Table feel
Tichu has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.
Tichu took much of its rules and mechanics from 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. The deck is a standard 52-card pack with four special cards added: dog, phoen...
Players
?-?
Time
?-?
Age
10+
Weight
2.34
Rating
7.58
Should this hit the table?
Tichu has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Tichu has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.
Tichu has a high replayability score due to its variability in gameplay, strategic depth, and adaptability to different player counts. The game offers different experiences each time it is played, with expansions available to add new content and gameplay elements. The strategic possibilities and room for improvement make it engaging for players over time. The game scales well with different numbers of players, maintaining its appeal and balance. While it may not be the easiest game to learn, it offers a good balance between easiness and depth.
Tichu has a moderate influence of luck. Random elements like card draws can have a notable impact on the game outcome, but players have substantial ability to mitigate this randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome.
Overview
Tichu took much of its rules and mechanics from 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. The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it's your turn, you may either beat the current top card combination — single card, pair of cards, sequence of pairs, full house, etc. — or pass. If play passes all the way back to the player who laid the top cards, they win the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc. The last player out in a round gives all the cards they won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses — but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to playing any card. This indicates that the player thinks they can empty their hand first this round; if they do so, their team scores 100 points, and if not, their team instead loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only their first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal). The first team to 1,000 points wins.
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