Tichu

Fata Morgana Spiele, (Unknown), 999 Games · Board game · 1991
3–10 · best 4 30–90 min Weight 2.4/5
7.8 rating Ludopedia
7.6 rating BGG
STEP BY STEP

Objective of the Game

In Tichu, you and a partner (sitting diagonally across the table) are racing against the other team to score points by getting rid of your cards before your opponents do – and by capturing valuable point cards along the way. The first team to reach 1,000 points wins. But beware: calling a Tichu (a bold prediction that you’ll be the first to empty your hand) can earn you a big bonus – or cost you dearly. It’s a game of nerve, teamwork, and clever cardplay.

Setup (Preparation)

  1. Players & Teams: Tichu is for exactly four players, split into two teams. Your teammate is the player diagonally opposite you – your left and right neighbors are opponents.
  2. Deck: Use a standard 52‑card deck (four suits, ranks 2–A) plus four special cards: the Mah Jong, the Hound, the Phoenix, and the Dragon.
  3. Deal: One card at a time, counter‑clockwise, until each player has 13 cards.
  4. Push Phase: After the deal, before any play begins, each player chooses one card from their hand to give to each of the other three players. Yes, you give one card to your teammate and one to each opponent. This is your only chance to secretly move cards around before the first trick.
  5. First Player: The player dealt the Mah Jong becomes the first player. (They don’t have to lead with it.)

Note: You may only communicate with your partner through play – no talking about your hand or showing cards.

The Turn of Play

Order of Play

Play goes counter‑clockwise (to the right). The first player leads any legal combination of cards. Then each player in turn must either:

  • Play a higher‑ranking combination of the same type and size, or
  • Pass (you may still play later if the turn comes back to you).

Legal Combinations

  • Single card – just one card.
  • Pair – two cards of the same rank (e.g., 4♥ 4♠).
  • Run of pairs – two or more consecutive pairs (e.g., 4♥4♠, 5♥5♠).
  • Trio – three cards of the same rank (e.g., 7♣7♦7♠).
  • Full House – a trio plus a pair (e.g., 7♣7♦7♠ + 8♥8♠). The value is only the trio’s rank; the pair just fills the combo.
  • Straight – at least five cards of consecutive ranks (e.g., 8-9-10-J-Q). Aces are always high, so A-2-3-4-5 is not a straight.

Important: Consecutive triples (like 4-4-4, 5-5-5) are not a legal combination.

End of a Trick

When three players have passed in a row, the trick ends. The player who played the last card adds that trick to their personal score pile and leads the next trick. If that player is out of cards, the next player in turn order leads.

End of a Hand

The hand ends immediately as soon as the third player runs out of cards. That third player takes the current trick for their score pile. The player still holding cards must then:

  • Add their hand cards to the opponents’ score pile.
  • Add their own tricks to the score pile of the player who went out first.

If both members of the same team are the first and second to go out, the hand ends immediately, and that team scores 200 points instead of counting cards. The second teammate takes the trick for their score pile, but no card points are awarded.

Special Cards & Bombs

The four special cards have unique powers:

  • Dragon – The highest single card (only a bomb can beat it). If the Dragon wins a trick, the player who played it gives the entire trick to an opponent of their choice. Scores 25 points.
  • Phoenix – When played alone, its value equals the previous card’s value + 0.5 (cannot beat a Dragon; if led, value = 1.5). Can be used as a wild in a combination (any rank 2–A), but not in a bomb. Scores −25 points.
  • Hound – Played only as a single when you have the lead. It gives the lead to your partner. (If your partner is already out, the lead passes to the next player in turn order.) A bomb cannot be played on the Hound.
  • Mah Jong – Value 1 when played alone or in a straight. When you play it, you make a Wish: name any rank (2–A, not a special card). Every player who holds a card of that rank must play it on their next ordinary turn if legally possible. The wish stays in effect until someone plays that rank or the hand ends.

Bombs are powerful exceptions to normal play:

  • A straight flush – five or more consecutive cards of the same suit.
  • Four of a kind – four cards of the same rank.
  • Bombs cannot include special cards.
  • A bomb beats any other combination. If two bombs clash, the longer one wins; equal length, the higher rank wins.
  • A bomb can be played at any time, even out of turn, except it cannot be played on the Hound or before another player’s lead.
  • The BGG community allows you to bomb your own play immediately; the publisher rule says you must wait a reasonable moment, giving other players priority. If two players want to bomb simultaneously, the player next in turn order goes first.

End of Game and Scoring

After each hand, calculate points:

  1. Tichu bonuses – if a player called Small Tichu (before playing first card) and goes out first, that player earns 100 points for their team; if not first, they lose 100 points. A Grand Tichu (called before drawing the 9th card) earns 200 points or loses 200 points. Only one Tichu per player per hand.
  2. Card points – each player’s score pile contains: Kings and 10s = 10 points each, 5s = 5 points, Dragon = 25 points, Phoenix = −25 points. Add them up.
  3. Team total – combine the points from both partners. If your team went out first and second, you score 200 points instead of counting cards.

The game continues until one team reaches 1,000 points or more. That team wins. If tied, play another hand.

Tips for Winning

  • Call Tichu – take the risk! Small Tichu is called in about 2 out of every 3 hands, Grand Tichu in about 1 of 6. You don’t need to be sure you’ll win; even a modest chance of success makes the call worthwhile. If you have a hand full of high cards and few losers, go for it.
  • Master the Push phase. Give your two worst cards (low cards that don’t fit into any combination) to opponents. If your hand is weak, give your best card to your partner. If your hand is strong, give your third weakest card to your partner – that little boost can help them empty their hand faster.
  • Support your partner’s Tichu. If your partner calls a Tichu, forget about going out yourself. Do everything you can to help them be first – lead low cards, hold back high ones, and use the Hound to give them the lead. Passing low cards to your partner during the Push can keep the table values low and let them shed cards quickly.
Rules videos

In English

OFFICIAL RULEBOOK
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