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Tichu

Tichu (Originalregel)

Game preparation

With /join 4 players can join the game. The game begins with /start. Alternatively, you can use the game management.

The game

Tichu is a card game for four people (there are also versions for other player numbers, but we only play it with four people). Two players each form a team. The aim is to get rid of all your cards as quickly as possible and score as many points as possible.

Gameplay

There are 56 Cards: in four suits, 13 each from 2 to As, and four special cards (see below). Each player gets 14 cards.

The Shootout

Schupffenster

He chooses three cards, which he gives face down to another player. To do this, drag and drop the cards onto the trading window and then click on “Card Exchange”. In return you receive three cards from the other players. After drawing, the hand cards can be rearranged as desired by holding down the right mouse button.

Play cards

Spielfeld

The player with the 1 (Mahjongg, see below) has the lead and places any valid combination of cards. You play the cards by clicking them up and then clicking "Play Cards". Then the game is played one after the other.

Whoever's turn it is can either beat the previous player's display or press the "Pass!!" button. Outbidding means playing a higher combination of the same type. There are the following types:

< /tr>< tr class="teven">< tr class="teven">
CombinationCompositionValue
OneA single card1 < 2 < ... Ace < Dragon
PairTwo equal cards2/2 < ... < Ace/As
Three of a kindThree of the same cards2/2/2 < ... < Ace/As/As
Full HouseThree of a kind + pairThe height of the three of a kind counts
StraightFive or more consecutive cards of any suitThe highest card counts
StairsTwo or more consecutive pairs (e.g. 4/4/5/5/6/6)The highest pair counts
BombsFour of a kind and solid straights2/2/2/2 < ...As/As/As /As < 2/3/4/5/6 < 10/J/D/K/As < 2/3/4/5/6/7 ...
< p> Note that streets and stairs of different lengths are not considered the same type and therefore cannot surpass each other. For example, a straight of six cards must also be beaten by a higher straight of six; Even if you had a straight of eight, in this case you can only outbid with six cards.

Bombs < /h4> Bomben

Bombs are an exception, because bombs are more important than anything. They can even be played when it's not actually your turn: if you click on "Bombs", you immediately become the current player and have the opportunity to place a bomb out of turn. Bombs can in turn be overtaken by higher bombs. If a player's bid is not exceeded by any of the other players, all cards played fall to him as a trick and he can play again as he wishes.

The special cards

The Mahjongg
Mahjongg

The Mahjongg (or 1) is the smallest card . It can be built into streets or played as a single card. Whoever owns the Mahjongg has the first play, but does not necessarily have to play the Mahjongg as the first card.

The moment Mahjongg is played, the player can wish for a normal card. The wish is fulfilled by placing a card or a combination that contains this card. Anyone who cannot fulfill it can safely ignore it; However, the first player (including the wisher and his partner!) who can legally fulfill it must do so. If the only legal combination is a bomb, he must plant it. You can place a bomb without the desired card, even if you could fulfill the wish, but then the wish remains.

The Dog
Hund

You can only play the dog if you have the right to play. The dog hands over the game to the partner. If that person no longer has a card, the next player still in the game gets the lead; You can be that yourself, but you don't have to. The dog is not a card combination and cannot be bombed.

The Dragon
Drache

The Dragon is the highest single card (A+1) and can only be played as such. The special thing about the kite is that if you take a trick with it, you have to give it all over to the other party. You can decide for yourself which player you give the trick to.

The Phoenix
{7 }

The Phoenix is ​​a joker. It can replace any common card in any combination, but cannot be used for bombs. As a single card, the Phoenix is ​​1/2 higher than the card it is placed on. If it is played, the Phoenix counts 1.5. The phoenix cannot outdo the dragon.

End of round

One The round ends when three players have gotten rid of all their cards. 100 points are awarded based on the number of tricks taken. The player who did not finish loses his tricks to the player who finished first; his remaining hand cards fall to the opposing party.

The individual cards count as follows:

CardPoints
Five5
Tens10
Kings10
Dragon25
Phoenix- 25
all others0

Will they However, players on a team are the first and second to lose all their cards, so the round ends prematurely with a double victory; the card values ​​are ignored and the team receives a flat rate of 200 points.

Announce Tichu

Ansage

In addition, each player can after playing his first card, a “Tichu!” announce. He bets to finish the game first. If he manages to do this, his team receives 100 extra points, otherwise they lose the same amount. The announcement is player-related - if the announcer's partner finishes first, the announced Tichu is considered lost.

Courageous players can also turn on the “Big Tichu”.

Großes Tichu

The program then interrupts the dealing after only 8 cards and asks whether you want to announce Big Tichu or not before you see the remaining 6 cards. A Large Tichu is worth 200 points, otherwise it works exactly like a normal Tichu.

End of game

The game ends as soon as one team has reached at least 1000 points.

Options

round X

This allows a fixed number of rounds be determined. The game ends after the set number of rounds, even if 1,000 points have been reached or exceeded beforehand.

tichujoin

The first team joints on 1 and 2, player 2 automatically jumps to 3rd place after the start of the game. The game then continues as usual.

tournament

In tournament mode, 9 rounds are played. Each player plays with each other player three times as a team.

For each game won, each player on the winning team receives two victory points. For a draw, each player scores one victory point. In addition, the Tichu points achieved are also noted.

In the event of a double victory, the two players on the team each receive three victory points and 100 (not 200!) Tichu points. The losers go away empty-handed. Points for completed Tichus are of course added to the Tichu points.

Special case: if a team gets a double victory and loses its announced Tichu at the same time, the team only gets two victory points. The other team comes away empty-handed.

It is played without a “big Tichu”.

The winner is the one who has earned the most victory points at the end. If there is a tie, the one with the most Tichu points wins.

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