📋 Contents
1 Overview & Origins
Phỏm (also called Ta La, 他拉, or Vietnamese Rummy) is one of the most widely played card games in Vietnam alongside Tiến Lên. It belongs to the rummy family — players draw and discard cards, trying to form melds (phỏm or pháo) — but with a distinctly Vietnamese twist: you can steal an opponent's discard to complete your own meld.
Phỏm is particularly popular in northern Vietnam (Hà Nội), where it is a staple of family gatherings, coffee shops, and Tết celebrations. It plays 2–4 players, though 4-player is considered the standard. Games are typically played for small stakes in casual settings.
2 Card Rankings
Use a standard 52-card deck. Card rankings for Phỏm:
Rank order: A (low), 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K (high)
Unlike Big 2 and Tiến Lên, Aces are low in Phỏm (rank below 2). This matters for sequences. Suits have no rank — all suits are equal in value.
Card point values (for deadwood scoring):
- A = 1 point
- 2–9 = face value (2 pts, 3 pts, etc.)
- 10, J, Q, K = 10 points each
3 Deal & Setup
The dealer deals 9 cards to each player, one at a time, clockwise. The remaining cards form the draw pile face-down. Flip the top card of the draw pile to start the discard pile.
The player to the dealer's left goes first. Play proceeds clockwise.
In some variants, each player receives 10 cards. Confirm with your group.
4 Phỏm — Melds
A phỏm (meld) is a valid grouping of 3 or more cards placed face-up in front of you. There are two types:
Sảnh (Sequence/Run)
Three or more cards of the same suit in consecutive rank. Example: 5♥-6♥-7♥, or 9♠-10♠-J♠-Q♠.
Aces are low only — A-2-3 is a valid sequence, but Q-K-A is not. No wrap-around.
Bộ (Set/Group)
Three or four cards of the same rank (any suits). Example: 7♥-7♦-7♣, or K♠-K♥-K♦-K♣.
Once laid down, melds stay in front of you for the rest of the round. You can extend your own melds by adding cards to them on your turn.
5 Playing a Turn
On your turn:
- Check for Ăn (steal): Before drawing, check if the top discard completes a meld in your hand. If yes, you may steal it (see Ăn section). If no, proceed.
- Draw: Take the top card from the draw pile (or the discard pile — but stealing the discard to add to an existing meld, not a new one, follows different rules by variant).
- Lay down melds: Optionally, place any complete melds from your hand face-up. Optionally extend existing melds.
- Discard: Discard one card face-up onto the discard pile. Your turn ends.
6 Ăn — Stealing Discards
This is the heart of Phỏm. When the player before you discards a card, you may steal it (ăn) if it completes a new meld with cards in your hand.
How to Steal
- Declare "ăn" immediately after the discard (before the next player draws).
- Take the discarded card and form the meld — lay it face-up immediately.
- Discard one card from your hand to end your "turn." (You do not draw from the pile.)
Rules for Stealing
- You can only steal the card just discarded — not older discards.
- You must use the stolen card in a new meld (you cannot steal just to deny your opponent without melding).
- After stealing, the next player's turn begins normally.
- You cannot steal if it's your own discard (obviously).
- Multiple players wanting the same discard: priority goes to the player closest to the left of the discarder (i.e., the next player in turn order has priority).
Strategic Implications
Stealing breaks the normal turn order — a stolen card means one player essentially gains a meld without drawing. This is why managing your discards is critical: never throw away a card that obviously completes an opponent's visible meld sequence.
7 Going Out (Ù)
You go out (ù) when all the cards in your hand are in valid melds — you have zero deadwood. Declare "ù!" on your turn when you discard your last unmelded card.
Types of Ù:
- Ù thường (Normal out): Go out normally during your turn. You win the round.
- Ù trắng (Clean out / Pure ù): All 9 cards form melds from the very start — declared at the beginning of your first turn. Pays a special bonus (usually double the normal winner payment).
- Ù bốc (Draw out): You go out using the card you just drew from the pile (not a steal). Some variants pay a bonus for this.
- Ù ăn (Steal out): You go out by stealing an opponent's discard. Also may pay a bonus.
8 Scoring & The U Penalty
When someone goes out (or the draw pile is exhausted), each player counts their deadwood — the total point value of unmelded cards remaining in their hand.
Payment
Each losing player pays the winner chips/points equal to their deadwood count. The winner pays nothing.
The U Penalty (Phạt U / Bị U)
The player with the highest deadwood total receives the U penalty:
- They pay the winner double the normal amount.
- In some variants, they also pay all other players a set amount (1 chip each).
- If two players tie for highest deadwood, both receive the U penalty.
No One Goes Out
If the draw pile runs out before anyone goes out, the round ends. Players reveal their hands. Lowest deadwood wins (collects from all others based on their deadwood). The highest deadwood still gets the U penalty.
9 Strategy
Watch Every Discard
Never discard without thinking about whether it helps your opponents. If you can see someone is building a sequence (e.g., they've melded 5♠-6♠-7♠), never throw a 4♠ or 8♠. This seems obvious but is constantly forgotten under pressure.
Form Melds Early
Laying down melds reduces your deadwood risk — if the round ends unexpectedly, you've already protected those cards. Don't hold melds in hand waiting for the "perfect" discard.
Manage Your High Cards
Face cards (10, J, Q, K) are worth 10 points each. A hand full of unmelded face cards at game end is the U penalty waiting to happen. If you can't meld them, discard them early — even if it means helping an opponent slightly.
Steal Strategically, Not Greedily
Every steal saves you a draw but also changes turn order and signals your meld structure to the table. Sometimes passing on a steal is correct if the card you'd discard afterward would directly benefit the next player more than the stolen meld benefits you.
The Ù Threat
If you're close to going out, don't signal it. Keep your discard normal — if opponents see you have only 1–2 cards left to place, they'll discard defensively and slow the game. Go out as quickly and quietly as possible.
🎲 House Rules
Play Phỏm your way?
Save your house rules and share a link or QR code — friends can pull them up at the table.