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Tractor

tuolaji

I am grateful to Du Jing Yu for teaching me this game.

Introduction

This game is known in Chinese as tuo la ji (tuolaji2) (meaning 'tractor') or bashi fen (bashifen) (meaning '80 points'). It is a double deck version of sishi fen ('40 points'), and is related to zhao pengyou ('looking for friends'). It is popular in Shanghai, and probably also in other parts of China.

Players and Cards

There are four players in two fixed partnerships, partners sitting opposite each other. A double deck of standard international cards is used, with four jokers - two red and two black. There are 108 cards in the deck altogether.

The object of the game is to win tricks containing kings, tens and fives. Kings and tens are worth 10 points each, fives are worth 5 points each, and all other cards are worthless. There are 200 points in the pack in total.

Usually, the jokers, all cards of a particular suit and all cards of a particular rank are trumps. The highest trumps are the red jokers, then the black jokers, then the cards that belong to both the trump suit and the trump rank, then the other cards of the trump rank (all equal), then the remaining cards of the trump suit in descending order from ace to two. In the other suits, the cards rank from ace (high) down to two (low) omitting the trump rank.
For example, if sevens and clubs are trumps, the trumps from high to low are: red joker, black joker, club7, other sevens (equal in rank), clubA, clubK, clubQ, clubJ, club10, club9, club8, club6, club5, club4, club3, club2.
The cards in each of the other suits rank: A, K, Q, J, 10, 9, 8, 6, 5, 4, 3, 2.

Note that for the purposes of the play, the cards of the trump rank count as belonging to the trump suit, not to the suits marked on them. The jokers also belong to the trump suit.

In some deals there is no trump suit. In that case the only trumps are the four jokers, red jokers beating black jokers. The cards of all four non-trump suits rank from high to low: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Attacking and defending: the scores and the objective

The scores of the teams are expressed as card ranks. At the start of the game, each partnership has the lowest possible score, which is two. By winning games, a partnership can increase its score to a higher rank: three, four, five and so on. Above ten come jack, queen, king and ace. The objective is to achieve a score higher than ace - the partnership that achieves this wins the game.

In each hand, one team attacks and the other team defends. In the first hand, either team can attack, depending on who makes trumps. In subsequent hands, the team that won the previous hand attacks, and the other team defends.

The deal and making trumps

Deal and play are anticlockwise. The cards are shuffled and stacked face down in the centre of the table. Each player in turn takes a card from the top of the pack, continuing around the table in anticlockwise until each player has 25 cards, leaving 8 cards face down on the table. The players look at the cards they take, adding them to their hands, but not showing them to the other players.

In the first hand the trump rank is two. In subsequent hands, the trump rank is equal to the score of the attacking team (the team that won the previous hand). Trumps are made during the deal, by a player exposing face up on the table a card of the trump rank, or two identical cards of the trump rank, or two identical jokers. The trump suit is the suit of the exposed card. If identical jokers are exposed, there are no trumps (and the trump rank has no special status in that deal).

If you draw a card of the trump rank during the deal, you are not obliged to expose it immediately or at all. You may wait to see more of your hand, so that you can better decide whether you wish to make to make this suit trumps. You may hope that you will later pick up other cards of the trump rank, giving you a choice of suit. However, if another player exposes a trump before you do so, you can no longer make trumps by exposing a single card. After a trump rank card has been exposed, the trump suit can only be changed if another player exposes two identical trump rank cards. The suit of these cards then supersedes the first exposed suit. If a pair of identical trump rank cards has been exposed, the trump suit cannot be changed, but it can be eliminated by another player exposing a pair of identical jokers, so that there will be no trumps except jokers in that hand.

You can also make trumps by exposing a pair of identical trump rank cards even if no one has previously exposed a single card, and you can make no trumps by exposing jokers even if no one has tried to make a trump suit or if only a single card has been exposed. If you have already made trumps by exposing a single card, you cannot later change the trump suit yourself by exposing a pair, but you can use a pair to change a trump suit made by your partner with a single card if you wish to. If another player overrules your single exposed trump with a pair, you may in turn overrule their trumps by exposing a pair of jokers for no trumps.

