Card symbols on a dark purple field marked with faint X's
Rules

Struggling Upstream (Zhēng Shàngyóu)

👤 Players:
3-4 (Best at 3)
⏱ Time to play:
30 minutes
♟ Equipment:
52 card deck + 2 jokers.
🧠 Designer(s):
Uncredited
QR Code
Player Aid
Combo (ASC) Example
Single 8
Pair 99
Trip 444
Full House 66KKK
Run (no 2s or JKs) 456
Stair JJQQ
Plate 777888
Bomb 3333
Rocket Both Jokers

Player with 3♠︎ starts. Bombs/Rockets can be played at any time. Natural combos beat wild combos. Suits do not matter.

Card Rank (ASC)
3 → A (as normal)
2 (wild)
Black Joker (wild)
Red Joker (wild)

This is a variant of Zhēng Shàngyóu / 争上游 (which roughly translates to Struggling Upstream). As a folk game, there are dozens of variants and house rules that vary by geographical region. This version combines some of the best features of several climbing games while keeping the structure simple.

Setup #

Play #

The player holding the 3 of Spades leads first (but is not required to play the 3). This player may lead with any combination.

Goal #

First player to shed out (get rid of all cards) wins.

Card Order #

The card rankings in ascending order:

Suits do not matter!

Combos #

A combo can only be beaten by a higher version of itself (or a bomb). Natural combos beat wild combos.

Bombs #

Bombs/Rockets can be played at any time and can only be beaten by a higher bomb of the same type.

Scoring #

Score isn't always kept, but if desired:

First to make 6 points wins. If there's a tie, play another hand to break the tie.

Last place shuffles for the next game.

Nathan's Notes

Great game I can play over and over. There's great satisfaction in laying down a huge combo, or even busting up someone's plans with a Bomb. It may not be intuitive on first play that the 2's are the highest card (other than Jokers). So far we've played that 2's and Jokers as wilds can also be included to make a Bomb.

Date added: | Modified: