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How to Play Thirteen (Tiến Lên)

Play Thirteen

Solitaire Arcade·

Learn how to play Thirteen (Tien Len): card ranking, combinations, pass-lock, bombs that beat 2s, and 3/2/1/0 scoring in Quick or four-hand Match play.

How to Play Thirteen (Tiến Lên)

Thirteen, also known as Tiến Lên or Tien Len, is a climbing card game where you try to get rid of every card in your hand before the other players.

Players take turns playing singles or combinations that beat the current play, or passing. When the battle clears, the next leader chooses a new combination to start play again.

The basic idea is easy to learn. The challenge comes from recognising legal combinations, knowing when bombs can beat 2s, and deciding which cards to keep for later.

This guide explains the rules used on Solitaire Arcade. Other versions can differ, especially around bombs. You can play Thirteen online while you learn.

The Aim: Win Hands and Build Your Match Score

In each hand, aim to be the first player to play all 13 of your cards. You shed cards as singles, pairs, triples, four of a kind, straights or consecutive pairs.

Finishing first wins that hand, but the other players continue for the remaining places. Each place earns points towards the match.

On Solitaire Arcade you can play Quick (1 hand) or Match (4 hands). The player with the highest total wins, with an extra hand if a Match is tied for the lead. Winning one hand and winning the match are different goals.

The Deal and Opening Lead

Thirteen uses one standard 52-card deck with no jokers. Four players receive 13 cards each; on Solitaire Arcade, you play against three AI opponents. Everyone plays individually, with no partners.

All cards are dealt. There is no stock to draw from and no exchange before play. You see your own hand, while opponents’ cards remain hidden.

Play moves clockwise. In the first hand of a match, the player holding 3♠ leads a legal combination containing that card. It can be the single 3♠ or part of a pair, triple, four of a kind, straight or consecutive-pair run.

On later hands, the previous hand’s first-place finisher leads any legal combination. They do not have to include 3♠.

Card Rank and Suit Order

Ranks run from lowest to highest:

3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, Ace, 2

A 3 is lowest and a 2 is the highest ordinary rank. For example, an 8 beats a 7, a Queen beats a Jack, and a 2 beats an Ace when comparing singles.

When ranks tie, suits run from lowest to highest: Spades, Clubs, Diamonds, Hearts.

3♠ < 3♣ < 3♦ < 3♥

Rank comes first. A 10♠ beats 9♥ despite having the lower suit. Among equal ranks, 9♥ beats 9♦. The highest individual card is 2♥, though eligible bombs can still beat it.

Singles, Pairs and Triples

A single is one card. To beat it normally, play a higher single.

A pair is two cards of the same rank. A higher pair beats a lower pair. If the ranks tie, compare the highest-suited card in each pair: 9♠ + 9♥ beats 9♣ + 9♦.

A triple is three cards of the same rank. A higher triple beats a lower triple.

2s are the highest ordinary rank for singles, pairs and triples. A high single cannot answer a pair, and a triple cannot answer a pair either. The combination type must match unless a specific bomb exception applies.

Four of a Kind

Four of a kind contains all four cards of one rank. For example:

J♠ + J♣ + J♦ + J♥

As an ordinary response, a higher four-of-a-kind beats a lower one. Four Kings beat four Queens, and four 2s are highest by rank.

Four of a kind also acts as a bomb against a single 2. It does not automatically beat a pair, triple or straight.

Straights

A straight contains one card from each of three or more consecutive ranks. Suits can mix. 4–5–6 and 8–9–10–J–Q are valid examples.

2s cannot appear in straights, and ranks never wrap. Q–K–A is valid; K–A–2 and A–2–3 are not. Aces can finish a straight but cannot restart one at the bottom.

To answer a straight, match its length and play higher. Compare the top card’s rank first, then its suit if the top ranks tie.

Consecutive Pairs

Consecutive pairs require three or more pairs in adjacent ranks, with exactly two cards of each rank. Suits can mix. 5–5, 6–6, 7–7 is a three-pair run; two consecutive pairs are not a legal combination.

Runs cannot contain 2s or wrap around. Q–Q, K–K, A–A is valid; K–K, A–A, 2–2 is not.

