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Tichu

Game preparation

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

The game

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

Game sequence

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

The Schupfen

Schupffenster

Each player selects three cards that he gives off undercover to the other players. To do this, drag the cards with Drag&Drop onto the Schupf window and then click on "Card Exchange". In return, you get three cards from the other players. After the Schupfen, the hand cards can be resorted with the right mouse button pressed as desired.

Playing cards

Spielfeld

The player with the 1 (Mahjongg, see below) has the play and sets any valid card combination. You play the cards by clicking them up and then clicking on "play cards". Then it will be played in turn.

Whoever is on the line can either overdo the previous player's edition or he presses the "Passe!!" button. Overbid, a higher combination of the Type to play. There are the following types:

CombinationCompositionValue
OneA single card1 < 2 < ... As < Dragon
pairTwo equal cards2/2 < As/As
DrillingThree equal cards2/2 < ... < As/As/As
Full HouseDrilling + pairIt counts the height of the drilling
RoadFive or more consecutive cards of any colorIt counts the highest map
StairsTwo or more consecutive pairs (e.g. 4/4/5/6/6)It counts the highest pair
BombsFours and monochrome Roads2/2/2 < ...As/As/Ass/As < 2/3/4/5/6 < 10/J/D/K/As < 2/3/4/5/6/7

Note that roads and stairways of different length are not considered the same type and therefore cannot overlap each other. For example, a six-card road must also be provided with a higher six-way road; Even if you have an aft road, in this case you only have six cards.

Bombs

Bomben

Bombs form an exception, because bombs go over everything. You can even be played if you are not at all in the row: click on "Bomben", you will immediately become the current player and have the opportunity to place a bomb out of the row. Bombs can be overstated by higher bombs. If a player's bid is not handed over by any of the other players, all the cards played fall as a trick to him and he may replay as desired.

Special cards

The Mahjongg
Mahjongg

The Mahjongg (or also 1) is the smallest card. It can be installed in roads or played as a single card. Who owns the Mahjongg has the first play, but does not necessarily have to play the Mahjongg as the first card.

At the moment the Mahjongg is played, the player may want a normal card. The wish is fulfilled by laying a card or a combination containing this card. Whoever can't fulfill him must ignorate him; the first player (including the wisher and his partner!), who can legally fulfill him, must: do so. If the only legal combination is a bomb, he must put it. You can place a bomb without the desired card, even if you could fulfill the wish, but the wish remains.

The dog
Hund

You can only play the dog if you have the right to play. The dog transfers the play to the partner. If the player has no more card, the next player still in the game gets the play; You can be yourself, but you don't have to. The dog is not a combination of cards and cannot be bombed.

The Dragon
Drache

The dragon is the highest single card (As+1) and can only be played as such. The special thing about the dragon is that you have to leave a stitch made with it completely to the counterparty. You can decide which player you give the trick yourself.

The phoenix
Phoenix

The Phoenix is a joker. It can replace any ordinary card in any combination, but cannot be used for bombs. As a single card, the Phoenix 1/2 is higher than the card to which it is placed. If he gets played, the Phoenix counts 1.5. The phoenix cannot override the dragon.

Round end

One round ends as soon as three players got rid of all their cards. 100 points are distributed according to the stitches made. The player who has not finished loses his tricks to the one who was finished first; his remaining handcards fall to the counterparty.

The individual cards count as follows:

MapPoints
Five5
Ten10
Kings10
Dragon25
phoenix-25
All the others0

If, however, the players of a team are first and second all their cards, the round ends prematurely with a double win; the card values are ignored and the team receives a flat rate of 200 points.

Tichu announcement

Ansage

In addition, each player can say a "Tichu!" before playing his first card. He bets to finish the game first. If he does this, his team will receive 100 extra points, otherwise it will lose the same amount. The announcement is player-related - if the opponent's partner is first finished, the announced Tichu will be lost.

Courageous players can also turn on the "Great Tichu".

Großes Tichu

The program then interrupts the distribution after only 8 cards and asks if you want to say big Tichu or not before you see the remaining 6 cards. A large Tichu is worth 200 points, otherwise it works just like a normal Tichu.

Playing

The game ends when a team has reached at least 1000 points.

Options

round X

A fixed number of rounds can thus be determined. The game ends after the set number of rounds, even if previously 1,000 points were reached or exceeded.

tichujoline

The first team joint on 1 and 2, player 2 spins automatically on place 3. The game continues as usual.

Turning

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

For each winning game, each player of the winning team receives two winning points. There is a win point for each player for a difference. In addition, the reached Tichu points are also noted.

With a double win, the two players of the team get three win points and 100 (not 200!) Tichu points. The losers are empty. Points for tichus are of course added to the tichu points.

Special case: if a team lands a double win and loses its trendy Tichu, the team gets only two winning points credited. The other team is empty.

It is played without "big tichu".

The winner will be the one who finally scored the most winning points. At the same time, the one with most Tichu points wins.

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