Tien len (VC)

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Tien len (card game)
Image:Card shuffling.jpg
Alternate names Viet Cong, Thirteen, Killer
Type Shedding-type
Players 2-4
Deck 52, 13 per person
Cards Anglo-American
Card rank
(highest to lowest)
2 A K Q J 10 9 8 7 6 5 4 3, (Hearts) > (Diamonds) > ♣ (Clubs or Clovers) > ♠ (Spades)
Origin Vietnamese
Related games President

Tien len (properly spelled tiến lên, "advance forward") is a Vietnamese Card Game derived from the Chinese game Zheng Shangyou, from which games such as president originated. Also called thirteen (which is also a generic name for any card game with four players in which each player gets thirteen cards), 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. The game is simple enough for children yet fun enough for adults. It is also known as Viet Cong (after the military organization), Vietnamese cards, or just plain VC), as well as Up the Hill in the United States. It is one example of Climbing Games that are very popular in Vietnam and East Asia.

Contents

[edit] Rules

[edit] Cards

Note: The following discussion makes use of Unicode characters for the four card suits; you may need to switch to, or install, a more complete Unicode font if you cannot see these characters properly: , , ♣, and ♠.

A standard deck of fifty-two playing cards is used. The ranking of the cards from highest to lowest are as follow: 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 are as follow: (hearts) > (diamonds) > ♣ (clubs) > ♠ (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 play effectively. These include:

  • Straight or sequence: A combination of at least three cards that are in a numerical 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 3. Which means that the 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 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 clubs (♣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 special sequence that runs from 3 through ace. Without the use of trading, these are technically impossible to defeat. This type of sequence is the longest in the game. The vast majority of the time, the dragon user will win. However, it is not always guaranteed. The dragon is the sequence that has all individual cards, with the exception of 2, included.
    • Example: ♠3 456 7 8 910 JQ K A
  • Double sequence (straight, breaker, 2-killer, bomb, cut, or chop): A combination of at least 3 pairs that are in numerical sequence. The card suits do not matter in a double sequence. It has the ability to defeat any single 2.
    • Examples: 3 34 455 || ♠10 10 JJQQK K AA

A double sequence can only be beaten by a higher double sequence, however in some parts of Vietnam, a four-of-a-kind can also defeat a double sequence (therefore theoretically four aces are the most powerful play in that variant of tien len, not counting four 2s, which is an automatic win). In order to defeat a double sequence, the higher sequence must be in the same 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 same double 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 defeats the original double sequence that was played. This also implies to all other Double Sequences, or Sequences.

  • Single (loner, solo): A single played card. These are the basic plays of the game.
    • 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 cinch 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, he or she already have complete control of the game, because with this card, a player can commence the game. Even though it is a cinch 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 (double): A combination of exactly 2 cards of equal numerical value. As in poker, pairs are one the easiest plays to defeat. However, the higher the cards in the pair, 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), and another player holds the other 2 remaining aces, which are the ace of clubs (♣A) and the ace of hearts (A), he or she can play them and defeat the original pair of aces. This is because the hearts is included in the second 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 three cards of equal numerical value. A triple is similar to but more complex than a pair. It becomes more difficult to defeat the higher the value of the triple cards.
    • Examples: ♠4 4 4 || ♠K KK || 22 2

Triples can only be defeated by a triple of a higher value. For example: If a player plays triple 4s, 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 trading.