An ordinary response must contain the same number of pairs and reach a higher top rank. If the top ranks tie, compare the highest-suited card in the top pair. Consecutive pairs can also act as bombs at specific lengths.

Matching and Beating the Current Play

For an ordinary response, match the combination type and number of cards, then play something higher. Rank decides first; suit breaks a tie on the highest card. For consecutive pairs, that deciding card belongs to the top pair.

A single Ace cannot answer a pair of 6s, and a longer straight cannot answer a shorter one.

For more worked comparisons, see Thirteen Card Rankings and Combinations.

Bombs: What Can Beat 2s?

Bombs create specific exceptions to the matching-type rule. On Solitaire Arcade:

A single 2 can be bombed by four of a kind or exactly three consecutive pairs.

A pair of 2s can be bombed by exactly four consecutive pairs.

A triple of 2s can be bombed by exactly five consecutive pairs.

These lengths are exact, not minimums. You may select a legal three-pair section from a longer run, but four consecutive pairs cannot bomb a single 2, and four of a kind cannot bomb a pair or triple of 2s.

Bombs do not override ordinary non-2 plays. After a bomb, a higher combination of the same type and length can beat it normally. For examples and counter-bombs, see Thirteen Bomb Rules: What Can Beat a 2?.

How Turns, Passing and New Leads Work

When someone has led, you may beat the current play with a legal response or pass. You can pass even if you have a legal move.

Passing locks you out of ordinary play until the current battle clears. You cannot pass now and return with a higher ordinary combination later in that same battle.

When all other active players have passed, the last unbeaten play wins the battle. The table clears and that player leads any legal combination, choosing a new type if they wish. You cannot pass when you are leading.

If the player whose play won the battle has already emptied their hand, the next still-active player clockwise receives the lead. Finished players are skipped.

A battle is one contest over the current play. A hand is the full deal of 13 cards each, containing many battles. The match combines the scores from several hands.

Bombing After Passing

A player who has passed may still bomb eligible 2s when their normal turn arrives. There is no out-of-turn interruption.

The current play must still be a qualifying single, pair or triple of 2s. If someone has already bombed it with four of a kind, an earlier pass prevents you from countering that four-of-a-kind as an ordinary response.

A passed player cannot return merely by playing a higher-suited 2. The exception requires an eligible bomb. Successfully playing that bomb removes your pass lock, allowing ordinary responses again on later turns.

Finishing a Hand

The first player to empty their hand takes first place. Any legal final combination can finish: you do not have to save or avoid a particular card.

Your finishing place is secured immediately. If your final play contains 2s, a later bomb cannot undo your finish.

The remaining players continue for second and third place. Once only one player has cards left, that player receives fourth place automatically and the hand ends. They do not need to play out every remaining card.

Going out does not mean you lead another battle. If your unbeaten play would earn the next lead, it passes to the next active player clockwise.

Scoring and Winning the Match

First place scores 3 points, second scores 2, third scores 1, and fourth scores 0. Higher totals are better.

On Solitaire Arcade you can play Quick (1 hand) or Match (4 hands). A Match uses the same scoring each hand. For example, finishing first, third, second and first in a Match earns 3 + 1 + 2 + 3 = 9 points.

If one player has the highest score after a Match, they win. If players tie for the highest score, all four players take part in an extra hand. Among the players tied before that hand, whoever finishes best wins the match.

The tiebreak is decided by those tied players’ finishing order, not simply by recalculating who has the highest total after the extra hand. A player outside the tied group cannot take the match by winning that tiebreak hand.

A Quick game is a single hand: first place still scores 3, and there is no four-hand total to break.

How to Play Thirteen Step by Step

1. Choose Quick (1 hand) or Match (4 hands), then Easy, Medium or Hard. Each player receives 13 cards.

2. In the first hand, the holder of 3♠ leads a legal combination containing it. On later hands, the previous hand’s winner leads.

3. On your turn, match and beat the current combination, use an eligible bomb, or pass. When you have a fresh lead, play a legal combination instead of passing.

4. Continue clockwise until the battle clears. The next leader chooses a new combination type.

5. Keep playing until finishing places are settled. Add the hand’s points to the match totals.

6. After a Match of four hands, resolve any tie for the highest total with an extra hand. A Quick game ends after the first hand.

