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98 Tichu Rulebook

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0% found this document useful (0 votes)
16 views4 pages

98 Tichu Rulebook

Uploaded by

boriscoguric2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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TICHU They push the cards face down.

Once a player has pushed 3


for 3 - 10 players aged 10 and up; length 30 - 90 minutes. cards, he may pick up the cards pushed to him, adding them to
his fanned hand.
From the booklet by Fata Morgana, translated
November, 1992 by A.G. Smith; revised in 1993 (and The player holding the Mah Jong begins by leading (playing
2004 by fatamorgana) face up on the table) any of the following combinations of
©Genossenschaft Fata Morgana, Güterstrasse 32, CH-
3008 Bern, Switzerland. cards from his hand:
a single card, for example: 4
CONTENTS a pair of cards of equal rank, for example: 8,8
112 circus cards – 2 complete 56 card Tichu decks a sequence of pairs of adjacent value, for example:
rule booklet J,J,Q,Q,K,K (the example is a sequence of three pairs. Other
numbers of pairs are also allowed.)
The cards, with their four suits (Jade, Swords, Pagodas, Stars), a trio of cards of equal rank, for example: 2,2,2
each of 13 values, correspond to a “normal” bridge deck. The a full house (trio + pair), for example: 5,5,5,9,9
ace is the highest in each suit and the 2 is the lowest. The 10 a sequence of length at least 5, for example: 4,5,6,7,8,9
ranks between the 9 and the jack, as in most card games. Four
extra cards expand the deck to 56 cards: the Dragon, the The next player (to the right - the Chinese play to the right,
Phoenix, the Hound, and the Hemp-Sparrow (or Mah Jong). like the Swiss and the Hopi) now has the choice of
SOME SAY TICHU CANNOT BE EXPLAINED, passing or
but must be experienced. If we believed that, there would be playing a similar combination of higher value
no rules with this game. So, we talked Mr Chuang (the man A single card can thus only be beaten by a single card of higher
who taught us the game) into helping us. He drummed up some value, a sequence of two pairs only by a sequence of two
rules in the backroom of the souvenir shop of the Confucian higher pairs, a sequence of eight cards only by a higher
temple. At first, he only allowed us to watch. Later, we played sequence of exactly eight cards, a full house only by a higher
and the Chinese experts gave us good advice. We recommend full house (in full houses the value of the trio is what counts).
this method of learning most heartily, if you can find a Chinese Exception: Bombs (see below).
expert to teach you. Below, you will find rules and other
comments for four “Tichu” games, depending on the number Play continues to the right. As soon as 3 players pass in turn
you choose to play with. order, the player who played the last (highest) combination
gathers in the trick and leads a new combination. If this player
TICHU NANKING (4 PLAYERS) has no cards left, he has “gone out” and the right to lead
The game is played by pairs of two partners with the players of passes to his right-hand neighbor (passing further to the right
each team sitting opposite one another. During the game, the if the latter has gone out as well).
partners try to help each other score points and gain the lead.
The game is played over several hands with the goal to be the THE SPECIAL CARDS
first team to score a total of 1000 points. The Mah Jong is an interesting card of mixed
reputation, with the following properties:
Before the game starts, the players choose a starting player its owner starts the hand (but need not lead the Mah Jong).
who shuffles the cards for the first hand and offers the shuffled the Mah Jong ranks as a 1 and is, therefore, the lowest card
deck to the player on his left, who may cut the deck. In in the deck. As a one, it may be included in a suitable
subsequent hands, the winner of the previous hand shuffles the sequence (e.g. 1,2,3,4,5).
deck and offers it to be cut. when a player plays the Mah Jong, he is allowed to wish for
a certain rank (for example an 8 or an Ace, but not a special
The player then places the deck face down in the middle of the card). The next player who has a card of the desired rank,
table. The Chinese do not deal cards, but rather, they take and can lawfully play it, must play it (possibly in a bomb! or
them. The dealer starts by taking the top-most card. Then, all rarely in a sequence). A player who does not hold or cannot
take turns, in counter-clockwise order, taking one card at a play a card of the desired rank can play any lawfull card or
time, until the deck is exhausted and each player holds a fan of pass.
14 cards in his hand. As in most card games, the players keep The wish remains in force until someone fulfils it.
their cards secret from each other, including their partners.

