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Card Game Encyclopedia: Tien Len 
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Tien Len (some minor variations known as Thirteen or Viet Cong (VC) or Vietnamese Big 2) is a Vietnamese card game from which games such as President originated. This game is intended for 4 players, though modifications to the rules can allow for 2-3 players. It is simple enough for children yet fun enough for adults.

 

Cards

A standard deck of 52 playing cards is used, although additional decks can be used to accommodate more players. The normal ranking of cards is used with the exception of twos being the highest ranking cards. Aces are high so the lowest cards are threes. Suit order from highest to lowest is Hearts, Diamonds, Clubs, Spades. Card rank takes precedence over suit so a ♠K beats a 9.

Apart from each player's hands there is the play pile, which is empty at first but is where all plays are made. The game is normally played clockwise, but this is up to the individuals who are playing.

 

Dealing

In a standard four-player game each player is dealt 13 cards, with a card being dealt one at a time to each player clockwise. During the first game the dealer can be any player, but it is custom in subsequent games for the dealer to be the loser of the previous game.

 

Play

In the first game the player with the lowest card goes first (which is the ♠3). This card will need to be lead either singularly or in a combination. After subsequent games, the winner from the previous game may go first. However, house rules may imply the ♠3 to begin all games. This will need to be negoiated among the players prior to play. The next player going clockwise may choose to play a combination that is greater than that on the table or to pass. Even if that player possesses a playable combination, the choice to play that round (or trick) is optional.

If that player chooses to play, he or she must play a higher ranking combination of the same type. If the player chooses to pass or cannot beat the combination, then that player forfeits the right to play until another player makes a play that causes all other players to pass. The player who plays such a combination can now play any combination of cards, commonly termed "free choice." (eg. It is now the 3rd Player's free choice) In any case, after a player has finished his or her turn, the next player in the direction of play takes a turn.

Once a player has played all of his or her cards, the game is won. Two things can happen after this; either play continues among the remaining players until there is one loser who still holds cards in his or her hands, or the game is ended after the first winner has gone out.

 

Card Combinations

The legal combinations of cards that can be played:

Single Card

  • The highest card is the 2, while the lowest card is the ♠3.

Pair or commonly called Double

  • Any pair of cards with equal values.
  • Example: ♠Q and Q
  • Two different pairs with the same values are compaired by the highest card in each pair.
    • Example: One player plays ♣Q, Q, but this can be beaten by the pair of ♠Q, Q since the Q ranks above the Q.

Three of a Kind or commonly called Triple

  • Three cards of equal value.
  • Example: ♠Q, Q, and Q.

Four of a Kind or commonly called Quad

  • Four cards of equal value.
  • Example: ♣Q, ♠Q, Q, and Q.

Sequence, Run or commonly called Combo

  • Three or more cards in sequence, can be made among the cards ranked from three low to ace high.
  • Two's cannot be used in sequences and hence, the highest end card of a sequence is ace.
  • Example: The ♣4, 5, 6
  • As with pairs, to determine which of two straights is higher, the highest card of each sequence is compaired.
  • Aces are always considered high, so a sequence of ace, two, and three is illegal.
  • Sequences involving two, three, four or king, ace, two are also illegal

Paired sequence or commonly called Double Combo

  • Three or more pairs in a row
  • Example: ♣8, 8, ♠9, 9, 10, ♣10

Exceptions Some exceptions apply to the general gameplay, mainly dealing with winning and beating two's

The Instant Win exceptions:

There are three types of immediate wins, winning prior to the beginning of play.

  • If a player holds all four two's in their hand.
  • Example: ♣2, ♠2, 2, and 2
  • If a player has in their hand a Dragon which is one of each card of each rank, regardless of suit. In effect this is a 12 card sequence of three to ace with a two as the last card.
  • Example: 3, ♣4, 5, 6, 7, 8, 9, ♠10, ♣J, Q, K, ♣A and ♠2
  • If a player holds a Mah Jong, a hand with no single (loose) cards and no sequences. In effect this hand contains only pairs, triples or four of a kinds.
  • Example: ♠4, ♣4, ♠5, ♠5, 5, ♣7, 7, ♣J, J, Q, Q, ♣2 and ♠2
  • Some variations allow for any 6 pairs and a single (loose) card.
  • While claiming an instant win is only optional, only a complete hand with 13 cards can do this.
  • Usually an instant win can be claimed prior to play or on that respective players turn. It is possible for play to continue, and should be noted that an instant win OUTRANKS ANY combination. It is the most powerful play available, even greater than a four-of-a-kind of twos.
  • The combination of all four twos, if not used for an immediate win, can be used to outrank any combination, apart from any of the instant wins.

