Tien len

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Tien Len is a Vietnamese Card Game from which games such as President originated. Also called Thirteen, or Killer in other areas of the world, Tien len is intended for up to 4 players, though modifications to the rules can allow for 2-3 players. Also known as Viet Cong, (Vietnamese Cards, or just plain "VC") in the United States, Tien Len is simple enough for children yet fun enough for adults.

Contents

[edit] Cards

A standard deck of 52 playing cards is used, although additional decks can be used to accommodate more players. The ranking of the cards from highest to lowest is as follows: 2 > A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3. These are the ranking of the cards themselves. In this case, the "2" is the highest card in the game, and the "3" is the lowest card.

The cards are also ranked based on their Suits. The suits of each card varies. However, in Tien Len the ranking from highest to lowest is as follows: (Hearts) > (Diamonds) > ♣ (Clubs or Clovers) > ♠ (Spades). These are the ranking of each card suit. In this case, the "2" of "Hearts" (2) is the highest single card in the game, since the "2" is the highest ranking card, and the "Hearts" is the highest ranking suit. Consequently, the "3" of "Spades" (♠3) is the lowest single card in the game, since the "3" is the lowest card, and the "Spades" is the lowest suit. However, the card rank takes precedence over the suit. For example, the "10" of "Spades" (♠10), is higher than the "9" of "Hearts" (9), because the card "10" is higher than the card "9".

Once a player has these basic guidelines of the game in mind, they can now learn the more complex areas of the game. There are many terms in Tien Len a good player must be familiar with in order to be extremely effective while playing. These include:

  • Straight or Sequence: A combination of at least three cards that are in a sequence. The card suits do not matter in a sequence. However, the order of the cards must be in a consecutive order, from lowest to highest. The highest ending card in a straight is the Ace (A), whereas the lowest beginning card is the Three (3). Which means that the Two (2), cannot be included in any sequence. This also means that any straight including the Ace of Hearts (A) is unbeatable.
    • Examples: 456 || 67 89 10 || ♠8910 J QK A

A sequence can only be beaten by a higher sequence. In a special case, a Lock can defeat a sequence, since it itself is considered a sequence. In order to defeat a sequence, the higher sequence must be in the same quantity as the defeated sequence, and the last card must also be higher. If for example: A person plays 6 78, that straight can be defeated by any 3 card straight ending with at least the 8 of Clovers (♣8). If a person extends the sequence, it must be defeated by matching the number of cards played, only in a higher sequence.

    • Dragon: A specially unique sequence that runs from Three (3) through Ace (A). Without the use of trading, these are technically impossible to defeat. This specially type of sequence is the longest in the game. 99% of the time, the user will always end up winning. However, it is not always guaranteed. The Dragon is the sequence that has all individual cards (with the exception of the Two 2) included.

Example: ♠3 456 7 8 910 JQ K A

In a Dragon's case, this and other times are opportunities where the Three of Spades is most valuable. Because the dragon is so long, it can have multiple Locks within it. However, unless the entire Dragon is a Lock, the card suits do not matter.

  • Double-Sequence (Straight) or Breaker: A combination of at least 3 double cards, that are in a sequence. The card suits do not matter in a Double Sequence. This is also called a "Breaker" in some parts of the world, because it has the ability to defeat any single Two (2).
    • Examples: 3 34 455 || ♠10 10 JJQQK K AA

A Double-Sequence can only be beaten by a higher double sequence. In order to defeat a double sequence, the higher sequence must be in the quantity as the defeated sequence, and the last cards must be higher. The Double-Sequence has the exact same guidelines as a sequence. The only difference is that the last double cards can be beaten by the double same cards, but in a higher suit. For example: If a player plays 9 9 1010J J for whatever reason, then another player can play the other set of these same cards and beat it, which are ♠99 1010J J. Notice that the last pairs of double in the second sequence, contains the Jack of Hearts (J). Because Hearts is the highest suit in the game, that sequence automatically defeats the original double sequence that was played. This also implies to all other Double Sequences, or Sequences.

  • Lock: A combination of at least 3 cards in the same suit, that are in a sequence. A lock is a special type of sequence, very similar to a flush in Poker. All the cards in a lock have the same suit.

Examples: 4 5 6 || ♠8910JQK.

A Lock can only be defeated by a higher lock. It is much more difficult to defeat than a regular sequence, because it is an advance play. However, much like a sequence, the more cards in a lock, the more powerful it becomes. Thus making the whole play extremely difficult to defeat. Also, if a player plays any lock including the Ace of Hearts (A), it is unbeatable. This is because a lock is a sequence, which means that Twos (2) are not included. Likewise, if the player includes all Hearts in their lock, along with the Ace, they have played a Super Lock. This unique lock is the most powerful play in the game. Not only is it unbeatable, it can even give the player a rare instant win occasion.