Playing Thirteen on Solitaire Arcade

Choose Quick (1 hand) or Match (4 hands), then Easy, Medium or Hard. The card rankings, combinations, bomb rules and placement scoring stay the same.

Tap or click cards to select a combination. A legal selection can play automatically when it cannot be extended into a larger legal combination. Use Play to submit a legal selection that is still waiting, or Pass when you want to step out of the current battle.

Hint explains a suggested action and may select cards. Because selected cards can play automatically, a card hint may also result in a play.

After a completed hand in a Match, review the scores and choose Next Hand to continue. The final score card shows the result.

Basic Thirteen Strategy

Look at your hand as a set of possible combinations. Before playing, check what you would be left holding.

Try to find a route for awkward low singles. Avoid breaking a useful pair or straight without considering whether the remaining cards will be harder to shed.

Keep high cards when they may help you regain the lead, but do not save every strong combination while opponents get close to finishing. Watch their remaining card counts.

Passing can preserve valuable cards, but it also gives up your ordinary responses for that battle. Weigh the cards you keep against the control you give away.

For deeper decisions and worked endgames, read Thirteen Strategy: How to Win More Games.

Common Thirteen Mistakes

Using the wrong combination type. A higher single cannot answer a pair, and a longer straight cannot replace a matching-length response.

Treating two consecutive pairs as a legal run. You need at least three pairs, with no gaps or 2s. Straights need at least three cards and cannot contain 2s either.

Assuming any bomb beats any play. Check the current group of 2s and the exact required bomb. Normal non-2 plays still follow ordinary matching rules.

Forgetting the pass lock. Passing is a commitment for that battle, with only the eligible-2 bomb exception allowing you back in.

Confusing a hand win with a match win. First place earns three points. A Match is decided after four hands and any required tiebreak; a Quick game is a single hand.

Quick Thirteen FAQ

Is Thirteen the same as Tiến Lên?

Thirteen is a common English name for forms of Tiến Lên, also written Tien Len. House rules can differ; this guide describes Solitaire Arcade’s version.

What is the highest card?

2♥ is the highest individual card. A higher-suited 2 can beat a lower-suited 2 normally, and eligible bombs can beat plays of 2s.

Can a single or triple beat a pair?

No. Ordinary replies must match the pair. A single or triple is also not a bomb against a pair of 2s.

Can a longer straight beat a shorter one?

No. Ordinary straight responses must have the same number of cards.

Can 2s join straights or consecutive pairs?

No. Runs can end at Ace, but cannot include 2s or wrap around.

Does four of a kind beat every 2 combination?

No. It bombs a single 2 only. Pairs and triples of 2s require exactly four and five consecutive pairs respectively.

Can I pass when leading?

No. A fresh lead requires a legal combination. Passing is available when answering a current play.

Does the hand stop when someone finishes?

No. The other players continue for the remaining places; the last player is assigned fourth automatically.

Play Thirteen

Learn the rank order, match the current combination and check the exact bomb exceptions. Once those rules feel familiar, you can focus on choosing the play that leaves your hand easier to finish.

Choose your length and difficulty, then play Thirteen on Solitaire Arcade. You can also browse How to Play Hearts, How to Play Spades, and How to Play Crazy Eights.

Tips and Tricks

Thirteen Bomb Rules: What Can Beat a 2 in Tiến Lên?

Learn which bombs beat single, paired and triple 2s in Thirteen, why exact pair-run lengths matter, and when passed players can still respond.

Thirteen Card Rankings and Combinations: What Beats What in Tiến Lên?

Learn what beats what in Thirteen: rank and suit order, legal combinations, matching lengths, and the exact cards that decide a tie.

Thirteen (Tiến Lên) Strategy: How to Win More Games

Improve your Thirteen strategy by planning combinations, protecting flexible cards, choosing when to pass, and using the lead to create a realistic finish.

Explore Other Games

How to Play Hearts

Passing, tricks, shoot the moon, and scoring.

How to Play Spades

Partnership bidding, trump, bags, and Nil.

How to Play 500

Auction bidding, kitty, bowers, and Misère.

How to Play Solitaire

Step-by-step guide to Klondike Solitaire.