Next, the players each push 3 cards, 1 to each other player.


The faithful Hound has no trick-taking power at all. It If, however, the two players on one team achieve a double
can only be played by leading it as a single card and it victory (being both first and second to run out of cards), the
transfers the right to lead to the player’s partner. If the round ends immediately, the counting is skipped, and this team
player’s partner has already gone out, the lead passes to scores 200 points.
the partner’s right.
THE TICHUS!
The ever-changing Phoenix is the most powerful card in A Tichu is a way for players to score even more points, but with
Tichu. However, it counts minus 25 points. It can be a risk.
played: Small Tichu
Each player may, until he plays his first card in a hand, call
as a joker - it can take the place of any normal card in a
"small tichu". If he then wins the round (going out first) his
combination, but may not be used to make a bomb!
team gets 100 extra points. If he does not go out first in the
as a single card. It's value is half a rank higher than the card
hand, his team loses 100 points.
it's played after. If an eight is the current highest card
Calling tichu is an individual undertaking. The partners cannot
played, the Phoenix counts as 8.5, and can be beaten by a
discuss it nor arrrange it beforehand. Once called, of course, his
nine or higher. The Phoenix can beat an ace, but not the
partner may play to help him during the play of the cards, but
Dragon. If led, the Phoenix counts as 1.5.
they still cannot discuss strategy as they play. And, the tichant
himself must go out first. If his partner goes out first, the team
The Dragon is the highest individual card and is worth
loses the 100 points! Also, the 100 points for tichu are scored
25 points.
independently of, and in addition to, the normal scoring of the
When single cards have been played, it is higher, even
hand. Also, a player can call "tichu" long before the player plays
than an ace or “ace and a half” (the Phoenix over an ace), and
his first card. A call before the cards are pushed can be useful as
can itself only be beaten by a bomb. However: it cannot be part
a request for a partner to push over his best card.
of a sequence.
Grand Tichu
If the noble Dragon wins a trick, he gives the trick (including
Of course, where there is a small tichu, there must be a grand
its own 25 points) to the opponent of its holder’s choice.
tichu, as well. An especially brave or desperate player may,
before taking his ninth card from the deck at the beginning of
A Bomb is:
the hand, call “grand tichu”. If he then goes out first in the
a sequence of at least five consecutive cards in the same suit hand, his team scores 200 extra points. If not, his team loses
or all four cards of the same rank 200 points, as in the rules for his smaller brother.
Bombs can be played at any time, even out of turn, to take a
trick. They beat anything, be it a single card or a combination. A END OF THE GAME
higher bomb will beat a lower bomb, so a bomb can be played The team which reaches (or exceeds) a total score of 1000
on a bomb. The rank of bombs is determined: (1) by the points at the end of a round wins the game. If both teams are
number of cards and (2) by the rank of the cards. A player can over 1000, the team with the most points wins. In case of a tie,
even lead a bomb when leading a new trick. the game continues until a team has 1000 or more at the end of
a round and there is no tie.
END OF A ROUND
The round ends immediatly when only one player has cards left TACTICAL TIPS
in his hand. For hints on tactics, it is best to ask a Chinese bus driver. Since
Then the tailender (the last player with any cards) hands over such a person may not be available to all reading these rules,
the cards remaining in his hand to his opponents and the tricks we offer the following from our small experience. Naturally,
he won to the winner (the player who has gone out first in the when placed beside the wisdom of our Chinese tutor these will
hand). Next, the round is scored. taste like a dusty dog biscuit beside the highest culinary delights