In each deal, one member of the attacking team is the starter. This player takes the last eight cards, adds them to his or her hand without showing them to the other players, and discards eight cards face down. It can be risky to discard valuable cards, because the point value (if any) of these discarded cards will be doubled (or possibly multiplied by a higher factor) and given to the team that wins the last trick - see scoring. The starter also leads to the first trick.

In the first deal, the player who shuffles and takes the first card from the pack is chosen at random. The starter is the player who finally makes trumps, and the starter's team thereby becomes the attacking team.

In subsequent deals, if the attackers won the previous deal, the new starter is the previous starter's partner. If the defenders won, becoming the new attackers, the starter is the player to the previous starter's right.

It sometimes happens that when everyone has taken their 25 cards, no one has yet exposed a card or cards to make trumps. This will happen when the players who have trump rank cards have few other accompanying cards in the same suit, and so do not want the suit as trumps. There is then a pause, to see whether anyone wishes at this stage to expose a trump. If no one wants to, the last eight cards are turned face up one at a time. If a card of the trump rank is found, its suit becomes trumps and no further cards are exposed. If all eight cards are exposed and contain no trump rank card, the trump suit is determined by the highest of these cards (not counting any jokers that may be there). If there are two or more equal highest cards, the first of these that was exposed determines the trump suit. The starter then takes the eight cards as usual and discards eight.

The above procedure applies in the second and subsequent hands, where the starter is known before the deal. It is extremely unlikely that in the first hand no one would expose a trump from their 25 cards, because by making trumps your team gains the advantage of attacking. If this did happen, the cards would be thrown in and the deal repeated.

The play

After discarding eight cards, the starter leads to the first trick. There are four kinds of lead, each of which will be discussed in turn below:

  1. any single card
  2. any pair of identical cards, played together
  3. a sequence of consecutive pairs of identical cards
  4. a set of top cards
Each of the other players in anticlockwise order around the table must play the same number of cards as were led, following suit as far as possible. Note that the jokers and the trump rank cards count as belonging to the trump suit. The winner of the trick is determined according to the rules set out below for each type of lead. The winner of each trick leads to the next trick, and may again lead a single card, pair, sequence of pairs or top set.

If a defender wins the trick, any valuable cards (kings, tens and fives) that it contains are placed face up in front of one of the defenders. The remaining cards are placed face down in a waste pile in front of the starter's partner - keeping them well separated from the starter's discards, which are stored face down in front of the starter. If the attackers win the trick, all the cards in it are placed face down on the waste pile in front of the starter's partner. In this way it is always possible to see by looking at the face up cards in front of the defenders how many points they have so far collected. The total number of card points collected by the defenders determines the result: the defenders win if they have 80 points or more.

1. Leading a single card
Any single card may be led. If a trump is led, the other players must play a trump if they have one; anyone who does not have a trump may play any card. The trick is won by the highest trump played; if several equally high trumps are played then first played of the equal trumps beats the others and wins the trick if no higher trump is played.
If a non-trump is led, the other players must play a non-trump of the same suit as the lead if they can. Any player who is unable to follow suit in this way may play any card. If no one plays a trump, the trick is won by the highest card of the suit led; if equal cards are played, the first played beats the other. If any player plays a trump, the trick is won by the highest trump in it, or if there are several equal highest trumps, by the first of them that was played.
Examples. Suppose that fives and diamonds are trumps.