← Back to How to Play Guides

How to Play Thirteen (Tiến Lên)

Play Thirteen

Solitaire Arcade·

Learn how to play Thirteen (Tien Len): card ranking, combinations, pass-lock, bombs that beat 2s, and 3/2/1/0 scoring in Quick or four-hand Match play.

How to Play Thirteen (Tiến Lên)

Thirteen, also known as Tiến Lên or Tien Len, is a climbing card game where you try to get rid of every card in your hand before the other players.

Players take turns playing singles or combinations that beat the current play, or passing. When the battle clears, the next leader chooses a new combination to start play again.

The basic idea is easy to learn. The challenge comes from recognising legal combinations, knowing when bombs can beat 2s, and deciding which cards to keep for later.

This guide explains the rules used on Solitaire Arcade. Other versions can differ, especially around bombs. You can play Thirteen online while you learn.

The Aim: Win Hands and Build Your Match Score

In each hand, aim to be the first player to play all 13 of your cards. You shed cards as singles, pairs, triples, four of a kind, straights or consecutive pairs.

Finishing first wins that hand, but the other players continue for the remaining places. Each place earns points towards the match.

On Solitaire Arcade you can play Quick (1 hand) or Match (4 hands). The player with the highest total wins, with an extra hand if a Match is tied for the lead. Winning one hand and winning the match are different goals.

The Deal and Opening Lead

Thirteen uses one standard 52-card deck with no jokers. Four players receive 13 cards each; on Solitaire Arcade, you play against three AI opponents. Everyone plays individually, with no partners.

All cards are dealt. There is no stock to draw from and no exchange before play. You see your own hand, while opponents’ cards remain hidden.

Play moves clockwise. In the first hand of a match, the player holding 3♠ leads a legal combination containing that card. It can be the single 3♠ or part of a pair, triple, four of a kind, straight or consecutive-pair run.

On later hands, the previous hand’s first-place finisher leads any legal combination. They do not have to include 3♠.

Card Rank and Suit Order

Ranks run from lowest to highest:

3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, Ace, 2

A 3 is lowest and a 2 is the highest ordinary rank. For example, an 8 beats a 7, a Queen beats a Jack, and a 2 beats an Ace when comparing singles.

When ranks tie, suits run from lowest to highest: Spades, Clubs, Diamonds, Hearts.

3♠ < 3♣ < 3♦ < 3♥

Rank comes first. A 10♠ beats 9♥ despite having the lower suit. Among equal ranks, 9♥ beats 9♦. The highest individual card is 2♥, though eligible bombs can still beat it.

Singles, Pairs and Triples

A single is one card. To beat it normally, play a higher single.

A pair is two cards of the same rank. A higher pair beats a lower pair. If the ranks tie, compare the highest-suited card in each pair: 9♠ + 9♥ beats 9♣ + 9♦.

A triple is three cards of the same rank. A higher triple beats a lower triple.

2s are the highest ordinary rank for singles, pairs and triples. A high single cannot answer a pair, and a triple cannot answer a pair either. The combination type must match unless a specific bomb exception applies.

Four of a Kind

Four of a kind contains all four cards of one rank. For example:

J♠ + J♣ + J♦ + J♥

As an ordinary response, a higher four-of-a-kind beats a lower one. Four Kings beat four Queens, and four 2s are highest by rank.

Four of a kind also acts as a bomb against a single 2. It does not automatically beat a pair, triple or straight.

Straights

A straight contains one card from each of three or more consecutive ranks. Suits can mix. 4–5–6 and 8–9–10–J–Q are valid examples.

2s cannot appear in straights, and ranks never wrap. Q–K–A is valid; K–A–2 and A–2–3 are not. Aces can finish a straight but cannot restart one at the bottom.

To answer a straight, match its length and play higher. Compare the top card’s rank first, then its suit if the top ranks tie.

Consecutive Pairs

Consecutive pairs require three or more pairs in adjacent ranks, with exactly two cards of each rank. Suits can mix. 5–5, 6–6, 7–7 is a three-pair run; two consecutive pairs are not a legal combination.

Runs cannot contain 2s or wrap around. Q–Q, K–K, A–A is valid; K–K, A–A, 2–2 is not.

