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Tong-its
View on WikipediaThis article may need to be rewritten to comply with Wikipedia's quality standards. (January 2020) |
Tong-its (also called Tongits or Thong) is a three-player rummy card game popular in the Philippines.
This game is played using the standard deck of 52 cards. The game rules are similar to the American card game Tonk,[1] and also has similarities with the Chinese tile game Mahjong.[2]
History
[edit]Tong-its gained popularity in the 1990s in Luzon,[1] the largest island of the Philippines. Its origin remains unknown [3] but it was believed to have been introduced by the US Military presence in the 1940s, most likely adapted from the 1930s American card game Tonk.[citation needed] The game was evolved and popularized in Ilocanos as Tong-its, along with the similar game of Pusoy Dos. It spread to many parts of the Philippines, such as Pangasinan, into the mid 1980s, where it is called Tung-it.
Rules
[edit]Like many popular card games, there are variations to the following rules.
Objective of the game
[edit]The objective of the game is to empty your hand of all cards or minimize the count and the scores of unmatched cards that are still on the player's hand by forming card sets (melds, also called a "bahay"(pronounced ba-hai), "buo," or "balay" in some languages), dumping cards and calling a draw. The player who gets rid of all the cards or has the fewest total points at the end of the game (when the central stack is empty) wins the game.[4][5]
How to Play
[edit]Each player is dealt 12 cards while the dealer gets 13 and the rest of the cards are left as a central stack. The game begins when the dealer dumps a card. The next person can either pick up the disposed card if that card makes a set or adds to a set they have already or get one from the central stack. Collect hand combinations and dump unnecessary cards. The picking and discarding of cards goes on until someone wins by Tong-its, calls a draw or until the central stack runs out of cards. If this happens, the players tally the points of the cards they have at hand and the one with the lowest wins. In case of a draw the last person to take a card from the central deck wins.[4][5]
Meld (Bahay)
[edit]Meld (Bahay) is a set of matching cards a player needs to collect in order to win the game. When a player collects a meld, they have the option to either lay it down, or keep it. However, a player must expose at least one meld to call or challenge a draw unless the player has a "Secret" or "Sagasa" in which case they can challenge (but not call). If a player fails to lay down a meld and does not have either special melds when the game ends, the player is considered “Burned” and will neither be able to challenge a draw (if one is called) nor eligible to win in the end tally count (if the central stack runs out).[5][6]
Three-of-a-kind: three equally ranked cards (7♣ - 7♦ - 7♠)
Four-of-a-kind: four cards of the same rank/number, opened or held at the same time. is also called “Secret” or "Special" (J♣ - J♦ - J♠ - J♥)
Four-of-a-kind: four cards of the same rank/number, opened as a three of a kind, then the fourth card of same rank/number is added by the same person when displayed and the fourth card is drawn from the deck. This is called "Sagasa". Otherwise this can become a "Secret" or "Special"[citation needed]
Straight Flush: at least three sequential cards of the same suit (3♠ - 4♠ - 5♠) (8♦ - 9♦ - 10♦ - J♦ - Q♦)
Straight flush composed of 4 or more cards is also called a “Escalera."[6]
Ending the Game
[edit]"Tong-its" or Tongits
[edit]If the player is able to use all of their cards in combinations, by connecting to opponents’ or the exposed card sets (sapaw), or if the player gets rid of all their cards, then the player wins by Tong-its. A person can discard of their cards by forming melds and laying it down or making a "sapaw" on one of the other players' laid down meld. A meld consists of at least three cards (three-of-a-kind or straight flush) and a sapaw would be the fourth of those three, or the continuation of that straight flush.[7]
Draw
[edit]A player with at least one exposed meld and has low points can call a draw before their turn given that no other players connected to that player's exposed meld before that. Otherwise, the player will have to wait for their next turn to call a draw.[7]
Once a player calls for a draw the opponents can either fold or challenge the draw. Only players who have exposed melds are given this opportunity. A player cannot call for a draw if their exposed hand(s) has been melded (sapaw) by any opponent within the round. Players with no card sets exposed are automatically folded. When a draw has been called, the points are computed and tallied. The person with the lowest points wins. If a tie occurs, the challenger wins. In the event of a three-way tie, the player who decides to challenge the drawer lastly wins.[7]
Deck pile runs out
[edit]When the central stack runs out of cards, the game ends. A player with no exposed melds automatically loses. The player with the lowest points in total wins. If there is a tie for the fewest points, the player that picks up the last card from the deck wins. If the two players that tied didn't pick the last card, the player on the right of the person who picked the last card wins.[5][7]
A player who does not expose any melds before an opponent calls Tong-its or Draw is considered burnt or sunóg. Burnt players at the end of the game automatically lose.[7]
Winning the Jackpot or "Two Hits"
[edit]Bets are added to a pot. The winner who wins two consecutive games collect the pot money. This can also be changed to 3 consecutive games wherein upon the second win the player gets an additional payment.
