Showing posts with label tienlen. Show all posts
Showing posts with label tienlen. Show all posts

How To Play Tien Len

Tien Len is an exciting and fun Vietnamese card game for four players. While somewhat similar to the game Big Two, Tien Len uses a different grouping of allowable play combinations as well as many other discrepancies from Big Two and some of its popular variations. This game also goes by a number of other names including Thirteen, Vietnamese Cards and Jamel Patel. Although best for four players there are also variations of this game for more or fewer players which will be described in detail in the variations section below.


Players, Deck and the Deal

This game uses the standard deck of 52 cards which rank in the following order, from highest to lowest; 2, Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3. In addition to this ranking by denomination, the suits are also ranked in the following order, also from highest to lowest; Hearts (♥), Diamonds (♦), Clubs (♣) then Spades (♠). This suit ranking usually only comes into play when comparing cards of the same numerical ranking. The ultimate objective of Tien Len is to be the first player to empty his hand of all his cards.


The dealer can be determined using any of the standard methods such as cutting for highest card. The ranking of the cards revealed in this cut is identical to that given above for the standard ranking of cards in the game itself. If multiple players cut cards of the same numeric ranking, the suit ranking is then used to determine the highest of these identically ranked cards. Once the dealer is determined the dealer would shuffle the cards and offer the deck to the player to his immediate left for the cut. If this player declines the cut, the dealer himself should perform the cut. After the cut, the dealer then begins dealing the cards in a counter-clockwise direction, starting with the player to the dealers immediate right. Each player will receive one card face down in front of him. The dealer continues dealing in this manner around the table until each player has 13 cards on the table in front of him. The loser of the previous hand becomes the dealer for the next hand.


Play of the Hand

After the cards are dealt, play begins. On the first hand, the player who holds the three of spades is given the first opportunity to play. After the first hand, the winner of the last hand is given the opportunity to play first and his first play need not contain any particular card or cards. If any player holds all four deuces, he plays them immediately to the center of the table and is declared the winner of the hand.


For the first play of the first hand, the player may play any legal combination (either as a solo card or another combination), but it must contain the three of Spades. After the first player makes his play, the turn rotates around the table in a counter-clockwise direction from player to player. The next player in turn attempts to play cards of a higher combination than that previously played to the table. His combination played must contain the same number of cards and be of the same type as that of the previous play. If he does not have (or does not want to play) such a higher combination, he must pass, and the turn moves to the next player in rotation who attempts to beat the combination. Cards are played face up to the center of the table such that all players can clearly see the card or card combination played. This will create a growing pile of cards in the center of the table as the players continue to make their plays. Play continues around the table from player to player, each attempting to play a higher combination of cards. When attempting to beat a previous card or combination, the higher combination played must consist of the same number of cards as the combination previously played and must be of the same type (such as sequence or triplet). Once three consecutive players pass (not able or not wanting to play a higher combination of the same number of cards), the entire pile of cards in the center of the table is set aside, out of play. The individual who played the last high combination then starts the cycle again by playing any card or legal card combination to the center of the table. Since he is starting a new series of plays, the combination he plays may consist of any legal number of cards and is not required to be the same number of cards or type of combination as he had previously played. As before the players in turn then attempt to play a combination that can beat the last played. When a player passes on his turn, he must continue to pass until a new series of combinations is started after two other players have also passed.


At any time during the game a participant may ask any other participant how many cards they have left in their hand. The player asked must give an accurate answer.


Bombs, Chops and Beating Twos:

Although in general a combination can only be beaten by a combination which contains the same number of cards and of the same type, there are several exceptions to this rule, as follows. These special combinations are also called bombs or chops, for the way they can be dropped on another, seemingly unbeatable combination, often consisting of twos. When used to beat twos a combination consisting of four of a kind is often called a bomb and a combination consisting of sequences of pairs, when used to beat twos is called a chop.


  • A solo two, which is the highest solo ranked card, can be beaten by any four of a kind. This only applies to a solo two, and not any other solo card combination. The four of a kind played can be beaten by a higher four of a kind as normal.
  • A four of a kind can also beat any three pair double run. This four of kind can be beaten by a higher such four of a kind.
  • A three pair double run can also beat any solo two. This only applies to a solo two. After this is played, this three pair double run could be beaten by a higher such three card sequence.
  • A four pair double run can beat any two or pair of twos. This only applies to twos, however, as this combination cannot be used to beat any other solo card or pair. After the double run is played, a higher ranked such four pair double run can be played to beat it.
  • A four pair double run can also beat any four of a kind or three pair double run.
  • A five pair double run, can beat any three twos. This only applies to three twos, and does not beat other triplets. Once played, a higher ranked five pair double run could beat the one played.


Once a player passes during a series of played combinations they may not make a play (including a bomb) until the next series of plays begins (unless they again pass in the new round).