of Nanking.
SCORING A ROUND First, try to get rid of your rotten cards (low singletons and
Players turn over their tricks and score: pairs). Also, be sparing with your aces, Dragons, and Bombs
+ 10 for each king and each ten early in the hand. A player who has a singleton 4 after a
+ 5 for each five dazzling display of power, was either the victim to an
+ 25 for the Dragon, and unexpected Bomb or does not understood the game yet.
- 25 for the Phoenix Keep an eye on the score. If the score is, for example
There are, thus, 100 points for the whole hand, which are 630:970, a grand tichu is begging to be called.
divided between the two teams.
Unreservedly support your partner’s “tichu”. When playing What happens if two players want to play a bomb at
the Mah Jong, do not demand a card which might break up the same time?
your partner’s bomb and do not take his trick (this is This happens very rarely and the solution of the problem is
certainly legal, but it is likely dangerous unless very low usually obvious.
ranks are involved)
Try to bring down an opponent’s “tichu" when the tichant is However (if you need a rule): Tichu should not be a game of
the player to his left by making him take his tricks reaction, fast play should not give any advantage: bombs can be
expensively. played before ordinary combinations and multiple bombs can be
played in order of play. BUT: if a player after 5 seconds of
thinking decides to play the Dragon, no other player can claim
FREQUENTLY ASKED QUESTIONS to play a bomb at the same time (and therefore before the
dragon). If a player wants more time to think about his play,
Can the Hound be bombed? whether it is his turn or not, he must ask the other players to
No, Bombs cannot be used to take the hound (and the right to wait until his considerations are done.
lead). Bombs can only be played (even out of turn) on a card
combination (or single card) on the table. You may bomb your What if two players of the same team call a Tichu at
own trick, if you want. When 3 players pass in turn order, any the same time?
player may bomb before the trick is considered over. This is a problem with online games, but very rare in normal
games. In a tournament, I'd say that the second player, in turn
When can a bomb be played on a Mah Jong? order, may withdraw his Tichu if he wishes. However, do not
The best way to answer is with an exampleHere is an example. allow players to claim having called a Tichu at the same time,
Player 1 leads the Mah Jong and wishes an 8. Between Player 1 unless it was really simultaneous. If there is a delay, the two
and 2 (out of turn) all players (including players 1 and 2) may Tichus stand, giving that team a serious problem.
bomb (without fullfilling the wish).
Is 3,3,3,3,Phoenix a valid full house?
When player 2 has a hand like 3,4,5,6,7,8,9,10,J,Q,K,K,K,K he No. This case is not covered by our rules, but we require the
may (before his turn) play the K-bomb. After all other players owner of a bomb and the Phoenix to play his hand without this
have passed, he must lead the next trick (and fullfill the wish) strange kind of full house.
with his sequence. If another player had a sequence bomb with
an 8 he'd have to play it over the K-bomb in his turn. Can I play a sequence-bomb as a normal sequence?
No. This is also not covered by the rules, but who wants to give
When must a player fullfill the wish of the Mah Jong? preference to those lucky players always having bombs?
In his ordinary turn only. A player does not need to fullfill a
wish of the Mah Jong when playing a bomb out of turn. Can we play in clockwise order instead?
However, if he wins the trick with the bomb, he has to lead the Yes, if you are more comfortable with clockwise order of play,
next trick and must fullfill the wish then (see also the example please use that instead. Just change all the rules to switch the
above). direction of play. If you are also more comfortable dealing the
cards instead of taking them, then have the person who shuffles
Does the Dragon give away a bombed trick? the cards also deal them.
No. As the Dragon did not win, he does not control the trick.