2. Leading a pair of identical cards
Any pair of identical cards can be led, but note that they do have to be identical, not just equal. For example if nines and spades are trumps, you can lead diamond9-diamond9, but heart9-club9 would not be a legal lead.
When an identical pair of trumps is led, each of the other players must play an identical pair of trumps if they have them. Those unable to do this must still play two trumps if possible. A player who holds only one trump must play this with any other card. A player who has no trumps plays any two cards (there is no obligation to play a pair). The trick is won by the highest identical pair of trumps played - unpaired trumps cannot win, even if they are higher.
When an identical pair of non trumps is led, anyone who has a pair of identical cards in the same suit must play such a pair. Those who have no such pair can play any two cards of the suit led. If they only have one card of the suit led, they play that together with any other card. A player who has no cards of the suit led can play any two cards - there is no obligation to play a pair in this case. The trick is won by whoever plays the highest identical pair in the suit led, unless some other player, having no cards of that suit, trumps the trick with a pair of identical trumps. If a pair of identical trumps is played to the trick, the highest pair of identical trumps wins. If two players were to play equally high pairs of trumps - for example heart9-heart9 and diamond9-diamond9 when nines and spades are trumps - then the first played of these pairs would beat the other. It is not possible to win the trick with two unpaired trumps.
Examples. Suppose that threes and hearts are trumps.

3. Leading a sequence of pairs
If the player whose turn it is to lead has two or more consecutive pairs of identical cards in the same suit, they may be led as a group. If fours and diamonds are trumps, the following are examples of sequences of pairs that can be led:
The following would not be valid leads:
When a tractor or a longer sequence of adjacent pairs is led, the other players must each play an equal number of cards, following suit in the same way as to a single pair.
If the lead is in trumps, the other players must play identical pairs of trumps as far as possible, even if the pairs are not consecutive. If they have no more trump pairs, they must play unmatched trumps. If they have fewer trumps than the number of cards that were led, they must play all their trumps, together with other cards of their choice, to make up the required number of cards. The non-trumps do not have to be in pairs. The trick is won by the highest set of consecutive trump pairs of the same length as the lead - other trumps, paired or not - have no power.
If the lead is in a non-trump suit, the other players must follow with the same number of cards, playing identical pairs (not necessarily consecutive) in the suit that was led as far as possible, and then if necessary playing further cards of the led suit to make up a number of cards equal to the number led. Having run out of the suit led, they may other cards of their choice, not necessarily pairs. The trick is won by the highest set of consecutive pairs of the same length as the lead in the suit led, unless some player who has none of the suit led manages to trump with an equally long sequence of consecutive pairs of trumps, in which case the highest such trump sequence wins.
Example. Kings and clubs are trumps.

4. Leading a set of top cards
It is legal to lead any collection of cards of a suit (or of trumps), which can be a mixture of single cards and pairs, provided that there are no cards of that suit remaining in play that could beat any of those single cards or pairs. For example, with fours and clubs as trumps:
When a set of top cards is led, the other players must follow as far as possible with cards of the same suit. If the lead contained pairs, then the other players must include at least that number of pairs in the cards that they follow suit with, if they are able to. If they do not have sufficent cards of the suit led, they make up the required number of cards with any cards of any other suits.
The player who led to the trick will win it, unless the lead is in a non-trump suit and some other player, having no cards of the suit led, makes a play consisting entirely of trumps, including as many pairs of identical trumps as there were pairs among the cards led. In that case the trumps win. If more than one player manages to play an appropriate combination of trumps, and the lead included a pair, then whichever of them played the highest trump pair wins (in case of a tie the first played would win as usual). If the lead contained no pairs then the highest single trump played by those who play nothing but trumps wins the trick; in case of a tie for highest trump, the set of trumps played first would win.
Examples. Sixes and spades are trumps. One ace and one king of clubs have already been played.

Scoring

The result depends on the number of card points won by the defenders.

If the defenders won the last trick, the eight cards discarded by the starter are exposed. If the starter's discard contains any kings, tens or fives, the defenders score twice the value of these cards if the last trick was a single card trick. If the last trick was a multiple trick, then the value of the discards is multiplied by twice the number of cards led to the last trick. For example if the last trick is a tractor trick (four cards) and the defenders win it, they will score eight times the value of any cards in the starter's discard. Any points that the defenders score for the starter's discard are added to the points that they won in tricks during the play, as represented by the cards that are face up in front of them.