  • Four-of-a-kind (bomb or buster): A combination of all four cards of equal value. These can often be the most difficult plays to defeat.
    • Examples: 33 33 || AA AA

Four-of-a-kind 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 makes up for it. A four-of-a-kind has the same property as the double sequence, in which it has the ability to defeat any number-two card (2). However, unlike the double sequence, which can be easily extended, a single four-of-a-kind is limited to only a single extesion by a 2. This means that if a player wishes to defeat more than a 2 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 our-of-a-kind. For example: Having all 4s can only defeat one 2. However, having all 4s, all 5s, and all 6s can defeat three 2s. This is because each of those are considered a four-of-a-kind, which means each of them can defeat a 2. However, because this is so difficult and rare, many players find it easier to extend the double sequence to topple any number of 2s. In tien len, there is one four-of-a-kind that will grant it's user an automatic victory. This is all four 2s (22 22). However, a player must be naturally dealt the four 2s to receive this rare feature. Four aces (AA AA) are otherwise typically considered the most powerful bombs in the game, seeing as though it is extremely rare for another player to hold four twos.

[edit] Dealing

A standard deck of fifty-two playing cards can accommodate no more than four players. Each player is dealt thirteen 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 thirteen. This will result in all fifty-two cards in the deck being dealt. The dealer can be anyone, and is normally designated by the players themselves. When playing with less than four players, each player can hold the traditional thirteen maximum cards or the whole deck may be dealt out to the players. However, this would make each player more predictable for the other, since each player (especially when it is a two-player match) has almost every card the other does not.

[edit] Properties of 2s

Twos (2s) are the highest-ranking single cards in tien len. Whether by themselves or in combinations, 2s are formidable cards. Because they are the highest cards in they game, they can only be defeated by two plays: double sequence and four-of-a-kind '. These two plays are the only plays capable of defeating any 2. However, if the 2s are played in combinations they become more powerful. As a result, either the double sequence or the four-of-a-kind needs to be extended or enhanced. The following are the guidelines for defeating 2s:

  • Any single 2 by itself can only be defeated by a regular double sequence or four-of-a-kind: If a single 2 is played and a player holds a normal double sequence, which is only three double cards in sequential order, he or she may play it on that two and defeat it. Likewise, if a player holds a regular four-of-a-kind, which is a collection of all of one specific card number, he or she may play it and defeat a 2.
  • If 2s are played in combinations, beginning with a single pair, the double sequence or four-of-a-kind must be extended or enhanced to be able to defeat those quantity of 2s: Playing pairs of a card makes that card and the combination more powerful. By adding on more 2s to the pile, the play has gotten more powerful. As a result, a regular double sequence or four-of-a-kind is too weak to defeat it. For example: Any single 2 can be defeated by a regular double sequence (such as ♠10 10 JJQQ) or a regular four-of-a-kind (such as 33 33). However, if two 2s are played (such as 22), then a regular double sequence or four-of-a-kind is not strong enough to beat it. This is because the power of a 2 has been doubled. Since a regular double sequence or four-of-a-kind is limited to defeating only a single 2, it must be extended or enhanced in order to defeat more than a single 2. For example: If two 2s are played, then an extended double sequence (such as JJQQK K AA) can defeat it. Notice that an extended double sequence has at minimum 8 doubles in consecutive order, rather than a maximum of 6 like a regular sequence. By extending the double sequence, the play has therefore gotten more powerful than a regular double sequence, and as a result is now able to defeat two 2s. The same concept applies to more than two 2s. The more 2s, the more extension needs to be done on a double sequence. Keep in mind that the double sequence should only be extended to accommodate the amount of twos played. For example, If only a single 2 has been played, a player may not play an extended double sequence because only a single 2 has been played. The extension of the double sequence is not necessary to accommodate a single two, and is therefore void. This also prevents a player from getting rid of cards quicker by abusing the properties of the 2. Four-of-a-kinds are almost impossible to extend. Having all four of three numbers in sequential order will just about never happen without the use of trading. However, just in case a player gets extremely lucky, extended four-of-a-kinds have a different property than the extended double sequence. An extended four-of-a-kind, (such as 8 888 :9 9 99 ||33 33 :4 44 4 : 55 55) in some versions of the game, can defeat as many as four 2s in just one extension. However, the four-of-a-kind extension is so rare, there has never been a rule to extend it. Therefore, only the players can decide just what are the guidelines to it, and how many 2s can be defeated by extending it.