Winning the Game

When a participant plays his last card to the center of the table in a legal combination he drops out of the hand, with continued play skipping this player as the turn rotates around the table. When all but one player has run out of cards the hand ends, with the last player to hold cards set as the loser of the game.


Variations and Optional Rules


There are a wide variety of variations of Tien Len found at many card tables around the world. The following are some of the more popular and common such variations.


Viet Cong: This variation, also called VC, is a variation of Tien Len that is often played in the United States. The game is very similar to the standard game with the following differences:


  1. Twos may never be played as part of a run. Thus, the highest card allowable in a run is the Ace. However, twos may be played as part of a double run, and are considered the highest cards in the double run (i.e. Queen, Queen, King, King, Ace, Ace, 2, 2).
  2. On every hand the player holding the three of Spades always plays first. That player must always play the three either solo or as part of a larger combination on his first play.
  3. Any player who is dealt all four twos should show them immediately. The game ends immediately with this player being declared the winner.
  4. The normal bombs from the standard game are not used, and are instead modified with the following similar combinations that can beat twos, called slams:

    • A three pair double run can beat a solo two, but no other solo card.
    • A four of a kind can also beat a solo two. It cannot, however, be used to beat any other solo card.
    • A five pair double run can beat any pair of twos. However, it cannot beat any pair BUT a pair of twos.
    • Two consecutive four of a kinds can also be used to beat a pair of twos. This only applies to a pair of twos, however.
    • A seven pair double run can beat any three twos. No other triplets can be beat in this way, however.
    • Three consecutive four of a kinds can also beat a triplet of twos. However, it can not be used to beat any other type of triplets.

When a slam is used to beat two's, a higher combination of the same type and same number of cards can then beat the slam combination played.

In all other respects VC is played identically to the parent game it is derived from.


Card Trading: Another rule that is sometimes added to Tien Len is that of card trading. When this rule is used, the loser of the last hand must give his two highest cards to the winner of the previous hand. In return, the winner gives this player any two cards of his choice. A similar trade also occurs between the second and third players from the previous hand, with the second player receiving the highest card held by the third player in exchange for any card of the second winners choice. Obviously, on the first hand of every game no card trading occurs. When the card trading variant is used, instant wins are not usually counted (including holding 4 deuces).


More Instant Wins: In addition to the normal rule of four twos resulting in an instant win for the holder, sometimes the following additional combinations, when held by a player also result in an instant win for that participant:


  1. A double run consisting of six consecutive pairs.
  2. Three consecutive triples
  3. A complete sequence running from the three all the way to Ace and Deuce. The 12 card sequence need not contain all cards of the same suit.


In the rare instance when more than one player has a combination of cards that could result in an instant win, the ranking of the instant win types is as follows (from low to high): Double run of six pairs, Three consecutive triples, Complete sequence, four Twos. If two players hold the same classification of instant win hand, the normal rules for comparing these types of combinations is used (highest denomination of card in the combination and then suit ranking). Before the hand begins the player holding such a hand should display it and is instantly declared the first winner of that hand.


Additional Playable Combinations

Many of the variations of Tien Len revolve around the addition of playable combinations. Some of the more common such additions found at Tien Len games are as follows:


Suited Runs: Similar to a normal run, however a suited run consists of 3 or more cards in sequence, all of the same suit. This is considered a different combination type than a regular run, so if a player leads with this combination, any other player attempting to beat the combination can only beat it with a higher suited run consisting of the same number of cards. When comparing two suited runs, the combination containing the highest denomination card is considered the higher. When comparing two suited runs consisting of the same denomination of cards, the run in the higher suit is considered higher. A player may play a suited run in response to a regular run, but when played in such a manner, it is considered only a regular run with no special ranking for being a suited run in that case.


Two Card Runs: Some games allow the addition of two card runs. This consists of two cards in sequence. The cards are not required to be in the same suit. As with longer Runs, a two card run can be beat by a higher two card sequence. If comparing two such sequences that contain the same cards, the suit of the higher card in the sequence can be further used to rank the two card run.


Twos used in Runs: Although most versions of Tien Len do not allow 2's to be contained in runs or double runs, some variations allow their inclusion. If this rule is adopted, the 2 is considered the highest allowable card in the run.


Tien Len for Differing Numbers of Players: Although most commonly played as a game for four, there are also variations of this game designed for 2, 3, 5 or more players. Variations for these differing number of players is described below.


In any version of this game where there are extra cards not distributed to the players, the three of Spades may not be in play. In this case, the player with the lowest card in hand would have the first play in the first hand. To determine this, the dealer will sometimes begin calling out the lowest ranking cards in the deck (starting with the three of Spades and continuing to name cards in ascending order from the three of Spades up). The first player (including the dealer) to possess a card the dealer names would state this, and then would be entitled to the first play of the hand.


