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Tichu

Tichu

1991·Urs Hostettler

3 - 10 players
30 - 90 min
Medium weight: Teach it in one sitting

From BoardGameGeek

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 game uses either one or two standard 52-card decks 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.

Tichu

Which Tichu video should I watch?

Tichu has 3 videos from 3 creators: 2 reviews and 1 other video. They date from 2023 to November 2026.

If you like it, try Kremlin, also by Urs Hostettler, or Yokai Septet, Rowdy Partners and SCOUT, which share several of its mechanics.

All videos

Tichu Review | Deep Partnership Cardplay for 4Review21:26

Tichu Review | Deep Partnership Cardplay for 4

Rolls in the Family

Rolls in the Family

Tichu #boardgame #boardgamelife #地主0:10

Tichu #boardgame #boardgamelife #地主

給肥龍一盒桌遊

給肥龍一盒桌遊

TichuReview2:30

Tichu

Mel's Board Game Room

Mel's Board Game Room

Creators who cover this

All channels
Mel's Board Game Room
Mel's Board Game Room
1 video of this game
Rolls in the Family
Rolls in the Family
1 video of this game
給肥龍一盒桌遊
給肥龍一盒桌遊
1 video of this game

Games like this

All games

Kremlin

1986·Urs Hostettler

Videos
3
Creators
3
Mostly reviews and how-to-play

3 - 6 players·75 min·Medium weight

Yokai Septet

2018·Muneyuki Yokouchi (横内宗幸)

Videos
24
Creators
21
Mostly how-to-play and reviews

2 - 4 players·30 - 45 min·Light weight

Rowdy Partners

2025·Jason Hager, Darren Reckner

Videos
21
Creators
15
Mainly reviews

2 - 4 players·30 - 60 min

SCOUT

2019·Kei Kajino (梶野 桂)

Videos
87
Creators
77
Mainly reviews

2 - 5 players·20 min·Light weight

About Tichu

From BoardGameGeek:

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 game uses either one or two standard 52-card decks 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.

Designer

Urs Hostettler

Artists

Kerri Aitken, Christine Alcouffe, Res Brandenberger, François Bruel, Javier González Cava, Philippe Guérin, Urs Hostettler, Chris Quilliams and 3 more

Publisher

Fata Morgana Spiele

Categories

Card Game

Mechanics

Hand ManagementTrick-taking & ClimbingTeam-Based Game
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