Spread
[edit]If at the beginning of the round, a player is able to connect all cards by forming melds or sets, that player automatically wins as if it is a Two Hits jackpot.
Burned
[edit]A player is considered Burned if the player is unable to form a meld or set at the end game. Also called Sunog in Tagalog and Paksiw in Visayan.
Card Points
[edit]All the cards have corresponding points. The Rank goes:
Ace 2 3 4 5 6 7 8 9 10 Jack Queen King. Ace is considered one point. All the Jacks Queens and Kings are 10 points each. All the other cards (namely, 2 3 4 5 6 7 8 9 10) match their value.[6]
Joker mode
[edit]Joker mode adds the two Jokers to the standard deck and enables the Zero Count Fight mode and the Variable Payout.[citation needed]
References
[edit]- ^ a b "What is Tongits?". Tongits.Org. Archived from the original on July 28, 2011.
- ^ Tong-itsXtreme Archived September 18, 2012, at the Wayback Machine
- ^ "Tong-its: Poker Filipino Style – Philippines Guide". www.philippinesinsider.com. April 26, 2020.
- ^ a b How To Play Archived July 28, 2011, at the Wayback Machine
- ^ a b c d "Game Rules". playtongits.com. Archived from the original on April 13, 2010.
- ^ a b c Card Combinations Archived December 13, 2012, at the Wayback Machine
- ^ a b c d e End of Game Archived December 13, 2012, at the Wayback Machine
Tong-its
View on GrokipediaHistory and Origins
Development in the Philippines
Tong-its emerged in the northern regions of the Philippines during the 1980s, with early play believed to have begun in Pangasinan and quickly popularized among the Ilocano community as a social card game.[2][4] Its development reflected local adaptations of rummy-style games, incorporating elements of strategy and bluffing that suited informal group play. By the 1990s, the game had spread across Luzon, gaining traction in urban and rural settings due to its accessible rules and minimal equipment needs.[4] The game's rapid rise in popularity during the 2000s was driven by its appeal in everyday social contexts, including family reunions, community fiestas, and casual meetups, where it fostered interaction across generations.[5][4] This period also saw Tong-its evolve through regional variations and house rules, enhancing its adaptability to different player groups. Culturally, Tong-its holds significant value as a staple of Filipino pastimes, embodying traditions of community bonding and light-hearted wagering in informal settings such as gatherings or betting circles.[3][5] It mirrors broader Filipino values of camaraderie and leisure, often serving as a bridge in social interactions without the intensity of more formal gambling activities.[4]Influences and Evolution
Tong-its draws its primary influences from the American card games Tonk and Gin Rummy, both rummy variants that emphasize forming sets and runs to minimize unmatched cards.[1] Tonk, a fast-paced knock rummy game popular among U.S. soldiers in the 1940s, provided the foundational structure, including the concept of knocking to end a hand, which Tong-its adapted into its "draw" mechanic.[6] Gin Rummy contributed elements of strategic melding and deadwood penalties, but Tong-its modified these for three-player gameplay and incorporated Filipino betting systems. The exact origins remain somewhat elusive, though it is believed to have emerged in the northern Philippines around the late 1980s to 1990s as a local adaptation during the American colonial influence period.[7] This adaptation suited local social gatherings, transforming the game into a staple of Ilocano culture in regions like Pangasinan.[2] Over the decades, Tong-its evolved through the integration of bluffing mechanics, notably "sapaw," which allows players to add extra cards to opponents' or allies' melds, introducing psychological elements absent in its predecessors.[1] These tweaks, often shared through community play, enhanced replayability and contributed to its widespread appeal across the Philippines.[7] In the 2010s, Tong-its underwent significant digital transformation with the rise of mobile applications, broadening its reach beyond physical tables to global Filipino communities.[8] Platforms like Tongits Go and Tongits ZingPlay, launched around 2016–2021, offered multiplayer online modes, AI opponents, and offline play, preserving traditional rules while adding features like virtual chips for betting simulations.[2] This shift not only increased accessibility during the smartphone era but also spurred further evolutions, such as integrated chat functions to mimic social interactions from barangay games.[7]Equipment and Setup
Required Materials
Tong-its requires a standard Anglo-American deck of 52 playing cards, excluding jokers, to facilitate the formation of melds and strategic discarding in the base game.[1][9] The game is designed exclusively for three players, with traditional rules providing no adaptations for fewer or more participants to maintain balanced gameplay dynamics.[1][10] While not essential to the core mechanics, optional betting elements such as chips or currency are commonly incorporated in social settings to add stakes, where winners collect penalties or pots based on outcomes like achieving a "Tong-its" or calling a draw.[1] In variants like Joker Mode, wild cards may be introduced, but the standard version adheres strictly to the unaltered deck.[1]Initial Dealing
