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Tien Len

Card games · Climbing games

Also Thirteen, Vietnamese Cards, VC

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Summary — 2–8 players

Tien Len is the Vietnamese climbing card game where every play must beat the last and the first to empty a hand of thirteen wins. Twos are the highest cards and only a bomb can stop one. Also called Thirteen, Vietnamese Cards and VC.

Scored by
there is no score: each play must beat the last, the first player to empty their hand wins the deal, the others follow in order, and the last one still holding cards loses and pays each of the others a stake
Origin
Vietnam, where it is the national card game. The name means go forward.

Rules

How to play

Players and equipment

Four players, each for themselves, and a standard 52-card deck with no jokers. Two or three can play with the same deal and some cards left out, and five to eight can play with two decks shuffled together. It is the card game of Vietnam, played at kitchen tables and on pavements, and it goes by Thirteen, Vietnamese Cards and VC among people who learnt it from Vietnamese friends. The name means go forward, which is what the play does: every card you put down has to beat the one before it.

Cards rank two, ace, king, queen, jack, ten, nine, eight, seven, six, five, four, three. The two is the highest card and the three the lowest. Suits rank too, hearts highest, then diamonds, then clubs, then spades, and the suit only matters between two cards of the same rank: the eight of spades beats the seven of hearts, because rank comes first. So the lowest card in the pack is the three of spades and the highest is the two of hearts.

Play goes to the left unless the table agrees before the first deal to go the other way, which some Vietnamese tables do.

SquareScores keeps the record. There is nothing to add up in Tien Len, so the table is a match table: one deal is one match, and a player is tapped as they go out. More on that under Scoring.

The deal

Thirteen cards each, dealt one at a time. With four players that is the whole pack. With two or three, still deal thirteen each and put the rest face down out of play without looking at them; three players may agree beforehand to take seventeen each instead. With more than four and a double pack, deal thirteen each, or as many as go round equally. The first dealer is chosen any way you like, and after the first deal the loser of the last deal deals the next.

Play

In the first deal, whoever holds the three of spades leads, and that card must be in the opening play. In a two- or three-handed game where the three of spades was left out, the holder of the lowest card dealt leads with it instead. From the second deal on, the winner of the last deal leads, with any combination they like.

A play is one of six combinations:

Single
Beaten by a higher single
One card
Pair
Beaten by a higher pair
Two cards of one rank
Triple
Beaten by a higher triple
Three of one rank
Four of a kind
Beaten by a higher four of a kind
All four of one rank
Sequence
Beaten by a higher sequence of the same length
Three or more cards in rank order, any suits
Double sequence
Beaten by a higher double sequence of the same length
Three or more pairs in rank order

A sequence runs up the ranks and never round the corner: ten, jack, queen, king, ace is a sequence, and so is queen, king, ace, two at the standard table, but ace, two, three is not. Many tables keep the two out of sequences altogether, so that the highest sequence ends at the ace; agree which before you start.

Each player in turn must beat the play on the table or pass. To beat a play you put down the same kind of combination with the same number of cards and a higher top card: a pair needs a higher pair, a four-card sequence needs a four-card sequence, and a triple can never be answered with a pair or four of a kind. Combinations are compared by their highest card, with suit breaking a tie at the top. The seven of hearts with the seven of spades beats the seven of diamonds with the seven of clubs, because the best card in the first pair outranks the best card in the second.

If you pass, you are out of that round of play until somebody's play stands unbeaten. The exception is a bomb. Once a play has gone all the way round with nobody beating it, the cards are swept aside and the player who made it leads again with anything they hold. A player with no cards left is simply skipped.

Twos are the highest cards, and a single two would end most rounds of play on its own, so there is a set of plays that beat a two from outside the ordinary rules. These are the bombs, and a bomb can be played even by somebody who has already passed.

Four of a kind
Beaten by a higher four of a kind
Beats a single two
Three pairs in sequence
Beaten by a higher three-pair run
Beats a single two
Four pairs in sequence
Beaten by a higher four-pair run
Beats a pair of twos
Five pairs in sequence
Beaten by a higher five-pair run
Beats three twos

A bomb beats twos and nothing else. Four of a kind cannot be dropped on a single ace; if a two then beats that ace, the four of a kind can beat the two. A bomb played against a two is itself beaten only by a higher bomb of the same kind, and once a bomb stands unbeaten the player who laid it leads next.

Players go out as their hands empty, and the play goes on among the rest. The first player to shed every card wins the deal; the others follow in the order they empty; the last one still holding cards loses the deal, pays the others and deals the next one.

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