Tien Len for Two Players: Tien Len is also often played by two players. The rules are identical except that after each player is dealt the normal thirteen cards, there will be cards remaining in the deck. This stack should be set aside and unused in the hand.



Tien Len for Three: This game can also be played by three players, similarly to the standard version. Each player would receive 17 card hands, with the last card in the deck set aside face down and not used in the hand. The game itself is played the same as the four player version of Tien Len.



Tien Len for Five or More: This game is also sometimes played by five or more players (up to eight players). When playing with 5 or more, two standard 52 card decks are shuffled together to be used for the game. This larger deck is then shuffled, cut and each player would receive thirteen cards. Any remaining cards in the deck would be set aside and unused for the remainder of the hand. When using a double deck there will be more potential for identical combinations. A combination can never be beaten by another combination consisting of the exact same cards (rank and suit), but must be higher in some respect.

Tiến Lên Card Rule

Introduction

Tien Len can be considered the national card game of Vietnam; the name of the game, which should properly be spelled Tiến Lên, means Go Forward. The main description on this page is based on information from Jona Baily; Kenneth Lu and Justus Pang have contributed slightly different versions. Probably as a result of the Vietnam war, Tien Len has spread to some parts of the USA, where it is sometimes called Viet Cong or just VC; Kelly Aman has contributed one version of this. Chris Hovanic learned another version from Chris Molinaro (also in the USA) and they call it Thirteen.


Tien Len is a climbing game (a bit like Zheng Shangyou or President), in which the aim is to get rid of your cards as soon as possible by beating combinations of cards played by the other players.


Players and Cards

The game is for four players. A standard 52 card deck is used; there are no Jokers and no wild cards. It is possible for two or three to play. It can also be played by more than four players, using two 52 card packs shuffled together.


The game is normally dealt and played clockwise, but can be played anticlockwise instead if the players agree in advance to do so.


The ranking of the cards is: Two (highest), Ace, King, Queen, Jack, Ten, Nine, Eight, Seven, Six, Five, Four, Three (lowest).


Within each rank there is also an order of suits: Hearts (highest), Diamonds, Clubs, Spades (lowest).


So the 3 of Spades is the lowest card in the pack, and the 2 of Hearts is the highest. Rank is more important than suit, so for example the spade8 beats the heart7.


The Deal

For the first game, the dealer is chosen at random; subsequently the loser of each game has to deal the next. When there are four players, 13 cards are dealt to each player.


If there are fewer than four players, 13 cards are still dealt to each player, and there will be some cards left undealt - these are not used in the game. An alternative with three players is, by prior agreement, to deal 17 cards each. When there are only two players, only 13 cards each should be dealt - if all the cards were dealt the players would be able to work out each other's hands, which would spoil the game. When there are more than four players, you can agree in advance either to deal 13 cards each from the double deck, or deal as many cards as possible equally to the players.


The Play

In the first game only, the player with the 3 of Spades begins play. If no one has the spade3 (in the three or two player game) whoever holds the lowest card begins. The player must begin by playing this lowest card, either on its own or as part of a combination.


In subsequent games, the winner of the previous game plays first, and can start with any combination.


Each player in turn must now either beat the previously played card or combination, by playing a card or combination that beats it, or pass and not play any cards. The played card(s) are placed in a heap face up in the centre of the table. The play goes around the table as many times as necessary until someone plays a card or combination that no one else beats. When this happens, all the played cards are set aside, and the person whose play was unbeaten starts again by playing any legal card or combination face up to the centre of the table.


If you pass you are locked out of the play until someone makes a play that no one beats. Only when the cards are set aside and a new card or combination is led are you entitled to play again.

Example (with three players): the player to your right plays a single three, you hold an ace but decide to pass, the player to your left plays a nine and the player to right plays a king. You cannot now beat the king with your ace, because you have already passed. If the third player passes too, and your right hand opponent now leads a queen, you can now play your ace if you want to.


The legal plays in the game are as follows:


Single card

The lowest single card is the spade3 and the highest is the heart2.

Pair

Two cards of the same rank - such as club7-diamond7 or diamondQ-spadeQ.

Triple

Three cards of the same rank - such as diamond5-heart5-club5

Four of a kind

Four cards of the same rank - such as heart9-diamond9-club9-spade9.

Sequence

Three or more cards of consecutive rank (the suits can be mixed) - such as diamond4-spade5-heart6 or diamondJ-heartQ-heartK-clubA-diamond2. Sequences cannot "turn the corner" between two and three - A-2-3 is not a valid sequence because 2 is high and 3 is low.

Double Sequence

Three or more pairs of consecutive rank - such as 3-3-4-4-5-5 or 6-6-7-7-8-8-9-9.