[edit] Instant wins

In tien len, there are officially three things that can guarantee a player a very rare instant win occasion:

  • Four 2s
  • Six pairs
  • Three triples (three triples are rarer than six pairs).
  • Ultimate dragon

If a player holds any of the above plays, they have two options:

  • Call instant win and immediately claim 1st place
  • Continue playing as regular.[clarify]

A player must be genuinely dealt one of the three instant win occasions. No trading will aid a player in an automatic victory.

As explained earlier in the article, four 2s are simply all the twos together. This is the most powerful sets of cards to have. As a result, the player will be too powerful to continue playing. Therefore, they have the choice of gaining an instant win. Six pairs is as it sounds: having six doubles. This means that if a player naturally holds 13 cards, 12 of those cards must form doubles in order to gain an instant win. The last instant win occasion, ultimate dragon, is the most difficult to attain. The ultimate dragon must contain two things in order for the player to receive an automatic victory: the 3 of spades (♠3), and the ace of hearts (A). These two cards are essential in an ultimate dragon, because the three of spades commences the game, and the player can run the sequence straight to the ace of hearts. This makes the entire dragon completely unstoppable, therefore leaving the player with one remaining card, resulting in a victory.

[edit] Trade

Trading is legal in tien len (under house rules). However, it is completely up to each player. Trading can make 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 more than 2 free cards[clarify]
  • Trading negotiation cannot exceed 30 seconds
  • After trading, a player must never wield more than 15 cards. (This only applies to a standard 13 card game. If more cards are dealt to each player, then the maximum cards held are completely up to the players to determine beforehand.)
  • If a player gains any of the three instant win occasions with the use of trading, they cannot obtain an automatic victory. (The only exception to this rule is the ultimate dragon. Since the player holds the 3 of spades they can commence the game. Assuming they have a sequence which runs to the ace of hearts, the player will inevitably gain an automatic victory.)
  • No player will trade without all other players being aware of the trade.

Any violators of these rules 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 regulations.

The game starts with the person that holds the lowest card (which in a standard four-player game, is the 3 of spades: ♠3:). If there are less than four players, then the 3 of spades might not be available. This is because each player is required to have thirteen cards in their hand. Which means that thirty-nine out of the fifty-two cards will be dealt, if there are exactly three players, or twenty-six cards, if there are only two players. If the 3 of spades is not available, then the person with the 3 of clubs (♣3) begins the game. If the 3 of clubs 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 cards plays, then the game officially begins.

The person that begins the game has complete control already. He or she has 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 (clockwise are for western games, and counterclockwise are for eastern game).[clarify] 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 (in the original version – old school, early 90's – you are lock out of play for passing). For example:

  • Imagine a circular table. There are four players playing: Mark, who is sitting at 9:00. Chang, 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 3 of spades (♠3). Letoya chooses to begin the game by playing triple 3 (♠3 33).
    • Notice that the 3 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, he or she must have that lowest card as a part of the play.
  • After Letoya plays her triple, therefore commencing the game, it is now Dru's turn, because the game goes clockwise. Dru has the option of either defeating Letoya's triple 3, or passing his turn.
    • 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 3. 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 rare triple 2. Although he could defeat Letoya's triple 3 easily, Dru also has a lock, which contains the ace of clubs (♣A). If Dru wants to defeat Letoya's triple 3, he must sacrifice the lock, because it needs the ace of clubs, 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 to Chang, who also quickly skips his turn. Now back on Letoya, who compliments Dru on such a powerful play, and she finds her cards no match for the triple ace, so she too passes her turn. It is now back on Dru.
    • Because everyone skipped their turn on his triple ace, Dru now has complete control of the game, and has the choice of playing any legal option in the game. He can either play: pairs, priples, sequences, locks, four-of-a-kinds, loners, or double sequences. Since the lowest card has already been played by Letoya, Dru does not have to worry about including a specific card. If he chooses to play a sequence, then he knows he must have at least three cards going from highest to lowest (not including 2s). This applies 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. The new game usually begins with the winner of the previous round playing first, instead of playing with the 3 of spades (♠3)