  • Singles, Loners, Solo: A single played Card. These are the basic plays of the game. In many versions, they are called "Singles". However, in some alternate versions, some players call them Loners or sometimes Solo cards, because they are by themselves.
  • Examples: 2 || ♠K || 9

Singles can only be defeated by higher Singles. Single cards are the easiest plays to defeat in the whole game. Even the Two of Hearts (2) which is the most powerful single card in the game, can be a sinch to defeat by most players. Although it is the lowest card in the game, the Three of Spades (♠3) is also the most important (and very rarely the most valuable) card in the game. If a player holds the three of spades, they already have complete control of the game, because with this card, a player can commence the game. Even though it is a sinch to defeat, Singles can be the most difficult head scratchers. As the cards get higher, players begin to choose to eliminate the best in their hand, to defeat another player's Single card.

  • Pair or Double: A combination of exactly 2 cards of equal value. Similar to Poker, Pairs are one the easiest plays to defeat. However, the higher the card, the harder it becomes to defeat.

Examples: ♠4 4 || 55 || ♠AA || J J

Similar to a Double-Sequence, a Pair can only be defeated by a higher Pair. If a player plays a Pair that does not include the Hearts, it can be defeated by the other set of Pairs. For example: If a player plays the Ace of Spades (♠A) and the Ace of Diamonds (A), if another player holds the other 2 remaining Aces, which are the Ace of Clubs (♣A) and the Ace of Hearts (A), they can play them and defeat the original pair of Aces. This is because the Hearts is included in the 2nd pair of Aces, and because the Hearts is the highest Suit, it automatically defeats the other pair, even though the Clubs is lower than the Diamonds.

  • Triple: A combination of exactly 3 cards of equal value. A triple is a more complex type of Pair. It becomes more difficult to defeat the higher the value.

Examples: ♠4 4 4 || ♠K KK || 22 2

Triples can only be defeated by a higher triple of a higher value. Unlike a standard Pair, Triples must be defeated a higher value Triple. For example: If a player plays Triple 4's, then another player must have at least a Triple 5 to defeat it. Triples are more difficult to defeat than most plays in the game, because they require the sacrifice of 3 cards, which in turn can become more powerful using Trade.

  • Four of a Kind or Bomb: A combination of all 4 cards of equal value. These can often be the most difficult plays to defeat. A Four of a Kind has the same property as the Double-Sequence, in which it has the ability to defeat any Two (2)

Examples: 33 33 || AA AA

Four of a Kinds or Bombs can only be defeated by a higher Four of a Kind. These plays are extremely powerful. It doesn't matter how low each card in the Four of a Kind ranks, it's quantity severely makes up for it. These awsome type of Pairs have the same ability as the Double-Sequence, in which it can defeat any Two (2). However, unlike the Double-Sequence, which can be easily extended, a single Four of a Kind is limited to only one Two. This means that if a player wishes to defeat more than one Two using a four of a kind, they must extend the Four of a Kind. In doing so the player will transform it into a Sequential Four of a Kind. For example: Having all 4s can only defeat one Two. However, having all Fours, all Fives, and all Sixs can defeat three twos. This is because each of those are considered a Four of a Kind. Which means each of them can defeat a two. However, because this is so difficult and too rare, many players find it easier to extend the Double sequence to topple any number of Twos. In Tien Len, there is one Four of a Kind that will grant it's user an automatic victory. This is all Four Twos (22 22). However, a player must be naturally dealt the four twos to receive this rare feature. Four Aces (AA AA) are typically considered the most powerful Bombs in the game, seeing as though it is entirely rare for another player to hold four twos.

[edit] Dealing

A standard game of 52 playing cards can accommodate no more than 4 players. However, by combining more decks together, the total players can be doubled. Each player is dealt 13 cards, with a card being dealt one at a time to each player clockwise or counter-clockwise (which is at the dealer's discretion). The cards can also be dealt single handedly to each player, totalling their pile to 13. This will totalize in the whole 52 cards being dealt. The same applies with less players. The dealer can be anyone, and is normally designated by the players themselves. When playing with less than 4 players, the whole deck can be dealt out to each player. However, this would make each player more predictable for the other, since each player (especially when it is a 2 player match) has almost every card the other does not.

