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| Card Game Encyclopedia: Tichu |
Tichu is a
multi-genre card game; primarily a shedding game that includes elements
of Bridge and Poker played between two teams of two players each. Teams
work to accumulate points; the first team to reach a predetermined score
(usually 1,000 points) is the winner. Tichu is the trade name for what
appears to be a variant of Choi Dai Di (Hong Kong slang:
"Step on the little guy") or Da Lao Er (Mandarin slang:
"Big penis") combined with Zheng Fen ("Competing
for Points"). It is also marketed asTai-Pan in the
Netherlands.
GameplayEach player sits across from his or her teammate so that play alternates between the two teams. The game is traditionally run counter-clockwise, but is played clockwise outside of China. The game is played with a deck of 56 cards, consisting of a 52-card deck of four suits (Jade, Sword, Pagoda, Star) plus four special cards (Mah Jong, Dog, Phoenix, Dragon). A standard 52-card deck with 4 jokers (marked to indicate the special cards) can also be used. Each player is dealt (or alternately draw cards in Chinese play) eight cards, and may call "Grand Tichu," a 200-point bet that he (not his partner) will be the first to get rid of his cards. Once players have decided whether to make this call, six more cards are dealt (the remaining cards in the deck) and players may no longer declare "Grand Tichu". Now, and at any time prior to playing his or her first card, a player may call "Tichu," a 100-point bet that he (not his partner) will be the first to get rid of his cards. The differences between Grand Tichu and Tichu are when they may be called, the number of cards you've seen, and the number of points involved. All players prepare three cards for simultaneous exchange, with each player passing one card (face down) to each of the other players -- one to each opponent and one to his or her partner. Should a player declare "Tichu" before the simultaneous exchange, players are allowed to change their out-going exchange cards. After the card exchange, the player with the Mah Jong leads the first trick. In Tichu, playable card combinations are generally based on Poker hands, with some exceptions. A player may pass on a trick with the option to play in later (essentially checking in Poker), and a trick is completed if it is passed three times in a row. Playable card combinations include: a single card; any pair; two or more "stairs" (consecutive pairs; for example, 55667788. Non-consecutive pairs may not be played); three of a kind; straights of at least five cards in length (so 56789TJQ is playable); and full houses (three of a kind & a pair). A flush (except for a straight flush) cannot be played. Four of a kind or a straight flush is a bomb which beats any card combination with the exception of a bigger bomb. Bombs may be played at any time (even out of turn) to end a trick, with every player given a chance to play bigger bombs before the trick is taken. An example of "bombing": 10< K< D< 8888< AAAA< ♦9♦10♦J♦Q♦K< ♠2♠3♠4♠5♠6♠7.
ScoringTeams gain or deduct points for Grand Tichu (±200 points) and/or Tichu (±100 points) calls. As an example: player A declared Grand Tichu and lost to D's Tichu. A&C lose 200 points and B&D gain 100 points. If both players on a team get rid of all their cards before either player on the opposing team is out of cards, the winning team scores 200 points and there is no card scoring this round. The last player out gives their remaining cards to the opposing team, and gives all the tricks they have won this round to the first player out. Points are scored based on the cards in the tricks won by each team. Kings and tens are worth ten points each, fives are worth five points, the Dragon is worth 25 points, and the Phoenix is worth negative 25. All other cards score zero. Rounds continue until a team scores 1,000 points or more.
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