Tichu

Game Image
Player Count Icon

3-12

Play Time Icon

60

Complexity Icon

2.34/5

Summary

Tichu took much of its rules and mechanics from the card game Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.

Card Zones

Card Image

Game Cards: Use Rank & Suit

Special Cards: Use Suit & Image

Game Rules

Objective of the Game

Get rid of all the cards in your hand, preferably while scoring points in the process.

Setup

Form two teams, sitting opposite of each other. Deal out the deck to the players (traditionally, each player takes cards). Then each player chooses one of their cards to give to each other player face down.

Gameplay

The player holding Mah Jong leads by playing a combination. Each player either passes or plays a combination that is of the same type and number of cards and of higher value. Then play moves to the next player (traditionally counter clockwise). Once three players pass in a row, the player who played the last (highest) combination gathers the trick and leads a new combination. If this player has no cards left, the next player in turn order leads. Combinations: (a) a single card - High Card (b) a pair of cards of equal rank - Pair (c) a sequence of 3 pairs of adjacent value (ex. 44, 55, 66) (d) a trio of cards of equal rank - 3 of a kind (e) a trio and a pair - Full House (f) a sequence of length at least 5 - Straight Bombs: A sequence of at least 5 consecutive cards (straight flush) or all 4 cards of the same rank (4 of a kind) can be played at any time (even out of turn and even to lead) to take a trick. They beat anything. A higher bomb will beat a lower bomb, so a bomb can be played on a bomb. Rank of bombs is determined by number of cards and then by rank. Mah Jong: This card ranks as 1. When played, player may wish for a certain rank (not special card); the next player who has a card of the desired rank and can lawfully play it must play it. The wish remains until fulfilled. Hound: This card can only be played by leading it as a single card. It lets the player's partner lead the trick. If the partner is out, player after the partner leads. Phoenix: Can take the place of any normal card in a combination (not a bomb), or be used as a single card, in which case its rank is half a rank higher than the cards it's played after (except dragon). Dragon: Highest single card, only beaten by a bomb. When dragon wins a trick, trick is given to the opponent of player's choice. End of round: When only one player has cards left, the round ends. That player gives the cards in their hand to opponents and tricks won to the player who went out first. Play until a team has 1000 points. Scoring: Players score 10 for each K and X, 5 for each 5, 25 for dragon, -25 for phoenix (100 points total). If two teammates go out first and second, round ends, skip scoring, and the team scores 200 points. Tichu: Until playing a card, a player may call "Small Tichu" or "Tichu". If they win the round, +100 points, if not -100 points. Before drawing a 9th card, a player may call "Grand Tichu". If they win the round, + 200 points, if not -200 points. First team to 1000 points is the winner.

Rules Source: The Everdeck Companion Vol. 3

Card Table

These are the cards you require for the game

clubspade

0

1

2

3

4

5

6

7

8

9

X

J

Q

K

A

heartdiamond

0

1

2

Dragon

3

4

5

6

7

8

9

Mah JongDog

X

J

Q

K

Phoenix

A

coincrown

0

1

2

22

3

33

4

44

5

55

6

66

7

77

8

88

9

99

X

XX

J

JJ

Q

QQ

K

KK

A

AA
moonstar

0

1

2

22

3

33

4

44

5

55

6

66

7

77

8

88

9

99

X

XX

J

JJ

Q

QQ

K

KK

A

AA

Total Cards: 56

Game Cards: 52

Game Cards: Use Rank & Suit

Special Cards: 4

Special Cards: Use Suit & Image

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