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Tichu

Tichu · 4 players · ~60 min

Overview

Tichu blends climbing trick-taking with partnership scoring. The 56-card deck has four standard suits plus four specials (Mahjong, Dog, Phoenix, Dragon). Combos escalate within a trick — beat a higher combo of the same type or a bomb, otherwise pass. Emptying your hand first within your team is the goal.

Trick flow

  1. The leader plays any legal combo: single, pair, triple, full house, straight (5+), pair-sequence (4+), or a bomb.
  2. Each next player either beats it with a higher same-type combo, plays a bomb (4-of-a-kind or straight flush ≥5), or passes.
  3. After three consecutive passes the trick ends, the last player captures all of its cards and leads next.
  4. Winning a trick with the Dragon forces you to give the captured cards to one opponent.
  5. The Dog can only be led; it ends the trick immediately and passes the lead to your partner (the Dog itself is discarded, worth 0).

Combo types

  • Single One card. Mahjong is the lowest (1) and Dragon the highest (15.5). Phoenix played as a single = previous + 0.5.
  • Pair Two cards of the same value (or one card + Phoenix). Mahjong/Dragon cannot pair.
  • Triple Three cards of the same value (Phoenix can fill one slot).
  • Full house Triple + pair (5 cards). Phoenix can fill one slot. Compared by the triple's value.
  • Straight 5+ consecutive cards (Mahjong = 1 included; Dragon excluded). Phoenix fills a single gap or extends one end.
  • Pair-sequence Two or more consecutive pairs (4, 6, 8, 10, 12, or 14 cards). Phoenix fills one missing copy.
  • Bomb (4-of-a-kind) Four cards of the same value. Beats any non-bomb.
  • Bomb (straight flush) 5+ consecutive cards of the same suit. Beats any non-SF combo, including 4-of-a-kind bombs.

Four special cards

  • Mahjong (1) Value 1, the lowest single. The Mahjong holder leads the very first trick of the hand.
  • Dog Played as a single only when leading. Ends the trick immediately and passes the lead to your partner; worth 0 points.
  • Phoenix Wildcard. As a single it beats the previous single by +0.5 (cannot beat Dragon). In combos it stands in for any card. Penalty of -25 points if it ends in your hand.
  • Dragon Value 15.5, the highest single. When you win a trick with it, you must give the captured cards to one opponent. Worth +25 points.

Round scoring

  • Card points 5s = +5 each, 10s and Ks = +10 each, Dragon = +25, Phoenix = -25. The whole deck totals 100 points per round.
  • Double victory If the first two players to empty their hands are partners, that team scores 200 immediately and card points are ignored.
  • Loser penalty Otherwise, the last player's remaining hand goes to the opposing team's points and their captured tricks go to the player who emptied first.
  • Tichu call If a Tichu caller finishes first their team gets +100; otherwise -100.

Winning condition

The first team to reach 1000 points wins. If both teams cross 1000 in the same round, the higher score wins; on a tie, play one more round.

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본 페이지는 학습/팬메이드 구현이며 원작자, 출판사와 무관합니다.
This is a fan-made implementation for learning purposes, not affiliated with the original publishers.