If the attackers won the last trick, the defenders just win the point value of the cards that they won in tricks, which are kept face up on the table.

The possible results are given in the following table.

Defenders' card pointsResultNext starter
0Attackers' score increased by three ranksStarter's partner
5 - 35Attackers' score increased by two ranksStarter's partner
40 - 75Attackers' score increased by one rankStarter's partner
80 - 115Defenders become attackers; no change in scoreStarter's right hand opponent
120 - 155Defenders become attackers and go up one rankStarter's right hand opponent
160 - 195Defenders become attackers and go up two ranksStarter's right hand opponent
200 - 235 *Defenders become attackers and go up three ranksStarter's right hand opponent
* Although there are only 200 points in the pack, it is possible for the defenders to have more than 200 points by scoring for points in the talon. It is even conceivable, though extremely unlikely, that they might have 240 or more points, in which case they go up a further rank for each increment of 40 points.

Example. North and South are the attackers with a score of 7 and East and West, the defenders have 10. South is the starter. If E-W take 60 points, N-S increase their score to 8 and North is the new starter. If E-W take 85 points, the scores stay at 7 for N-S and 10 for E-W but E-W become the attackers with East as starter. If E-W take 160 points, again E-W become the attackers with East as starter, but E-W's score is also increased by two ranks to 'queen', so that queens will be the trump rank in the next hand.

As already mentioned, the winners of the whole game are the first team whose score goes above the rank of ace.

Variations and related games

20 points per rank
Some play that each 20 points (rather than 40 points) in the play increases the winners' score by one rank. The defenders still need 80 points to become the attackers, but with 100-115 they also gain a rank, with 120-135 two ranks and so on. When the defenders have 60-75 points the attackers gain a rank, but when the defenders have only 40-55 points the defenders gain two ranks and so on.

Compulsory levels
It may be specified that certain scores, such as king and ace, cannot be skipped. So a team whose score should go up by several ranks, according to the card points they have won, cannot go past any of these compulsory levels. For example, if you play that 10 cannot be skipped, your score was 9, and you win in such a way that your score should go up three ranks, you score in fact goes up to 10, not queen, and you play the next hand with tens as trumps.

Short game
A game can last quite a long time, especially if there are many close deals where the defenders become attackers with no change in score. It can be shortened by playing until a team reaches some lower rank, such as seven, or (perhaps better) by starting at a higher rank, such as seven, instead of at two.

The hook
Some play that when jacks are trumps, if a team wins the last trick with the jack of the trump suit, capturing a jack belonging to the other team, then the team whose jack is captured has their score reduced to two.

Six players
Six players can play tractor, in two teams of three, sitting alternately. In the deal each player takes 17 cards and there are six extra cards for the starter, who discards six. When the attackers win, the next starter is the partner sitting two places to the right of the current starter. The other rules are identical to the four-player game.

Looking for Friends
The related game Zhao Pengyou (Looking for Friends) can be played by five or more. The partnerships are not fixed but are determined by cards called by the trump maker, who also takes the last cards and starts the play. A detailed description can be found on the Zhao Pengyou page.

Variations in the play
I suspect that there are many slight variations in the rules of play, especially the exact types of leads allowed. The alert reader will notice some differences between the rules of play on this page and on the Zhao Pengyou page. I was taught these games by two different players, and the differences may represent possible variations in both games, rather than a systematic difference between the two games.

Single deck game - 40 points
Sishi Fen (40 points), also known as Bai Fen (100 points) and by various other names is a four player fixed partnership game, similar to Tractor but played with a single deck. It is probably the game from which Tractor was developed - see the Bai Fen page for a description.

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This page is maintained by John McLeod (john@pagat.com).
© John McLeod, 2001

Last updated 17th April 2005


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