The game has many local variants. The core rules are relatively simple and are taken from the main 4-player rule sets provided by
John McLeod and
David Parlett.
Preliminaries ranked from lowest to highest; also a possible, though unlikely hand at Tiến Lên. Deal 4 players 13 cards each from a
standard 52-card deck. Deal and play is clockwise. For the first hand, the dealer is picked randomly; for subsequent hands, the loser of the previous hand deals. Cards rank (from high to low):
2 A K Q J 10 9 8 7 6 5 4 3. Within the numerical ranking, suits rank (from high to low):
Hearts –
Diamonds –
Clubs –
Spades . So for example (from higher to lower): . Thus is the highest card and the lowest. Players in turn discard single cards, or card combinations, to a central face-up pile. The object is to avoid being the last player to hold any cards.
Outplay Leading For the first hand, the player holding the lowest card begins by playing it singly, starting a face-up discard pile in the center. (When 4 people play, this will always be the .) In subsequent hands, the winner of the previous hand begins, and may play any card or combination. Valid cards or combinations that may be led are: • A
single card • A
pair of the same rank, as • A
triplet of the same rank, as • A
quartet of the same rank, as • A
sequence of 3 or more cards, regardless of suit, as • A
double sequence of 3 or more pairs, regardless of suit, as Sequences may not "go
around the corner". Thus, while is a valid sequence because the cards follow each other in rank, it is not possible to extend this sequence by adding any
3 to the end, since this jumps from the highest to the lowest rank.
Following Each player, in turn, may either play or pass. To play, they must contribute a card or combination to the pile that
matches the type (single, pair, etc.) of the one previously played, but
beats it in rank. The highest-ranking card of each combination determines which beats which. Thus, if is led, it can be beaten by , because the highest card of the second sequence () outranks the highest card of the first sequence (). Naturally, it would also be beaten by any
10 J Q or higher sequence. Passing and playing continues around until there is a card or combination that no one can beat. Once a player has passed, they may not play again to this pile, but players may contribute more than 1 card or combination to the pile as long as they have not yet passed. When the winning card or combination has been determined, its player gathers the pile, sets it to the side, and leads any card or combination to a fresh pile.
Bombs The exceptions to the strict rule of
matching type and
beating rank are called
bombs and they may be played only against presently-winning
2s as follows: • A
single 2 may be beaten by any
double sequence of 3+ pairs, as or a
quartet, as • A
pair of 2s may be beaten by any
double sequence of 4+ pairs, as or a
quartet, as • A
triplet of 2s may be beaten by any
double sequence of 5+ pairs, as A bomb is not unbeatable but, once played,
its type becomes the type that the other players must match and beat, rather than that of the card or combination originally led to the current pile.
Ending the game As players play their last cards, they drop out of play. If the leader to a new pile has no cards remaining, the lead passes to the next active player to the left. The game ends when only one player is left with any cards. That player is the loser. In a gambling game, the loser pays each other player a fixed stake; in a drinking game, they buy the next round; in a friendly game, they shuffle the deck for the next match. ==Variants==