Do I have to use the Phoenix to fullfill a wish?


If a player does not have a card of the desired rank, he is not If you have questions, comments, or suggestions,
obliged to fullfill the wish even if he has the Phoenix (which is please write us with them to RioGames@aol.com.
not considered a card of the desired rank, even though it can be You can also visit our website at:
a joker). The next player who has a card of the desired rank www.riograndegames.com.
and can lawfully play it, must play it. Even if he has to play a
bomb or a sequence of appropriate length with the Phoenix.

What happens to the last trick of the hand (when the


3rd player plays his last card(s))?
The trick is ended immediatly, but is still given away if won by
the Dragon.
THREECHU (TICHU NANKING FOR 3 PLAYERS) The refinements of the game of Tichu are of no worth in the rough and
Shuffle and take cards as you would for a four player game. The shuffler tumble of Grand Seigneur. No one bothers about points. Everyone just wants
plays with a dummy partner. to get rid of his cards as quickly as possible. No one will announce “tichu!“, no
one will lovingly gather up his trick and count - just away with the cards!
The shuffler may not declare Grand Tichu for either himself or the dummy. Tricks are taken only for the paltry right to lead.

Before any cards are pushed, the dealer may look at both his hand and the And, collecting the tricks, shuffling, giving out the cards before play begins
dummy’s. (yes, in this variant, the cards are dealt!), and all other dirty work is the duty
of the poorest of the poor - the Wretch.
Pushing cards is the same as in a four player game, except that players only
push cards to their oponents (two cards instead of three are pushed). The seating order is the Alpha and Omega of Grand Seigneur. At the head of
the table, in the most comfortable armchair in the house, sits the Great Lord
After cards are pushed, place the dummy face up on the table. The shuffler himself. On his left is the number two in the hierarchy, the Lord. Further to
plays on the dummy's behalf. The dealer may declare Small Tichu on behalf the left, in third place, sits the Squire. In fourth place the Burgher. Number
of the dummy before he plays the first card from the dummy. The dummy five is the Pauper. In last place - so at the right of the Great Lord - sits the
does not have to fullfill any wish. Wretch on a simple kitchen stool.

Scores are kept individually, even for the dummy. Each player in a The number of places corresponds to the number taking part. If need be,
partnership receives the same number of points that the team would receive if obscure forms such as Grand Burgher or Petty Pauper should be added.
it were a four player game. The shuffle (and partnership with the dummy)
passes to the left after each hand. The first hand is a simple round of tichu, without any pushing of cards or any
point values, in which everyone tries to get rid of his cards as quickly as
The game ends after a certain number of hands (divisible by three). We do possible - to be elected as the first Great Lord of the day. Whoever gets rid of
not recommend a game to 1000 points, as the dummy player is likely to win his cards second becomes the first Lord and so on. The players then move into
such a game. the seats to which they are entitled.

TICHU TIENTSIN (6 PLAYERS) The social injustice of the game of Grand Seigneur appears in the pushing in
Tientsin (Tianjin) tichu is played six handed with two teams of three seated the second hand:
alternating around the table. We thank Mr Zhu, an exceptional tour guide, for
this variant. the Wretch pushes his best three cards to the Great Lord (including special
cards, which rank Dragon, Phoenix, Mah Jong.),
The rules of the game are the same as for the four handed version, except the Pauper gives the Lord his two best cards. and
that: the Burgher gives the Squire his best card.

Grand tichu must be announced before the seventh card is taken. When five play, one card less is pushed at each level.
The recipients simultaneously push the corresponding number of cards back,
Each player pushes only two cards, to his own partners and gets one card back but presumably useless cards of their choice.
from each of them.
The Mah Jong begins, the uneven contest takes it course and the winner
The hound transfers the right to lead to its holder’s choice of partner. becomes Great Lord and the tailender becomes the Wretch. The players take
their new-won places, provided that any positions have changed. The Great
In the scoring, the last loses not only his remaining cards but also all his tricks Lord is difficult to overthrow.
to the opposition; the fifth (the second to last to go out) gives his tricks to the
winner of the round. There is no “normal” objecttive in the game. It is all for fun. At any rate, the
Great Lord should be able to enjoy unrestrictedly all privileges and comforts
There is no special reward for a double victory, but a triple victory (one team of the house (a cup of tea, a little dance performance, a parasol, choice of TV
gets rid of all its cards while all three opponents still hold cards) scores 300 channel, even the desire to continue this lordly game for another round).
points.
Howgh!
GRAND SEIGNEUR (5-12 PLAYERS)
Grand Seigneur is not a partnership game, but rather a wrangle between The above is an ethnological error by our rule-writer, from which we Editors
individualists in a hierarchical system. To be frank, we did not learn this distance ourselves.
version of the game in China, but in Europe in the mid 80s, from a Japanese
student of Criminology at Aix-en-Provence. The editor responds: ignoramuses! Error be blowed! The Chinese greeting
A simplified version has appeared as “Career Poker“ by Hexagames. “Knee Howgh“ (or “ni hau“) means “Person good“ and is part of the
fundamental vocabulary of all Chinese games, except these dumb editors at
We recommend the use of two decks when playing Grand Seigneur with 7 or Fata Morgana).
more players. As there are no partners, dogs are not allowed in the game.
Before beginning, remove all Hounds from the deck(s). Also, remove the Mah The Editors distance themselves from this distancing of their distancing. Hair
Jong from the second deck. Also: splitting in poor taste has no place in serious game rules.

In a trick, the second Dragon played beats the first.


Only four cards of equal rank in different suits count as a 4-bomb.

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