Game summary:

  • The person with the 3 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 (or the opposite, if playing in Asia).
  • A player chooses to use their turn, or pass their turn.
  • Depending on the game variant, if a player passes their turn, they are either locked out, or they can still have the choice of playing on their next turn.
    • According to the old-school rules of the early 1990s, once you pass you are locked out. When a player plays something that all other players pass on, then they may continue the round with a higher combination because all other players are locked out of play for that round. This is the reason for the name of the game, you must always "advance forward" in this variation.
  • When a player plays something that none of the other players can defeat (or which they choose not to defeat), when it is that player's turn again, and he or she has control over the game in that they can play anything that is 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.
  • Only the player who wins a round (that is, the player in control) can began a new round, so if someone ends a round with their last cards, then everyone in the game become losers.

[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, are generally used interchangeably and do not necessarily imply any particular set of rules. Some combinations of rules would by their nature be conflicting, so one or the other must be chosen. Some variations from the above rules are:

  • Some people allow 2s to be used at the top of a straight but not on the bottom. Ex: 2 A K
  • All chops and bombs.
  • Instant wins not allowed.
  • If a person is chopped then the last (or every) person to be chopped owes the person who chopped them card(s) in the next round.
    • The person receiving the card(s) can return any card of their choice to player from which it came. A player can only claim an instant win with four 2s when dealt the four 2s and when not owing 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.
  • The loser owes the winner a 2 if he still have a 2 in his hand when the game is finished. If the loser have two 2s then he owes the winner two 2s, and tree 3s if he have three 3s
  • Alternate instant win hand - 5 consecutive pairs (not including 2's).
  • Four consecutive pairs cannot chop a single 2. It must be broken up. Same for five consecutive pairs and a pair of 2s
  • Four consecutive pairs can beat a pair of 2s and can also go out of turn to beat a single or pair of 2s (if the person has been locked out of a round, he/she can go back in to beat the 2)
  • Four consecutive pairs can chop a single 2 or smaller chop even if the player has previously passed.
  • Five consecutive pairs can chop a pair of 2s or smaller chop even if the player has previously passed.
  • Three consecutive 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 consecutive pairs only or all chops. This variant came from the book Killers for Dummies.
  • If three consecutive pairs can or must be played at the beginning of the game without being the lead or having three of spades, it cannot be used to defeat a single 2.
  • 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. Locking is taken from the game of big two, in which a straight flush beats a straight, as it is rarer.
  • The straight pairs can beat any single card, not just 2s. These are called 2-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.
  • 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 2.
    • Straights cannot contain 2s.
    • The first play of a game cannot be a straight of pairs.
    • Three-of-a-kind can beat a single ace.
    • There is no trading.

[edit] Killer (Hawaiian variant)

In Hawaii, each player is dealt 13 cards, regardless of the total number of players (2 or 4). Some of the basic rules include:

  • The first play of any game must contain the lowest card any player has (normally a 3), as a single, pair, or sequence.
  • Straights cannot contain 2s.
  • Four-of-a-kind and three (or more) consecutive pairs are "bombs".
  • Only a bomb, and not three of the same suit, can beat a 2.
  • The four-of-a-kind bomb is stronger than the three consecutive pairs bomb.
  • There are no trading or "locks".

There are some less common variations as well:

  • When a player passes, they are not locked out from playing again in the same round.
  • Two consecutive four-of-a-kinds can beat a pair of 2s. Three consecutive four-of-a-kinds can beat triple 2s.
  • A sequence of four consecutive pairs can beat a pair of 2s. Five consecutive pairs can beat triple 2s.

[edit] References

[edit] External links