An ordinary response must contain the same number of pairs and reach a higher top rank. If the top ranks tie, compare the highest-suited card in the top pair. Consecutive pairs can also act as bombs at specific lengths.

Matching and Beating the Current Play

For an ordinary response, match the combination type and number of cards, then play something higher. Rank decides first; suit breaks a tie on the highest card. For consecutive pairs, that deciding card belongs to the top pair.

A single Ace cannot answer a pair of 6s, and a longer straight cannot answer a shorter one.

For more worked comparisons, see Thirteen Card Rankings and Combinations.

Bombs: What Can Beat 2s?

Bombs create specific exceptions to the matching-type rule. On Solitaire Arcade:

A single 2 can be bombed by four of a kind or exactly three consecutive pairs.

A pair of 2s can be bombed by exactly four consecutive pairs.

A triple of 2s can be bombed by exactly five consecutive pairs.

These lengths are exact, not minimums. You may select a legal three-pair section from a longer run, but four consecutive pairs cannot bomb a single 2, and four of a kind cannot bomb a pair or triple of 2s.

Bombs do not override ordinary non-2 plays. After a bomb, a higher combination of the same type and length can beat it normally. For examples and counter-bombs, see Thirteen Bomb Rules: What Can Beat a 2?.

How Turns, Passing and New Leads Work

When someone has led, you may beat the current play with a legal response or pass. You can pass even if you have a legal move.

Passing locks you out of ordinary play until the current battle clears. You cannot pass now and return with a higher ordinary combination later in that same battle.

When all other active players have passed, the last unbeaten play wins the battle. The table clears and that player leads any legal combination, choosing a new type if they wish. You cannot pass when you are leading.

If the player whose play won the battle has already emptied their hand, the next still-active player clockwise receives the lead. Finished players are skipped.

A battle is one contest over the current play. A hand is the full deal of 13 cards each, containing many battles. The match combines the scores from several hands.

Bombing After Passing

A player who has passed may still bomb eligible 2s when their normal turn arrives. There is no out-of-turn interruption.

The current play must still be a qualifying single, pair or triple of 2s. If someone has already bombed it with four of a kind, an earlier pass prevents you from countering that four-of-a-kind as an ordinary response.

A passed player cannot return merely by playing a higher-suited 2. The exception requires an eligible bomb. Successfully playing that bomb removes your pass lock, allowing ordinary responses again on later turns.

Finishing a Hand

The first player to empty their hand takes first place. Any legal final combination can finish: you do not have to save or avoid a particular card.

Your finishing place is secured immediately. If your final play contains 2s, a later bomb cannot undo your finish.

The remaining players continue for second and third place. Once only one player has cards left, that player receives fourth place automatically and the hand ends. They do not need to play out every remaining card.

Going out does not mean you lead another battle. If your unbeaten play would earn the next lead, it passes to the next active player clockwise.

Scoring and Winning the Match

First place scores 3 points, second scores 2, third scores 1, and fourth scores 0. Higher totals are better.

On Solitaire Arcade you can play Quick (1 hand) or Match (4 hands). A Match uses the same scoring each hand. For example, finishing first, third, second and first in a Match earns 3 + 1 + 2 + 3 = 9 points.

If one player has the highest score after a Match, they win. If players tie for the highest score, all four players take part in an extra hand. Among the players tied before that hand, whoever finishes best wins the match.

The tiebreak is decided by those tied players’ finishing order, not simply by recalculating who has the highest total after the extra hand. A player outside the tied group cannot take the match by winning that tiebreak hand.

A Quick game is a single hand: first place still scores 3, and there is no four-hand total to break.

How to Play Thirteen Step by Step

1. Choose Quick (1 hand) or Match (4 hands), then Easy, Medium or Hard. Each player receives 13 cards.

2. In the first hand, the holder of 3♠ leads a legal combination containing it. On later hands, the previous hand’s winner leads.

3. On your turn, match and beat the current combination, use an eligible bomb, or pass. When you have a fresh lead, play a legal combination instead of passing.

4. Continue clockwise until the battle clears. The next leader chooses a new combination type.

5. Keep playing until finishing places are settled. Add the hand’s points to the match totals.

6. After a Match of four hands, resolve any tie for the highest total with an extra hand. A Quick game ends after the first hand.