[edit] Trade

Trading is legal in Tien Len. However, it is completely up to each player. Trading makes a player's hand more effective and powerful. Although it has many benefits, there are some rules and guidelines to trading in Tien Len:

  • A player cannot give away no more than 2 Free Cards
  • Trading cannot exceed 30 seconds
  • After trading, a player must never wield more than 15 cards.
  • If a player gains all four twos with the use of trading, they cannot obtain an automatic victory.
  • No player will trade without all other players being aware of the trade

These rules must always be followed when trading in a Tien Len game. Any voilators will automatically receive last place, and/or lose their chance of playing.

[edit] Play

Tien Len has many variations and rules, however all play by the main rules and regulation.

The game starts with the person that holds the lowest card (which in a standard 4 player game, is the Three of Spades :♠3:). If there are less than 4 players, then the three of spades might not be available. This is because each player is required to have thirteen cards in their hand. Which means that 39 out of the 52 cards will be dealt. If the three of spades is not available, then the person with the Three of Clovers (♣3) begin. If the three of clovers is not available, continue with the next lowest card. This process must be followed in order to commence the game. Once the player with the lowest plays, then the game officially begins.

The person that begins the game has complete control already. They have the opportunity to start the game however they wish. This person can play any of the descriptions explained in the "Cards" section of this article. The only requirement is that it must include the lowest card in their hand. Once the person plays, then the game must continue clockwise. This means that the player to the left of the person who commenced the game, goes next. Then it continues clockwise. In the next person's turn, they have the choice of either defeating whatever the previous person played, or pass their turn. The player is not required to defeat what was played. However, in some versions, once a player skips their turn, they are locked out of the game until something different is played. For example:

  • We have a circular table. There are 4 players playing: Mark, who is sitting at 9:00. James, who is sitting at 12:00. Letoya, who is sitting at 3:00. And Dru, who is sitting at 6:00. The players decide to trade. After trading, Letoya wields the Three of Spades (♠3). Letoya chooses to begin the game by playing Triple 3 (♠3 33).
    • Notice that the Three of Spades (♠3) is included within Letoya's Triple. Having the lowest card out of all the players, can have both it's benefits and it's consequences. Being that this player commences the game, they must also play their lowest card as apart of their play. Letoya also could've chosen to commence the game by playing several other alternatives. These include: Sequence, Double, Double-Sequence, Single, Four of a Kind, or Lock. All of these alternatives, including the Triple that Letoya played, are considered choices for the player wielding the lowest card. However, the must have that lowest card as apart of the play.
  • After Letoya plays her Triple, therefore commencing the game, it is now Dru's turn. Because the game goes clockwise, it cannot be James's turn, because that would be going counter-clockwise. Dru has the option of either defeating Letoya's triple 3, or passing his turn.
    • Tien Len is a very free game. A player can literally choose to lose the game, by sitting down and not doing anything, and still be playing a game. Right now Dru has many options. In his hand, he has Triple Ace (AA A). This is much more powerful than the triple 3 Letoya played, because the Ace is much higher than the Three. If Dru played his Triple Ace, he would pose a great challenge to all players. The only triple that can topple the Triple Ace, is the Triple Two (2). It is extremely rare for anyone to defeat a Triple Ace with a Triple 2. Although he could defeat Letoya's triple 3 easily, Dru also has a Lock, which contains the Ace of Clovers (♣A). If Dru wants to defeat Letoya's triple 3, he must sacrifice the lock, because it needs the Ace of Clovers, to be considered a lock. There are many other alternatives Dru can take, but he must either play a higher triple than Letoya, or pass his turn.
  • On his turn, Dru defeats Letoya's Triple 3 with the Triple Ace. It is now Mark's turn. Mark passes his turn. It is on James, who quickly skips his turn. Now back on Letoya, she compliments Dru on such a powerful play. However, she finds herself no match for the stagnant force of Dru's Triple Ace, so she passes her turn. It is now on Dru.
    • Because everyone skipped their turn on his Triple Ace, Dru now has complete control of the game. He has the choice of playing whatever legal option in the game. He can either play: Pairs, Triples, Sequences, Locks, Four of a Kinds, Loners, or Double-Sequences. Since the lowest card has already been played by Letoya, Dru does no have to worry about including a specific card. In other words, anything works! The only policy Dru has to follow is the requirement for any of the option he chooses. If he chooses to play a sequence, then he knows he must have at least 3 cards going from highest to lowest (not including Twos). This implies to all other players and the options they choose.

Dru now resumes the game by putting whatever he wishes. The game continues in this same fashion, until someone eliminates all their cards first. The first person to do this is declared the winner. However, the game does not end there. If there are 3 or more people playing, then the game continues. This is because there needs to be a loser. The next person to eliminate their cards receives 2nd, then 3rd, then finally last place with 4th. The person that comes last usually gets eliminated, and a fresh, new person takes their place to start a new game.

