
Top 137
A game about social class where you play cards — the lower the number, the stronger — and race to empty your hand first. The heart of it is the rank structure: at the end of every hand, seats and privileges change according to how you placed, from the Greater Dalmuti (the king) down to the Greater Peon, and it is a party classic that keeps everyone laughing with no waiting around.
A game about social class in which the lower the number, the better the card. The order in which players run out of cards decides their rank in the next hand, and the higher your rank, the more taxes you collect. A structure that is unfair on purpose — the player who is ahead gets more help — is the whole of this game.
The lower the number, the better the card
A card's number is called its rank. 1 is the strongest and 12 the weakest. And the number is also how many of that card are in the deck: there is a single rank 1 card and there are twelve rank 12 cards.
| Rank | Card | Count |
|---|---|---|
| 1 | The Great Dalmuti | 1 |
| 2 | Archbishop | 2 |
| 3 | Earl Marshal | 3 |
| 4 | Baroness | 4 |
| 5 | Abbess | 5 |
| 6 | Knight | 6 |
| 7 | Seamstress | 7 |
| 8 | Mason | 8 |
| 9 | Cook | 9 |
| 10 | Shepherdess | 10 |
| 11 | Stonecutter | 11 |
| 12 | Peasants | 12 |
| Jester | Wild card | 2 |
The Jester cuts both ways
Played together with other cards, it takes on their rank. But played alone it counts as rank 13, worse than even the Peasants (12) — the worst card in the game.
The Greater Peon deals
Deal the whole deck out one card at a time, clockwise, starting with the Greater Dalmuti, until it runs out. So players may end up holding different numbers of cards. Life isn't fair, after all. You may look at your hand while the cards are still being dealt.
Five to eight players is best. Four, or nine and up, also works.
Revolution — if you are dealt both Jesters
A player dealt both Jesters may call a revolution, and there is no taxation that hand. If the Greater Peon calls it, it becomes a greater revolution: everyone swaps seats with their opposite. The Greater Peon becomes the Greater Dalmuti, the Lesser Peon becomes the Lesser Dalmuti, and so on.
Passing when you could play is a strategy
Most of the time you shed your worst cards first, but from a low position it is often better to save a good set until several players are out and use it to take the lead. If you only want to climb one rank or hold the position you have, saving cards pays.
If you want to keep score (official optional rule)
Each time you go out you score 1 point for every player still holding cards. Agree on a number of hands in advance (twenty is a fine start); the highest total wins.
A new player can join a game in progress. They come in at the start of the next hand as a Merchant, halfway between the Greater Dalmuti and the Greater Peon. If there is a choice of positions, the Greater Dalmuti decides.
1 is the strongest. The lower the number, the better. The number is also the count of that card, so the stronger a card is, the fewer of them there are.
No. The count must match exactly; only the rank has to be lower.
Yes. Passing only skips that turn; it does not drop you out of the round.
No. They must give their two best cards. Only the Greater Dalmuti gets to choose.
Two Jesters played with other cards all count as that rank. One rank 5 card plus two Jesters, for example, is three rank 5 cards.
Only a player dealt both Jesters. If the Greater Peon calls it, it becomes a greater revolution and the whole class order flips.
That is the rule. The deal continues until the deck runs out, so the players near the front (the higher ranks) get an extra card. The unfairness is intended.
| Item | Detail |
|---|---|
| Designer | Richard Garfield — creator of «Magic: The Gathering» |
| Illustration | Margaret Organ-Kean |
| Publisher | Wizards of the Coast, February 1995 |
Garfield writes in the rulebook that a friend taught him the game in graduate school. There was no winner and no score at first — just seeing who could hold the Dalmuti's seat longest — and he and his friends added scoring later.
Games from the same root
The ancestor of this family appears to be the Chinese game «Zheng Shang You» (Climbing Up), and it spread under different names from place to place — «Dai Hin Min» (A Very Poor Man) in Japan, «Rich Man–Poor Man» in Alaska, «Scum» in Utah. Garfield said the name «Dalmuti» came from «Dai Hin Min». In Korea it tends to be introduced alongside «Blue Marble»-style class games and «Big Two».
| Edition | Released | Notes |
|---|---|---|
| Base game | 1995 | Wizards of the Coast |
| Dungeons & Dragons Edition | 2020 | Rethemed for D&D, illustrated by Harry Conway |
Sources
Official Wizards of the Coast rulebook (The Great Dalmuti, English)Wiki cross-check — Wikipedia: The Great DalmutiWiki cross-check — Namuwiki: DalmutiRule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
Spotted a mistake? Tell us in the comments below →
Last updated 2026-09-14
💡 Master tip
Get rid of high cards (11s and 12s) that are down to singles early, while you still have the lead. If you are left holding single high cards late, that hand sends you to Peon.
If this one has gotten too easy, try these — same feel, one step up in weight.
Not built yet. Let us know if you want one — it goes on the list.
Finishing order log
Record the order players emptied their hands each hand to track how the ranks change
Comments
Share your thoughts, report a mistake, or request a tool. No sign-in needed — nicknames are not verified, so anyone can use the same one.
Loading…