The initial dealer in Tong-its is selected randomly, such as by rolling a die where the player with the highest roll deals first, or by mutual agreement among the players. In subsequent rounds, the winner of the previous hand becomes the new dealer.[9][1] After shuffling a standard 52-card deck (detailed in the Required Materials section), the cards are then dealt one at a time in a counterclockwise direction, starting with the dealer, who receives 13 cards, while the other two players receive 12 each, accounting for a total of 37 cards distributed.[1][9] The remaining 15 cards are placed face down in the center of the table to form the draw pile, from which players will draw during gameplay. The dealer then begins the game by optionally exposing any melds from their hand and discarding one card face up beside the draw pile to initiate the discard pile, also positioned in the center for easy access by all players. This setup prepares the table for the start of play, with the dealer taking the first turn.[1]Core Rules
Objective and Winning Conditions
The objective of Tong-its is to be the first player to empty their hand through the formation of valid melds—such as sets of three or four cards of the same rank or runs of three or more consecutive cards of the same suit—or by laying off additional cards onto existing melds on the table.[1] A player wins by declaring "Tong-it" at the end of their turn after melding or laying off their final card, provided all cards in their hand are part of valid melds with no unmatched "deadwood" remaining; this immediate victory yields the highest payout, typically three chips from each of the two opponents.[1] The dealer starts with 13 cards and the other players with 12 each, requiring the dealer to incorporate all 13 cards into melds for a successful declaration.[1] The jackpot, also called "Two Hits," is a special winning condition awarded to a player who secures two consecutive victories, entitling them to a side pot funded by contributions from all players at the start of each deal.[1]Meld Types and Formation
In Tong-its, melds are the valid combinations of cards that players form and expose on the table to reduce the cards in their hand. These melds are central to gameplay, as they allow players to strategically discard and potentially achieve a winning condition by emptying their hand or minimizing unmatched cards. There are two primary types of melds: sets and runs. A set consists of three or four cards of identical rank but different suits. For example, the 7 of hearts, 7 of diamonds, and 7 of clubs form a valid set of three; adding the 7 of spades would complete a set of four. Sets cannot include more than four cards, and each card must belong to only one meld.[1][11] A special type of set is the "bahay" (house), allowed by some players, consisting of four cards of the same rank kept face down as a concealed meld. It counts toward emptying the hand but is only revealed at the end, earning a bonus of three chips from each opponent if the player goes out.[1] A run comprises three or more consecutive cards of the same suit, such as the 4, 5, and 6 of spades, or longer sequences like 8-9-10-J of hearts. Aces rank low in runs, permitting combinations like A-2-3 of clubs but prohibiting high-end wraps such as Q-K-A. Runs can extend beyond three cards if additional consecutive cards are available, enhancing their utility in clearing more cards from the hand.[1][11] Players lay down their initial melds during their turn after drawing a card from the stock or discard pile, provided the combination meets the game's validity criteria. The dealer may optionally expose melds immediately after the deal, before the first round begins, if they hold valid combinations in their starting hand of 13 cards. Non-dealers must wait until their turn to lay down at least one meld, which "opens" their hand and allows further actions like adding to existing melds. If a player draws from the discard pile, the drawn card must be used in a new meld along with at least two cards from their hand.[1][11] After opening or on subsequent turns, players can add cards to any exposed melds on the table—a process known as "eating" or laying off. This involves attaching a compatible card to an existing set or run, such as adding a fourth 7 to another player's set of three 7s, or extending a run by placing a 7 of spades after a 4-5-6 of spades. Additions can be made to one's own melds or those of opponents, with no restriction on the number of cards laid off per turn. However, a player cannot draw solely from the discard pile to lay off; the draw must contribute to forming a new meld if taken. Laying off does not require the player to have opened their own hand beforehand. These additions help interconnect melds across players, potentially blocking opponents from declaring a win.[1][11]Gameplay Mechanics
Turn Sequence
In Tong-its, the dealer starts the play, with play proceeding counterclockwise around the table. The dealer's first turn is special: they may optionally lay down melds from their hand and must then discard one card without drawing. Subsequent turns follow the standard sequence.[1] A player's turn begins with drawing one card, selecting either the top card from the central stock pile or the exposed top card from the discard pile (subject to conditions outlined below). This step allows players to acquire cards that may improve their hand.[1] After drawing, the player may lay down new melds from their hand if they have qualifying sets or runs, though this is optional unless they drew from the discard pile, in which case they must meld the drawn card immediately using at least two cards from their hand. Players may also lay off additional cards from their hand onto existing melds on the table (known as "sapaw"). These steps allow strategic reduction of hand size.[1] The turn concludes with a mandatory discard, where the player places one card from their hand face up onto the discard pile, unless they declare "Tong-its" to win. This action provides information to opponents while advancing the game.[1]Card Acquisition and Discarding