Game Summary:

  • The person with the Three of Spades (♠3) or the lowest card commences the game
  • The game always continues clockwise (to the left of the person who begins the game)
  • A player chooses to use their turn, or pass their turn.
  • Depending on the version, if a player passes their turn, their are either locked out, or they can still have the choice of playing on their next turn.
  • When a player plays something that none of the other players either: cannot defeat or choose not to defeat, when it's their turn again, they have control over the game in that they can play anything thats legal
  • The first person to eliminate all their cards by playing strategically, is declared the winner. However, there must be a loser, so the game will continue until there is one.

[edit] Variations

[edit] House Rules

There are many variations and house rules that are agreed upon before playing. The names Tien Len, Thirteen, VC, etc many times are used interchangeably and do not necessarily imply a set or rules. Because of the great combinations of rules some of the rules are by nature conflicting and one or the other must be chosen. Some variations from the above rules are:

  • Some people allow 2's to be used at the top of a straight but not on the bottom. Ex: 2 A K
  • If a person is chopped then the last person to be chopped owes the person who chopped them card(s) in the next round. The person receiving the card can return any card of their choice back. You can only claim an instant win with four 2's if you are dealt the four 2's and do not owe anybody.
  • Cards owed variations:
    • Highest 2
    • Any 2
    • Highest card
  • Variations on number of cards owed:
    • Stacking - add a card owed for each 2 or chop above the first 2.
    • Doubling - double the number of card owed for each 2 or chop above the first 2.
    • No stacking - one card is owed regardless of layering. Two card for pairs, etc.
  • Alternate instant win hand - 5 conscecutive pairs (not including 2's).
  • Four conscecutive pairs cannot chop a single 2. It must be broken up. Same for five conscecutive pairs and a pair of 2's
  • Four conscecutive pairs can chop a single 2 or smaller chop even if the player has previously passed.
  • Five conscecutive pairs can chop a pair of 2's or smaller chop even if the player has previously passed.
  • Three conscecutive pairs can be played at the beginning of the game without being the lead. This variant is widely accepted but rarely used so there is no universal agreement on whether this applies to 3 conscecutive pairs only or all chops.
  • A 'lock' is when a straight flush is played. Only higher straight flushes can be played after this. Alternate versions are that the player can choose to 'lock' or 'unlock' the set as desired. You do not need to lead to lock a straight. Most versions of the game do not allow for locking.

[edit] Thirteen

Although this game can be played exactly like Tien Len, the following variations are common:

  • The straight pairs can beat any single card, not just twos. These are called Two Killers or Bombs but must be agreed upon by all players before dealing.
  • Along with the above listed type of "bomb" four of a kind is also a bomb.
  • The first game is led by the player with the lowest card and every hand after that is led by the winner. If a player leaves the game and a new player joins, it starts by who has the lowest card again. The deal then is passed clockwise after each game. Also, the first play must contain the lowest card.

There are some less common variations as well:

  • If you pass you do not forfeit your right to play.
  • Four of a kinds do beat a single two.
  • Straights cannot contain twos.
  • The first play of a game cannot be a straight of pairs.
  • Three of a kind can beat a single ace, ex. three fives beat an ace.
  • The first play of any game must contain the ♠3or the lowest card anyone has.
  • If there are only two players and no one has the ♠3 who ever has the lowest card in their hand goes first.

[edit] Killer (Hawaii Version)

Basic Rules: Everything is about the same. Some of the exceptions and rules are

  • 2's can't be included in straights.
  • The 3 of spades must be played first and can be played as a single or with a straight.
  • Four of a kinds and three consecutive pairs or more are BOMBS
  • BOMBS can only be used on 2's
  • Having four 2's is an automatic win.
  • A player can pass if he wants to and doesn't have to wait till a new round is played to play again.

For example, a pair 10 of clubs is thrown and the next player passes. The player that passed, can play when it comes his turn again.

There may be some exceptions, depending on how the people play or how they want to play. Some are:

  • Two consecutive Four of a kinds can beat a deuce of 2's. Three consecutive Four of a Kinds can beat triple 2's.
  • A sequence of four consecutive pairs can beat deuce 2's. Five consecutive pairs can beat triple 2's.
  • The Four of a kind BOMB is stronger than the three consecutive pairs BOMB. This comes into effect when someone plans to put a BOMB on another player's BOMB.

[edit] Killer (Southern California Version)

This is not really a variation of Tien Len. Rather, it is more of a separate game, like pusoy dos or big 2. See Killer.