Combinations that outrank twos:

Commonly these are termed chops (derived from the vietnamese word to cut), slams or bombs. These combinations are unique in that they can be used to beat twos, but no other rank of cards. Thus a chop can not be used to beat a jack or ace.

  • A four of a kind can beat any single two. It can be beaten by a higher four of a kind.
  • Example: ♣6, ♠6, 6, and 6
  • Three consecutive pairs can beat any single two. It can be beaten by a higher three consecutive pairs.
  • Example: ♠6, ♣6, ♠7, 7, ♣8 and 8
  • Four consecutive pairs can beat any single two or any pair of twos. It can also beat a lower set of three consecutive pairs. It can be beaten by a higher set of four consecutive pairs.
  • Example: ♠J, J, ♠Q, Q, ♣K, K, A, and A
  • Five consecutive pairs can beat any single two or any pair of twos. It can also beat a lower set of three or four consecutive pairs. It can be beaten by a higher set of five consecutive pairs.
  • Example: 3, 3, ♠4, 4, ♠5, 5, ♣6, 6, 7, and 7
  • Six consecutive pairs can beat any single two, any pair of twos or any triple of twos. It can also beat a lower set of three, four or five consecutive pairs. It can be beaten by a higher set of six consecutive pairs.
  • Example: ♠5, 5, 6, 6, ♠7, 7, ♠8, 8, ♣9, 9, 10, and 10
  • Three consecutive three-of-a-kinds can beat any single two or any pair of twos. It can also beat a lower three consecutive pairs or a lower three consecutive three-of-a-kind. It can be beaten by a higher consecutive three-of-a-kind.
  • Example: ♣5, ♠5, 5, ♣6, ♠6, 6, ♠7, 7, and 7
  • Three consecutive four-of-a-kinds can beat any single two, any pair of twos or any triple of twos. It can also beat a lower four-of-a-kind, a lower 3 consecutive pairs, a lower 3 consecutive three-of-a-kind or a lower three consecutive four-of-a-kind. It can be beaten by a higher three consecutive four-of-a-kind.
  • Example: ♣10, ♠10, 10, 10, ♣J, ♠J, J, J, ♣Q, ♠Q, Q, and Q
  • No possible chop can outrank a four-of-a-kind of twos. Since a total of 16 or more cards will be required in the combination, which exceeds the 13 cards dealt to each player in normal play.
 

Money

If the players have agreed to play for money beforehand, then the loser of a game pays a fixed amount to each of the other players. This game is often played this way and can even be played for stakes in the thousands of dollars.

 

Variations

 

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.
  • Along with the above listed type of "bomb" four of a kind is also a bomb.
  • Every game is led by the player with the lowest card, rather than being led by the winner. 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.
 

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 players BOMB.

2s can be bad

 

Viet Cong (VC)

The following are the common extra rules for a game of VC:

  • A player who is dealt four twos automatically wins
  • The first play of any game must contain the ♠3
  • Twos cannot be a part of a straight
  • The combinations that beat only twos are called Slams
    • A straight of three pairs beats a single two.
    • A straight of five pairs beats a pair of twos.
    • A straight of seven pairs beats three twos.

Some games are played with trading, but all players must agree on this before the deal:

  • When the hands are first dealt players may trade cards.
  • Each trade is a 1:1 trade. This means that a player cannot trade two aces for a two.
  • In order for a trade to occur, both players must agree on the trade. No stealing.
  • Four twos do not win the game automatically.

 

 

 

 

 

 

 

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This article is realized with Wikipedia, the free encyclopedia. This article is licensed under the GNU Free Documentation License

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