In Tong-its, players acquire cards primarily through drawing at the start of their turn, which can be from either the draw pile (stock) or the discard pile, subject to specific conditions. The draw pile consists of the remaining face-down cards after the initial deal, while the discard pile is the stack of face-up cards placed by previous players. A player must draw exactly one card: the top card from the draw pile or the top card from the discard pile. However, drawing from the discard pile—often referred to as "eating" the card—is permitted only if the drawn card can immediately form a valid meld (a set of three or four cards of the same rank or a run of three or more consecutive cards of the same suit) using at least two other cards from the player's hand. If this condition is met, the player is required to expose the newly formed meld on the table right away.[1] This restriction on eating ensures that the discard pile card contributes directly to reducing the hand size through a new meld, rather than simply adding it without immediate benefit. Players cannot eat a discard pile card merely to lay it off onto an existing meld on the table; such additions, known as "sapaw," occur separately after the draw and any new melding. If unable to eat the top discard card because it does not form a meld, the player must draw from the draw pile instead. Play proceeds counterclockwise.[1] Discarding occurs at the end of each turn and is mandatory unless the player declares "Tong-its" to win by emptying their hand. The player selects any one card from their hand (after drawing, melding, and laying off) and places it face up on top of the discard pile, making it available for the next player to potentially eat. There are no explicit prohibitions on discarding specific cards based on whether they could benefit opponents, though strategic considerations often guide choices to avoid aiding rivals. If the draw pile is exhausted, the game ends after the player who drew the last card completes their turn. This cycle of acquisition and discarding continues until a round ends.[1]Ending the Round
Tong-its Declaration
In Tong-its, the declaration of "Tong-its" represents the ideal winning condition, where a player empties their hand by forming all cards into valid melds with no deadwood remaining. This occurs exclusively during the player's turn, immediately after drawing from the stock pile or eating a card from the discard pile, provided the action allows them to complete their melds. The player then announces "Tong-its" before performing the required discard, instantly ending the round and claiming victory without needing to discard if all cards are already melded.[1][10] Upon declaration, the player lays down their entire hand to demonstrate that every card belongs to a valid meld, such as sets of three or four cards of the same rank or runs of three or more consecutive cards of the same suit. Opponents verify the validity of these melds; if confirmed as correct, the declaring player receives three times the standard payout (3 chips from each opponent), rewarding the perfect meld-out.[1]Draw and Other Terminations
In Tong-its, a round can end in a draw when an opened player—meaning one who has already laid down at least one meld—declares "Draw" at the beginning of their turn, provided no opponents have laid off cards to the declarer's melds since their last turn, proposing to compare unmelded card points with opponents under the belief that their deadwood total is the lowest.[1] Opponents may accept the draw, in which case the declarer wins the pot, or challenge it by revealing their hands; unopened players cannot challenge.[1] If challenged, all players expose their unmelded cards, and the one with the fewest points wins the pot, with ties resolved in favor of the challenger or the rightmost challenger. A successful unchallenged Draw awards the standard 1-chip payout per opponent, while winning a challenged Draw awards 3 chips per opponent.[1] This mechanism encourages strategic timing, as a successful unchallenged draw awards the declarer the full pot, while a failed challenge risks loss to a lower-scoring opponent.[1] Another termination occurs if the draw pile (stock) becomes exhausted, which happens after the player who draws the final card completes their turn.[1] At this point, the round ends immediately, and any unopened players are automatically considered burned, incurring an additional penalty chip to the winner.[1] Among opened players, unmelded card points are tallied, and the lowest total wins the pot; ties are broken by favoring the player who drew the last card or the next player in turn order.[1] This rule prevents indefinite play and penalizes players who delay opening their melds, as the game shifts to a point-minimization showdown.[1] A burned termination, or "sunog," arises when players who fail to open any melds by the round's end—due to deck exhaustion or another termination—are deemed burned and must pay an extra chip penalty to the winner on top of standard deadwood scoring.[1] These penalties reinforce the importance of valid meld formation and timely exposure, as a burned status not only ends the round adversely but also amplifies financial loss in stake-based games.[1]Scoring System
Card Point Values
In Tong-its, card point values are primarily used to calculate the score of unmelded "deadwood" cards at the end of a round, as well as to assess penalties for certain game-ending conditions. These values remain consistent regardless of a card's role in melds, such as sets or runs.[1][10] The standard deck of 52 cards (no jokers) assigns points as follows:| Card Type | Point Value |
|---|---|
| Ace | 1 point |
| 2–10 | Face value (e.g., 5 = 5 points) |
| Jack, Queen, King | 10 points each |