In general, a combination can only be beaten by a higher combination of the same type and same number of cards. So if a single card is led, only single cards can be played; if a pair is led only pairs can be played; a three card sequence can only be beaten by a higher three card sequence; and so on. You cannot for example beat a pair with a triple, or a four card sequence with a five card sequence.


To decide which of two combinations of the same type is higher you just look at the highest card in the combination. For example heart7-spade7 beats diamond7-club7 because the heart beats the diamond. In the same way spade8-spade9-diamond10 beats heart8-heart9-club10 because it is the highest cards (the tens) that are compared.


There are just four exceptions to the rule that a combination can only be beaten by a combination of the same type:


  1. A four of a kind can beat any single two (but not any other single card, such as an ace or king). A four of a kind can be beaten by a higher four of a kind.
  2. A sequence of three pairs (such as 7-7-8-8-9-9) can beat any single two (but not any other single card). A sequence of three pairs can be beaten by a higher sequence of three pairs.
  3. A sequence of four pairs (such as 5-5-6-6-7-7-8-8) can beat a pair of twos (but not any other pair). A sequence of four pairs can be beaten by a higher sequence of four pairs.
  4. A sequence of five pairs (such as 8-8-9-9-10-10-J-J-Q-Q) can beat a set of three twos (but not any other three of a kind). A sequence of five pairs can be beaten by a higher sequence of five pairs.


These combinations that can beat single twos or sets of twos are sometimes known as bombs or two-bombs, and can be played even by a player who has previously passed.


Note that these exceptions only apply to beating twos, not other cards. For example, if someone plays an ace you cannot beat it with your four of a kind, but if the ace has been beaten by a two, then your four of a kind can be used to beat the two.


End of the Play and Payments

As players run out of cards they drop out of the play. If the player whose turn it is to play has no cards left, the turn passes to the next player in rotation. The play ends when only one player has cards left. That player is the loser, and must pay a fixed stake to each of the other players.


This game is often played for money, and sometimes for high stakes. Among serious players, typically the loser of a game would have to pay $2000 to each of the others. In a session of play, a person might easily lose (or win) a total of $50000 or more.


Customs and Ethics

Some types of behaviour which in many other card games would be regarded as cheating are generally considered acceptable in Tien Len. For example among some players it OK to peek at other players' cards, or to play out of turn if you can get away with it.


Variations

In the version contributed by Justus Pang:

  • In the first deal, the holder of the spade3 may pass rather than playing that card. This could be advantageous if the spade3 is part of a bomb.
  • Twos cannot be used in sequences - they may run only from 3 up to ace.
  • When all but one players have passed, the person who played the last unbeaten combination can continue to play successively higher combinations of the same type. This is known as "stacking". Since the other players have passed, they are not allowed to beat the stacked combinations unless able to play a bomb.
  • Variant. In San Jose the game is sometimes played with "trading". In this variant, as in many versions of President and some other climbing games, the loser of the previous deal must give his or her two highest cards to the winner, and the player who came second to last must give his or her highest card to the second placed player. Simultaneously, the first and second placed players from the previous deal pass two unwanted cards and one unwanted card respectively to the last and second last players.
The version of Tien Len contributed by Kenneth Lu has the following differences:

  1. If there are only three players, 17 cards are dealt to each; the person who starts the play takes the final card. For the first deal this is the person who has the spade3 (or the club3 if the spade3 was the undealt card). If there are only two players they are just dealt 17 cards each.
  2. Although in the first game the holder of the spade3 leads, the lead does not have to include the spade3. The first player may lead anything.
  3. The exceptional cases of combinations beating other types of combination are somewhat different:
    •  A four of a kind can beat any single card or pair.
    • A sequence of three pairs can beat a single two (but not any other single card).
    • A sequence of four (or more) pairs has no special power.
      4. As soon as someone runs out of cards the play ends and the other players pay the winner one stake for each card they have left in their hands at this time.

The rules of Viet Cong (VC) as reported by Kelly Aman have the following features:

  1. If anyone has four twos, they automatically win.
  2. The person with the spade3 must begin with a combination that includes that card.
  3. Twos cannot be included in single sequences (straights). Straights run from three up to ace only.
  4. The special combinations that beat twos are called slams. The rules for these are:
    • A sequence of three consecutive pairs or a four of a kind can beat a single two (but not any other single card).
    • A sequence of five consecutive pairs or two consecutive fours of a kind can beat a pair of twos (but not any other pair).
    • A sequence of seven consecutive pairs or three consecutive fours of a kind can beat three twos (but not any other triple).
As in other versions, a slam can be beaten by a higher slam of the same type.

    5. Some people play the game with trading. After the cards are dealt, but before the first lead, any            player can trade one or more cards with another player for an equal number of cards. Trading only         akes place by mutual agreement; if the two players cannot agree on the cards to trade, the trade             does not take place. If you play with trading, four twos do not automatically win the game.

 

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