes by calling a revolution. If the Greater Peon calls it, every title reverses: a Greater Revolution. The resulting Greater Dalmuti leads. The holder can also decline and pay taxes normally.

Play against AI

Choose 1, 2, or 3 AI opponents when creating your table, then deal. The computer handles its turns, taxes, and revolutions automatically using only its own hand and public information. With 3 opponents, standard four-player rules apply. With 1 or 2 opponents, the smaller-table variant keeps all 80 cards and uses only the Greater Dalmuti and Greater Peon tax exchange; any middle player is a Merchant. Solo tables can be watched, but their AI seats cannot be claimed.

Keep the court going

The host deals each hand. There is no fixed match score; titles are the reward, and “hands won” tracks first-place finishes. New players can join between hands as Merchants. Reloading keeps your seat in this browser. Spectators can watch, but only you can see your hand. Text and optional voice chat connect the seated players.

Official Wizards of the Coast rulebook · About the 1995 game

An independent tabletop adaptation of Richard Garfield’s game, published by Wizards of the Coast in 1995. Original interface and card designs; not affiliated with Wizards of the Coast.