Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Deal The first dealer is chosen at random; thereafter, the loser of
each deal deals to the next. Deal thirteen each, in ones. Any excess
cards are turned down and not used. (Variant: Three players may be
dealt seventeen each and one card left out.)
Object To avoid being the last player with cards remaining in hand.
Play In the first deal, whoever holds 3 starts by playing it face up
to the table, unaccompanied by any other card. In each subsequent
round, and in every round of every subsequent deal, the leader to a
round may start by playing any of the fol owing:
1. A single card
2. A pair (two cards of the same rank)
3. A triplet (three of a rank)
4. A quartet (four of a rank)
5. A sequence (of three or more cards regardless of suit)
6. Three or more consecutive pairs (e.g. 33-44-55, QQ-KK-AA-22,
etc.)
Sequences may not turn the corner. Thus 2-3-4 is il egal because
Twos are high and Threes low, hence not consecutive.
The highest of two or more otherwise equal combinations is the
one with the highest-suited top card. For example, 7- 6-15 beats
7- 6- 5 because 7 beats 7. Similarly, the pair 7- 7 beats
the pair 7- 7.
Each in turn must then either pass or play. If they play, it must be
the same number of cards, forming the same type of combination,
and outranking the previous player’s contribution. A player who
has once passed must keep passing throughout that round of play.
Play continues round the table, omit ing those who have passed,
until someone plays and everyone else passes. Whoever played last
turns the played cards face down and leads to the next round.
Beating Twos There are four exceptions to the rule requiring the
play of similar combinations, and al involve beating the play of
one or more Deuces (but no other rank). Namely:
1. A single Deuce is beaten by four of a kind.
2. A single Deuce is beaten by a double sequence of three (e.g. 3-
3-4-4-5-5).
3. A pair of Deuces is beaten by a double sequence of four (e.g.
6-6-7-7-8-8-9-9).
4. Three Deuces are beatenbyadouble sequence of ive (e.g. T-T-J-
J-Q-Q-K-K-A-A).
These combinations apply regardless of whether the Deuce(s) were
led or played as the highest of a series. When one or more Deuces
are beaten by the play of an appropriate longer combination,
anyone who has not already passed may, if possible, play a higher
combination of the same length and type, as if it had been led.
Ending As players run out of cards, they drop out of play. If a
player who runs out did so by winning a round, the lead passes to
the next player in turn with cards remaining. The last player left in
loses, and pays a fixed stake to each of the others.
Viet Cong (VC)
Variants of Tieng Len are played in America under this title. A
version reportedbyKel yAman(viathePagatwebsite)has the fol owing
features:
1. Anyone dealt four Deuces automatical y wins.
2. Whoever holds S3 must include it in his opening combination.
3. Inasinglesequencethe highest permissiblecardisanAce.
Onlymultiple sequences may include Deuces.
4. The special combinations that beat Deuces are cal ed slams.
The slam rules are:
The slam rules are:
A single Deuce is beaten by three consecutive pairs.
A pair of Deucesis beaten by five consecutive pairs, or
by two consecutive fours of a kind.
Three Deuces are beaten by a sequence of seven
consecutive pairs, or by three consecutive fours of a
kind.
5. Some play the game with trading (in which case, four Deuces
do not automatical y win). Before the first lead, any two
players may trade a mutual y agreed number of cards between
themselves, provided that they can agree on which cards to
trade.
Don’t forget…
Play to the left (clockwise) unless otherwise stated.
Eldest or Forehand means the player to the left of the dealer
in left-handed games, to the right in right-handed games.
T = Ten, p = players, pp = in fixed partnerships, c = cards,
† = trump, 7 = Joker.
18 Last in loses
Durak, that most popular of Russian pastimes, is the chief of a more
elaborate clan of going-out games than Newmarket and Crazy
Eights. While stil striving to get rid of your cards, you are primarily
aiming to avoid being the last one in, rather than to be the first one
out, and the method of play is more like trick-taking, which
demands a greater degree of skil . This character is wel reflected by
the fact that many such games are cal ed ‘Fool’, in the various
dif erent languages of the countries that play them – Russian durak,
Swedish tok, Finnish hörri, and so on. Some go further, and at ach
less salubrious and even positively scatological titles – such as
‘Shithead’ – to the humiliated loser.
The only member of this family regularly recorded by western