Playing Thirteen on Solitaire Arcade

Choose Quick (1 hand) or Match (4 hands), then Easy, Medium or Hard. The card rankings, combinations, bomb rules and placement scoring stay the same.

Tap or click cards to select a combination. A legal selection can play automatically when it cannot be extended into a larger legal combination. Use Play to submit a legal selection that is still waiting, or Pass when you want to step out of the current battle.

Hint explains a suggested action and may select cards. Because selected cards can play automatically, a card hint may also result in a play.

After a completed hand in a Match, review the scores and choose Next Hand to continue. The final score card shows the result.

Basic Thirteen Strategy

Look at your hand as a set of possible combinations. Before playing, check what you would be left holding.

Try to find a route for awkward low singles. Avoid breaking a useful pair or straight without considering whether the remaining cards will be harder to shed.

Keep high cards when they may help you regain the lead, but do not save every strong combination while opponents get close to finishing. Watch their remaining card counts.

Passing can preserve valuable cards, but it also gives up your ordinary responses for that battle. Weigh the cards you keep against the control you give away.

For deeper decisions and worked endgames, read Thirteen Strategy: How to Win More Games.

Common Thirteen Mistakes

Using the wrong combination type. A higher single cannot answer a pair, and a longer straight cannot replace a matching-length response.

Treating two consecutive pairs as a legal run. You need at least three pairs, with no gaps or 2s. Straights need at least three cards and cannot contain 2s either.

Assuming any bomb beats any play. Check the current group of 2s and the exact required bomb. Normal non-2 plays still follow ordinary matching rules.

Forgetting the pass lock. Passing is a commitment for that battle, with only the eligible-2 bomb exception allowing you back in.

Confusing a hand win with a match win. First place earns three points. A Match is decided after four hands and any required tiebreak; a Quick game is a single hand.

Quick Thirteen FAQ

Is Thirteen the same as Tiến Lên?

Thirteen is a common English name for forms of Tiến Lên, also written Tien Len. House rules can differ; this guide describes Solitaire Arcade’s version.

What is the highest card?

2♥ is the highest individual card. A higher-suited 2 can beat a lower-suited 2 normally, and eligible bombs can beat plays of 2s.

Can a single or triple beat a pair?

No. Ordinary replies must match the pair. A single or triple is also not a bomb against a pair of 2s.

Can a longer straight beat a shorter one?

No. Ordinary straight responses must have the same number of cards.

Can 2s join straights or consecutive pairs?

No. Runs can end at Ace, but cannot include 2s or wrap around.

Does four of a kind beat every 2 combination?

No. It bombs a single 2 only. Pairs and triples of 2s require exactly four and five consecutive pairs respectively.

Can I pass when leading?

No. A fresh lead requires a legal combination. Passing is available when answering a current play.

Does the hand stop when someone finishes?

No. The other players continue for the remaining places; the last player is assigned fourth automatically.

Play Thirteen

Learn the rank order, match the current combination and check the exact bomb exceptions. Once those rules feel familiar, you can focus on choosing the play that leaves your hand easier to finish.

Choose your length and difficulty, then play Thirteen on Solitaire Arcade. You can also browse How to Play Hearts, How to Play Spades, and How to Play Crazy Eights.

Tips and Tricks

Thirteen Bomb Rules: What Can Beat a 2 in Tiến Lên?

Learn which bombs beat single, paired and triple 2s in Thirteen, why exact pair-run lengths matter, and when passed players can still respond.

Thirteen Card Rankings and Combinations: What Beats What in Tiến Lên?

Learn what beats what in Thirteen: rank and suit order, legal combinations, matching lengths, and the exact cards that decide a tie.

Thirteen (Tiến Lên) Strategy: How to Win More Games

Improve your Thirteen strategy by planning combinations, protecting flexible cards, choosing when to pass, and using the lead to create a realistic finish.

Explore Other Games

How to Play Hearts

Passing, tricks, shoot the moon, and scoring.

How to Play Spades

Partnership bidding, trump, bags, and Nil.

How to Play 500

Auction bidding, kitty, bowers, and Misère.

How to Play Solitaire

Step-by-step guide to Klondike Solitaire.